Commit Graph

3997 Commits

Author SHA1 Message Date
paramat
b22de6470b Settings_translation_file: Update mapgen with cave width parameter 2016-05-03 00:44:34 +01:00
Craig Robbins
c92cff5d52 Fix Windows build
Fixes the issue introduced by c1a0ebb (Fix use of uninitialised variable
in class Event) causing Windows builds to fail
2016-05-02 15:01:17 +10:00
Kahrl
8fe753c3d9 FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooser 2016-05-01 16:32:12 +02:00
Auke Kok
aa8c88cf4a find_path: consider walkable instead of CONTENT_AIR
The path finding code works fairly well except that it considers
anythin not CONTENT_AIR to be "above the surface". This results in
paths that are unwalkable for entities since e.g. plants are not
walkable. The path would force them to jump on top of grass plants,
etc..

The obvious solution is not to use CONTENT_AIR as a criteria, but
instead distinguish between walkable and non-walkable nodes. This
results in paths that properly walk through grass nodes.

This was extensively tested by a flock of electric sheep.

Note that for underwater purposes this changes the behaviour from
"the surface is walkable" to "ignore water entirely" making the
path go across the water bottom, and pathing fail likely from the
water surface. This is intentional.
2016-05-01 15:32:03 +02:00
est31
9aec701a4c Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.

For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.

For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.

This commit does:

1. remove the vector<vector<vector<T>>> based GridNodes storage that
	is allocated and initialized in advance and for the whole
	possible area.

2. Add a vector<T> based GridNodes storage that is allocated and
	initialized in advance for the whole possible area.

3. Add a map<P,T> based GridNodes storage whose elements are
	allocated and initialized, when the path search code
	demands it.

4. Add code to decide between approach 2 and 3,
	based on the length of the path.

5. Remove the unused "surfaces" member of the PathGridnode class.
	Setting this isn't as easy anymore for the
	map based GridNodes storage.
2016-05-01 15:32:03 +02:00
est31
f0de237de7 Pathfinder: use core::aabbox3d instead of own type
There is no need to reinvent the wheel here, we have
great classes from irrlicht.
2016-05-01 15:32:03 +02:00
est31
ac8bb457aa Pathfinder: Fix style
* Fix naming style for methods and classes:
	Use camelCase for methods and PascalCase for classes as
	code style demands it. And use sneak_case for methods that
	are not member of a class.
* Replace "* " with " *" for Pointers
* Same for references
* Put function body opening braces on new line
* Other misc minor non functional style improvements
2016-05-01 15:32:02 +02:00
est31
46e5ef4e9a Move pathfinder classes to cpp file
There is no need to put them into the header, they are solely used
inside the pathfinder.

Another advantage of this change is that only the pathfinder.cpp has
to be compiled if PATHFINDER_DEBUG gets defined or undefined, not
all files including the .h.

This commit moves the pathfinder classes to the cpp file without
modifications.
Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and
the PATHFINDER_CALC_TIME macro gets moved to a plce where it
actually does work.
2016-05-01 15:32:02 +02:00
Craig Robbins
c1a0ebb725 Fix use of uninitialised variable in class Event 2016-05-01 17:32:00 +10:00
gregorycu
c95734654c Use MoveFileEx to rename files on Windows (not rename) 2016-05-01 17:28:16 +10:00
ShadowNinja
a53357d291 Fix POSIX C++11 build
I broke this in 46fd114e9a4e05b74576dce682e24357363298e7.
2016-04-30 13:41:04 -04:00
Craig Robbins
ae75073944 Fix prepreprocessor error in thread.h (related to C++11 threads) 2016-04-30 12:29:52 +10:00
paramat
8b1f8e99cf Mapgen: Make 3D noise tunnels' width settable
Correct parameter names mg_valleys to mgvalleys
Remove biome NoiseParams from MapgenValleysParams
Improve format of parameter code
2016-04-28 23:36:19 -04:00
ShadowNinja
46fd114e9a Fix race on thread creation
This often broke the threading tests on OSX.
2016-04-28 13:21:46 -04:00
SmallJoker
30083d1e00 Mainmenu: Standardize the menu button order and sizes 2016-04-28 07:16:58 +01:00
obneq
6278da296b Handle particle spawners in env and delete expired ids
Rebased by Zeno (2016-04-2016)
2016-04-28 02:09:36 +10:00
Xunto
ae7fb9b5be Inventory: Make ItemStack with different metadata not stackable 2016-04-26 10:16:20 +01:00
SmallJoker
31c1fca6fd tile.cpp: Automatically upscale lower resolution texture 2016-04-25 06:39:32 +01:00
gregorycu
46da0e8b3b Make GUIEngine use pause_fps_max not fps_max 2016-04-24 17:40:16 +10:00
Ekdohibs
48939df9a5 Escape more strings: formspecs, item descriptions, infotexts...
Also, change the escape character to the more standard \x1b
Thus, it can be used in the future for translation or colored text,
for example.
2016-04-24 03:54:11 +10:00
Xunto
21079cc8eb Fix bug that was leading to oversized tooltips containing multiline text when it have multiple lines 2016-04-23 21:12:53 +10:00
Ekdohibs
c350cfb50b Make logging use a fixed-length buffer to avoid race conditions.
Previously, race conditions occurred inside logging, that caused
segfaults because a thread was trying to use an old pointer that
was freed when the string was reallocated. Using a fixed-length buffer
avoids this, at the cost of cutting too long messages over seveal lines.
2016-04-21 10:15:17 +01:00
paramat
5c32c5e945 Biomes: Make dust fallback 'ignore' to fix y = 63 lighting
The shadow bug at y = 63 was caused by dark air being placed as dust,
when the biome dust was unspecified it was falling back to 'air'
In dustTopNodes only dust == 'ignore' will disable dust placement
2016-04-21 10:15:12 +01:00
paramat
fed5dd3b5d Mgv7: Combine mountain terrain generation with base terrain generation
Previous mountain terrain generation was by necessity placing
stone in air, this was removing air from any overgenerated
structures such as tunnels, dungeons and large caves
Moving it into the base terrain generation loop ensures that
only 'ignore' is replaced

generateRidgeTerrain: only return if node_max.Y < water_level - 16
Previously, if water level was set a few nodes above a mapchunk
border the river channel was only partially excavated
2016-04-20 06:51:20 +01:00
TriBlade9
6530ed4dd8 Add option to disable entity selectionboxes. (#3992)
Setting only loaded once, default value is to enable them.
2016-04-14 11:20:11 +02:00
rubenwardy
b5f6d41eed Fix inventory hud scaling 2016-04-12 23:10:28 +10:00
paramat
4fdf66bbf4 Mgv7, mgflat, mgfractal: Tunnel generation code optimisation 2016-04-12 06:58:04 +01:00
paramat
e661d8b32c Mgv5: Optimise tunnels, add biome material in entrances
Place biome top node on tunnel entrance floor
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
2016-04-12 04:16:15 +01:00
paramat
fe349d401d Mgvalleys: Don't let cavegen place biome nodes everywhere
Fix use of 'air_above' bool so that biome
nodes are only placed in tunnel floors
Minor code improvements
'Continue' when massive cave air is placed
2016-04-12 04:16:08 +01:00
PilzAdam
73d4538d94 Fix hotbar placement on displays with low screen density 2016-04-11 23:04:42 +02:00
kwolekr
2eeb62057a Hud: Cache hud_scaling, fix minor style issues 2016-04-10 23:54:34 -04:00
rubenwardy
eae33951ad Hud: Fix offset being ignored by inventory bar 2016-04-10 23:54:23 -04:00
est31
9a04dfd0f5 Update CSRP-GMP to commit deaa11a7c29a73008
Backports 10 commits, with 8 commits
actually affecting source code:

695822e45d...deaa11a7c2
2016-04-10 14:56:54 +02:00
paramat
465bb6f5d1 Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
2016-04-08 03:14:36 +01:00
kwolekr
c3993f6604 Re-add and disable blit_with_interpolate_overlay 2016-04-07 04:01:43 -04:00
Nathanaël Courant
15e1dcc020 Fix #3955 (player dying on login).
It was caused by player not moving because fall was prevented, but their
velocity still increasing, causing fatal fall damage when world was
finally loaded. This commit fixes it by setting player velocity to zero
when the world around them is not loaded.
2016-04-06 01:11:36 +02:00
Samuel Sieb
24b32ab09d Fix compiler warnings from "Add an option to colorize to respect the destination alpha"
Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf

Fixes #3952
2016-04-06 00:36:24 +02:00
Samuel Sieb
01ae43c480 Add an option to colorize to respect the destination alpha
Also, rework the colorizing code to be more efficient.
2016-04-03 04:24:28 -04:00
kinokoio
66af984e0e Dungeongen: Update disabled torch placement code 2016-04-03 04:12:07 -04:00
est31
b8ac7b80e6 Fix nametag hiding
Commit

c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera"

has added a regression to still display
a shadow if their alpha got set to 0.
2016-04-02 02:02:19 +02:00
gregorycu
f9a90383e1 Remove expensive copy of ContentFeatures 2016-03-30 11:38:42 -04:00
Loic Blot
e082c7766a ParticleManager::handleParticleEvent: use switch
Use a proper switch with breaks.
2016-03-30 17:20:24 +02:00
est31
0aac1b7403 mg_schematic: fix leak in lua API, and small cleanup
* Fix leak like behaviour if you load multiple schematics in a loop.

* Cleanup check in for, fixing theoretical out of bounds read if
	Schematic::deserializeFromMts reduced the number of elements
	in m_nodenames. A != check may need an overflow of the counter
	before it hits, if origsize is larger than m_nodenames.size().

* Fix function name passed to errorstream: it was wrong. Also use
	__FUNCTION__ instead of manually using the method name at other
	places in the function.

* Don't shadow the name member in the loop.
2016-03-30 16:26:05 +02:00
kwolekr
0115da1d63 Mapgen: Don't spread light of nodes outside the desired area
This fixes #3935, a regression from 0338c2e.
An 'optimization' was performed where an index for the VoxelManip being
operated on was mistakenly used for bounds checking within the incorrect
VoxelArea, namely, the area wherein light should be spread.
2016-03-30 00:19:03 -04:00
paramat
630f453da4 Mgv7: Decrease cliff steepness 2016-03-30 01:53:14 +01:00
kwolekr
0338c2eb91 Mapgen: Spread both night and day light banks in spreadLight 2016-03-29 16:32:30 -04:00
sfan5
8f43aaf6ae Fix small formatting issue in SRP debug output
Writing an u8 to verbosestream writes a char, not it's numeric value.
2016-03-29 19:59:14 +02:00
Auke Kok
80cec4702d Fix connected nodes' selection boxes.
This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
2016-03-21 17:42:20 +00:00
paramat
493a298c0c Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhere
A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
2016-03-21 17:42:13 +00:00
ShadowNinja
93887043d9 Clean up Strfnd
Changes:
  * Fix indentation.
  * Pass strings by const reference.
  * Merge Strfnd and WStrfnd into one class instead of copying them.
  * Remove trailing spaces.
  * Fix variable names.
  * Move to util.
  * Other miscellaneous style fixes.
2016-03-19 21:27:57 -04:00