Commit Graph

4374 Commits

Author SHA1 Message Date
Paramat
953cbb3b15 Plantlike: Fix visual_scale being applied squared (#5115)
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.

Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
2017-01-28 20:07:35 +10:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
paramat
2a89531071 Dungeongen: Fix selection of diagonal corridors
The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
2017-01-26 20:19:05 +00:00
paramat
ae929ce2fd Dungeons: Add nodebox stairs to desert and sandstone dungeons
Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.

Add 'stair desert stone' content id to MappgenBasic.

Requires 'mapgen stair desert stone' to be added to Minetest Game.
2017-01-26 20:18:54 +00:00
Dániel Juhász
c268db7b46 Fix after hardware node coloring (#5114) 2017-01-27 01:10:56 +10:00
paramat
9f108b56d3 Dungeongen: Fix out-of-voxelmanip access segfault
My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.

Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
2017-01-25 20:34:03 +01:00
rubenwardy
08911160aa Block spam messages before calling on_chatmessage callbacks (#4805)
Fixes #4799
2017-01-25 10:57:33 +01:00
number Zero
33e0eedbfb Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
2017-01-24 13:59:40 -08:00
raymoo
87e9466caf Wrap to positive degree values (#5106) 2017-01-24 17:25:11 +01:00
sfan5
0cde270bf5 Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations of add_particle{,spawner} (fixes #5108) 2017-01-24 15:19:29 +01:00
paramat
59fdf57134 Zoom FOV: Reduce minimum zoom FOV to 7 degrees
The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
2017-01-23 07:39:58 +00:00
paramat
d413dfe87c Dungeons: Support nodebox stairs wider than 1 node
Previously, code did not support stair nodeboxes in corridors wider
than 1 node.
Make stair nodeboxes full width even in corridors with different
widths in X and Z directions.
2017-01-23 07:39:50 +00:00
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sfan5
43822de5c6 Fix potential crash in chat handling (since 2f56a00d9eef82052614e5854a07b39b087efd0b) 2017-01-22 20:17:13 +01:00
Loïc Blot
39123fcce5 Remove os.exit from the Lua secure sandbox (#5090)
os.exit will exit not using proper resource liberation paths.

Mods should call the proper exit mod using our API
2017-01-21 22:05:54 +01:00
Loïc Blot
6d5a407133 Add show_statusline_on_connect setting (#5084)
Add show_statusline_on_connect setting
2017-01-21 19:30:42 +01:00
Loïc Blot
bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
sapier
b9c1a758a1 Fix unknown command message not providing number of cmd 2017-01-21 17:16:22 +01:00
sapier
c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001
72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
Loïc Blot
0eede97af2 Warning fix for 2ea60156437962d7d29d20606bf5d9189059f76b (#5082)
Neither flag as force delete nor show the warning when mapblock is full and object is a player
2017-01-21 20:29:18 +10:00
Loïc Blot
2ea6015643 Do not force deletion of players when mapblock is full (#5081)
This fixes #4067
2017-01-21 10:41:00 +01:00
red-001
0dada51a55 Remove mathconstants.h and use the correct way to get M_PI in MSVC. (#5072) 2017-01-20 23:19:41 +01:00
SmallJoker
dd282e646c Fix MSVC build Build broken by 98e36d7 2017-01-19 20:19:53 +01:00
sfan5
7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
sapier
51746ca910 Fix typo in alias for deprecated settexturemod 2017-01-17 19:41:52 +01:00
red-001
2f56a00d9e Remove client-side chat prediction. (#5055)
Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
2017-01-17 00:09:47 +01:00
rubenwardy
63c892eedf Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
sapier
f5070b4454 Added lua tracebacks to some errors where you have been blind to what… (#5043)
* Added lua tracebacks to some errors where you have been blind to what actually went wrong
2017-01-15 13:36:53 +01:00
sapier
d03b4fb627 Add color names from web page referenced in luaapi doc 2017-01-15 02:03:51 +00:00
lhofhansl
c41352a1c7 Only set material flag on rendered meshes (#5023) 2017-01-14 22:30:14 +01:00
sfan5
f0c6feca97 Fix build with freetype support disabled 2017-01-14 12:39:20 +01:00
Loic Blot
ee9b59a7fe Fix another missing const reported by clang & @sfan5
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:20:59 +01:00
Loic Blot
ee6d8c10ce Fix missing const in ServerActiveObject::getStaticData
This fixes #5033

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:03:50 +01:00
ShadowNinja
8002366097 Organize defaultsettings.cpp 2017-01-13 19:06:51 -05:00
ShadowNinja
bb154c2e1c Main menu tweaks 2017-01-13 18:13:43 -05:00
Loic Blot
ef0aa7d5b5 Optimize SAO getStaticData by using std::string pointer instead of return copy
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
Rogier
e2dd96b432 Cleanup content_sao by factorizing similar code parts
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
ShadowNinja
7ae7f1ea4c Enable mod security by default 2017-01-13 14:08:24 -05:00
paramat
25ba96fcac Meshes: Make object mesh face shading consistent
Previously, object meshes had their North and South faces darker than
East and West faces, the opposite of nodes and meshnodes. This commit
corrects this.
State constants as float-literals not double-literals.
Simplify code.
Add comment.
2017-01-13 02:42:18 +00:00
Rui
5d60a6c533 Make nametag removable with set_nametag_attributes (#5021) 2017-01-11 20:25:25 +01:00
Loic Blot
430d3b28e4 Cleanup some header inclusions to improve compilation times 2017-01-11 15:53:56 +01:00
Rogier
6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Rui
ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
zeuner
11df7e886a support older PostGreSQL versions (#4999)
* support older PostGreSQL versions
* documentation accuracy

* improve performance by affecting less rows in UPDATE queries
2017-01-09 17:03:13 +01:00
paramat
8c1b4f298e Map generation limit: Cache as 'const' not 'const static' 2017-01-08 21:18:11 +00:00
paramat
ddcf8422a2 Map generation limit: Fix checks for block/sector over-limit
Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.

Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
2017-01-08 21:18:11 +00:00
Lars Hofhansl
1fee649f15 Minor: Fix indentation in serverenvironment.cpp 2017-01-08 19:22:33 +01:00
Loic Blot
98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot
eb2c19bbed Move ClientEnvironment to dedicated cpp/header files 2017-01-08 12:16:06 +01:00
lhofhansl
b0746834cc Get neighbor from same map block if possible in ABMHandler (#4998) 2017-01-08 17:42:25 +10:00
sfan5
ce106a4113 Revert "Extend minetest.is_yes()"
This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
2017-01-07 11:05:05 +01:00
red-001
c435eabf3f Extend minetest.is_yes() 2017-01-07 09:54:51 +01:00
Lars Hofhansl
ca3629637c Fixes for using std:vector in ABMHander and further perf improvements 2017-01-04 21:37:29 +01:00
Rogier-5
ad10b8b762 Use std::vector instead of std::map in class ABMHandler 2017-01-04 21:37:29 +01:00
Dániel Juhász
3f8261830e Improve getPointedThing() (#4346)
* Improved getPointedThing()

The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.

* Cleanup, code move

This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
2017-01-04 19:18:40 +01:00
Lars Hofhansl
7387b19021 Pull occlusion check out of loop, and minor code cleanups. 2017-01-03 08:14:58 +01:00
sfan5
a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
Luke Puchner-Hardman
7057c196c4 Added "[sheet" to the texture special commands.
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y.  Basically it works
like "[verticalframe" but in 2D.

For testing, I combined the four default_chest images into one.
2017-01-02 15:28:06 +01:00
sfan5
523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot
e2e8da5ee4 Fix non reverted change on TOSERVER_BREATH compat 2017-01-01 23:57:37 +01:00
Loic Blot
52ba1f867e Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core:

* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
2017-01-01 23:11:26 +01:00
sfan5
dd3cda6bed Fix interact range check (thanks to @lhofhansl) 2016-12-29 19:35:22 +01:00
Rogier-5
abd68d3466 Use the outgoing split sequence number for every outgoing packet (#4864)
(instead of the last incoming sequence number...)

Fixes #4848
2016-12-29 13:44:47 +01:00
Auke Kok
094a5a73d3 Redo light.cpp.
Remake the light_decode_table.

The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.

The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.

The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.

I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
2016-12-28 14:16:39 -08:00
adrido
5a0a59ad46 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
sfan5
084cdea686 Irrlicht 1.9 support 2016-12-26 22:36:22 +01:00
sfan5
b16252dcae Various anticheat improvements
* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
2016-12-26 22:34:29 +01:00
Rogier
4d4b8bb8a4 Move PP() and PP2() macros to basic_macros.h
Instead of redefining them everywhere.
2016-12-24 00:32:50 +00:00
Lars Hofhansl
2f59a0c840 Process ABMs in a spherical volume instead of cubic
Increase active_block_range default to a 3 mapblock radius.
2016-12-24 00:28:39 +00:00
Rogier
a76e7698b2 Make minetest abort on lua panic
Currently, lua does a regular exit() after a lua panic, which can make
a problem hard to debug. Invoking FATAL_ERROR() instead will print
some useful information, and abort() minetest, so that a debugger can
be used to analyze the situation.
2016-12-24 00:18:45 +00:00
est31
ba52a34f94 Don't ship with broken languages (#4940) 2016-12-21 14:15:48 +01:00
sfan5
09f1a0c1ff Disable mod security by default (closes #4944) 2016-12-21 14:13:10 +01:00
sfan5
cc7c31a5bc Fix warning reported by clang (possible bug in Settings lua api) 2016-12-21 10:20:06 +01:00
sfan5
bdf8f85493 Limit drawing rect of selected item to viewport size (fixes #4341) 2016-12-20 14:29:12 +01:00
ShadowNinja
0f0502109e Security: Fix resolving of some relative paths
Trying to resolve a path with RemoveRelativePathComponents that can't
be resolved without leaving leading parent components (e.g. "../worlds/foo"
or "bar/../../worlds/foo") will fail.  To work around this, we leave
the relative components and simply remove the trailing components one
at a time, and bail out when we find a parent component.  This will
still fail for paths like "worlds/foo/noexist/../auth.txt" (the path
before the last parent component must not exist), but this is fine
since you won't be able to open a file with a path like that anyways
(the O.S. will determine that the path doesn't exist.
Try `cat /a/../etc/passwd`).
2016-12-20 17:17:38 +10:00
ShadowNinja
f522e7351a Fix RemoveRelatvePathComponents
This used to return "/foo" for "../foo" when it should return the enpty
string (i.e., error removing all relative components).
2016-12-20 17:17:38 +10:00
ShadowNinja
59f84ca0a0 Mod security: Allow read-only access to all mod paths 2016-12-20 06:34:04 +00:00
lhofhansl
24edfb77af Fix occlusion culling, again (#4930) 2016-12-19 06:43:04 +01:00
lhofhansl
e4f7ce1985 Fix occlusing counting (#4922) 2016-12-18 22:25:42 +10:00
Dániel Juhász
6d4e7f223a Fix unnecessary block loading (#4847)
This commit makes the game load blocks only if they are not in the
memory.
2016-12-18 19:20:23 +10:00
Auke Kok
78bf7c46e5 Mapgen: Make mgv7 the default in UI
The actual menu default comes from defaultsettings.cpp.
2016-12-16 12:31:38 +00:00
paramat
f8408398f5 Cavegen: Wider tunnels in mgflat, mgfractal, mgvalleys
As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
2016-12-14 06:28:45 +00:00
est31
211d919b54 Update minetest.conf.example and settings_translation_file.cpp 2016-12-14 00:30:39 +01:00
sfan5
0d94bfabcc Mgv7: Change default cave width to 0.09 2016-12-13 03:32:51 +00:00
rubenwardy
540071002e Fix segfault on startup error on Android 2016-12-12 13:22:26 +00:00
rubenwardy
0fdf24d64a Fix camera jumping on Android when panning past 0/360 mark 2016-12-12 13:20:18 +00:00
Rogier
02112f84e2 View range: Set maximum to 4000 nodes
The network protocol does not support larger than 255 mapblocks.
2016-12-12 07:20:50 +00:00
paramat
38abc91802 Mapgen: Make mgv7 the default mapgen 2016-12-12 07:19:05 +00:00
Rogier-5
60772071e9 Fix computation of viewing range (in blocks) sent to server (#4882)
Fixes #4878

Also remove an artificial viewing range reduction that
(presumably) was added to compensate for miscomputed
viewing ranges, and that doesn't seem to be needed any
more (thanks to lhofhansl).
2016-12-11 19:49:49 +01:00
Auke Kok
5a2431a9bd Simple decorations: Fix range check for deco->deco_param2
Allow any int value, and properly range check it before casting.
2016-12-08 08:38:10 +00:00
Auke Kok
2e69711613 Simple deco: Allow setting param2 value on placement
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.

This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.

This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
2016-12-07 04:17:17 +00:00
Lars Hofhansl
075833e393 Fog: Make fraction of visible distance at which fog starts configurable
Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
2016-12-07 04:07:54 +00:00
MillersMan
9714cdcf4b Liquids: Update flow on block load
When loading a block add liquid-nodes that might flow away or spread to
neighbours to the transforming_liquid queue.
2016-12-07 04:06:00 +00:00
MillersMan
cc36f5e99a Liquids: Preserve flow state if 'ignore' is a neighbour
Prevent waterfalls from falling down or streams from flowing away when the
source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will
be interpreted as if the ignored node is a liquid node that just supports
the current state of the nodes in question.
2016-12-07 03:54:32 +00:00
MillersMan
2829742ae8 Map::isValidPosition: Return false instead of throwing exception 2016-12-07 03:51:44 +00:00
Lars Hofhansl
8a7dc838a8 Optimize block sent: Fix rendering issue 2016-12-03 02:34:45 +00:00
paramat
e2cbfa82e8 Biomes: Increase heat and humidity noise spread to 1000
To avoid smaller biomes when extra biomes are added to MTGame.
The addition of bushes in MTGame grasslands makes wood resources easier
to find and less distant, so slightly larger biomes are now acceptable,
but also desirable to encourage travel and create more sense of adventure.
2016-12-03 02:34:35 +00:00
paramat
6c9f10e132 Mgv7 floatlands: Various improvements
Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
2016-12-01 05:08:51 +00:00