* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
* Fix HP transport + some double <-> float problems
TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network
* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams
* Fix connection unittests container
* Formspec: Add options to set background color and opacity (fullscreen mode)
* Enhance previous comment: Set formspec background when regenerate UI.
* This permit to do the calcul only at regen and override it with bgcolor tag
* Add a setting for default background color into formspec, separated from fullscreen
* Add a little performance gain on formspecs using a const ref instead of copying formspec string
Move client 'controls', 'graphics' and 'sound' into the first level to be
immediately visible to players who may not realise these come under 'client'.
These are the settings that new players or players on a server are likely to
want to access while not having understanding of what comes under 'client'.
Leave client 'network' and 'advanced' under 'client' as these are more
advanced.
Move 'show entity selection boxes' from the bizarre location in
'client'>'network' to 'graphics'>'in game'>'advanced'.
* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
* Alternative code for slipping
- does not depend on frame rate
- controllable via environment variables for now
* Adjust slipping speed for item entities too.
* Final version of framerate-independent slippery code
* Remove dead code and fix formatting
* getStandingNodePos should only look 0.05 nodes downwards
This ensures that, even if the player is standing on a partially
filled node, this node is used as the standing node and not the
node below it.
Specific use: enables slippery slabs
* Exchange global getStandingPosNode change for local inline change
Reverts previous commit
* Revert the item movement changes
* Slippery nodes now slip over cliffs and edges
Players no longer suddenly stop before falling off.
Also refactored slippery code into getSlipFactor method.
* Slipping over an edge gated by player's is_slipping state
A new flag for just this case, to reduce costly node lookups in
the normal case of leaning over a non-slippery edge.
Public access for consistency and potential future uses.
* Minor code tweaks / cosmetics
* Add temp variable to improve readability and fix indentation issues
* Move Connection threads to dedicated files + various cleanups
* ConnectionReceiveThread::processPacket now uses function pointer table to route MT packet types
* Various code style fixes
* Code style with clang-format
* Various SharedBuffer copy removal
* SharedBuffer cannot be copied anymore using Buffer
* Fix many SharedBuffer copy (thanks to delete operator)
* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
* Cleanup network headers
* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder
* More work
* Network code cleanups
* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection
* Format fixes
* Remove socket.cpp socket.h from clang-format whitelist
* Also fix NetworkPacket code style & make it under clang-format
* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
the BS constant
implicitly promotes all position calculations it is used in to double even
though positions (= v3f) are only meant to be floats.
There are many, many similar occurrences everywhere, but I'm not willing to
hunt down all; I only fixed the little part I'm already familiar with.