Commit Graph

8421 Commits

Author SHA1 Message Date
Markus Mattes
7eb110d503 Exclude vscode editor files from source 2019-06-21 01:29:35 +01:00
Vilhelm Prytz
cf9108433c Update README copyright notice to 2019 (#8606) 2019-06-19 01:09:16 +01:00
Paramat
5d4850a7ce
Mapgen Carpathian: Add optional rivers (#7977)
Rivers are disabled by default and will not be added to existing worlds.
Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with
generateTerrain().
2019-06-19 01:06:08 +01:00
stujones11
95a37efc31 Android: Use system provided path for default TMPFolder setting (#8505) 2019-06-15 15:12:59 +02:00
rubenwardy
f2c73def4b
Update Github templates (#8593) 2019-06-13 15:09:15 +01:00
Paul Ouellette
4c11574e9d Use CDB author and name in installed package's config (#8550)
They are used for tracking the package, so should match ContentDB.
2019-06-10 19:49:00 +02:00
SmallJoker
f1f9361bc8 Settings: Disallow space characters entirely
Lua API:
> Setting names can't contain whitespace or any of ="{}#
2019-06-10 18:30:59 +02:00
SmallJoker
e2f8f4da83
Formspecs: Close on metadata removal (#8348)
Formspecs will now close as soon the formspec string in the node metadata turns invalid.
2019-06-10 13:01:07 +02:00
SmallJoker
e40be619f2
Add disable_jump to liquids and ladders (#7688)
Remove second nodedef check by improving the colliding node detection
Also remove the 2nd check in old_move, correct standing node a bit
2019-06-10 13:00:35 +02:00
adrido
bd6f1cca9d Add compatibility to vcpkg buildsystem (#8317) 2019-06-10 02:56:55 +01:00
Thomas Rudin
9a07792f4d Save forceloaded blocks file periodically (#8535)
saves the forceloaded blocks periodically.
checks every 10 seconds if the forceloaded blocks got changed in-game
and persists them on-disk if that's the case
2019-06-10 01:07:33 +01:00
SmallJoker
a687efa6df
Damage: Play no damage sound when immortal (#8350)
Add isImmortal server-side for proper enable_damage handling
Rework log messages
2019-06-09 11:25:41 +02:00
DS
2ba6785f09 Remove modstore leftovers. Fix core.show_path_select_dialog documentation (#8572)
This was forgotten in #5852.
2019-06-07 22:12:20 +02:00
SmallJoker
cb00632e23
HTTP API: Allow binary downloads and headers (#8573)
Add minetest.features.httpfetch_binary_data
2019-06-06 19:13:29 +02:00
Paramat
7379aa74cf
Dungeons: Settable density noise, move number calculation to mapgens (#8473)
Add user-settable noise parameters for dungeon density to each mapgen,
except V6 which hardcodes this noise parameter.

Move the calculation of number of dungeons generated in a mapchunk out
of dungeongen.cpp and into mapgen code, to allow mapgens to generate
any desired number of dungeons in a mapchunk, instead of being forced
to have number of dungeons determined by a density noise.

This is more flexible and allows mapgens to use dungeon generation to
create custom structures, such as occasional mega-dungeons.
2019-06-01 20:50:43 +01:00
SmallJoker
a1459a9eac Fix persistent ^[brighten after damage again (#5739)
The old texture modifier is restored by passing `m_previous_texture_modifier`.
Either copy it manually or let the function parameter do that.

Victims so far:
8e0b80a Apr 2018
eb2bda7 May 2019
2019-05-26 09:54:26 +02:00
David G
40dadecb6e override.txt: Fix crash due to CRLF endings (#8439) 2019-05-25 18:01:55 +02:00
SmallJoker
627a96cd99 Do not drag-place stack into 'craftpreview' slot (#8514) 2019-05-25 17:41:35 +02:00
stujones11
b917ea4723 Add IGUIScrollbar implementation with variable bar sizes (#8507) 2019-05-24 16:42:05 +01:00
SmallJoker
a2848c9cde Fix forgotten PlayerSAO cast in a90f2ef 2019-05-21 21:37:47 +02:00
DS
9d09c87f13 Make autoforward simulate the 'up' key (#8249) 2019-05-21 19:50:00 +01:00
ANAND ツ
a90f2efb12 Check for out-of-bounds breath when setting breath_max (#8493) 2019-05-21 19:37:58 +02:00
Paul Ouellette
920bd3b16f Fix API site build (#8551) 2019-05-21 19:37:10 +02:00
SmallJoker
cfef466d4e l_mapgen.cpp: Fix LINT broken since b1b40fe 2019-05-21 19:16:01 +02:00
HybridDog
12e3d3d12f Prioritise craft recipes
When multiple recipes are applicable, the recipes are prioritised in this order:
toolrepair < shapeless with groups < shapeless < shaped with groups < shaped
For cooking and fuel, items are prioritised over item groups
2019-05-20 20:59:51 +02:00
HybridDog
1604b949fd Test crafting hash type only once for a recipe 2019-05-20 20:59:36 +02:00
Paramat
b1b40fef16
Allow multiple cave liquids in a biome definition (#8481)
This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.

When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.

Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
2019-05-18 21:13:14 +01:00
Carles Pastor Badosa
6cb6aea969 Add content_rating tag to appdata (#8538)
This tag allows software stores (KDE discover, etc) to filter and know whether applications are suitable for young users.
2019-05-18 17:19:56 +02:00
Jozef Behran
eb2bda7d0b Optimize string (mis)handling (#8128)
* Optimize statbar drawing

The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.

* Optimize texture cache

There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).

Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).

* Optimize animations in client

Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.

There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.

* Optimize chat console history handling

The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.

* Optimize gui texture setting

The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.

* Optimize sound playing code in GUIEngine

The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.

* Silence CLANG TIDY warnings for unit tests

Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.

* Optimize formspec handling

The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.

* Optimize hotbar image handling

The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.

* Optimize inventory deserialization

The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.

* Optimize texture scaling cache

There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.

* Optimize translation file loader

Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.

* Optimize server map saving

When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00
ANAND ︻气デ═一
568694122c Revert "Inventory: Make addItem for empty ItemStacks respect max stack size" (#8519)
Revert commit e6a9e60
2019-05-12 18:07:15 +01:00
ANAND ︻气デ═一
06a749c386 Move HTTP request logging to infostream (#8526) 2019-05-12 17:55:14 +01:00
ANAND ︻气デ═一
8e3b63bd28 Define operators == and != for ItemStack 2019-05-11 18:48:27 +02:00
ANAND
72feab081c builtin/../register.lua: Abort make_wrap_deregistration if param is invalid 2019-05-04 12:56:19 +02:00
ANAND
96f250ed8f minimal: Fix crash due to assertion fail 2019-05-03 14:44:05 +02:00
ANAND
e32a630937 Better document behavior of on_punchplayer
Esp. the fact that it's invoked even if the punched player is dead
2019-04-29 14:08:34 +02:00
ANAND
c4578aefe7 PlayerSAO::setHP - Don't call on_hpchange callbacks if HP hasn't changed 2019-04-29 14:08:34 +02:00
Paramat
ad8d68c06a
Remove unnecessary CSM warning (#8485) 2019-04-28 00:44:26 +01:00
sofar
b839a6dd54 Force send a mapblock to a player (#8140)
* Force send a mapblock to a player.

Send a single mapblock to a specific remote player.

This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.

In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.

The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).

The parameter is a blockpos (table of x, y, z), not a regular pos.

The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.

* Always send mapblock on teleport or respawn.

This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
2019-04-28 00:42:13 +01:00
ANAND
d71e1e0949 Improve readability of debug menu by using '|' (#8488)
* Improve readability of debug menu by using '|'

* Restore whitespace to separate yaw and cardinal direction

Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
2019-04-27 12:45:44 +02:00
ANAND
d0f0ceaf66 Range-limit value passed to PlayerSAO::set{HP|Breath} (#8264) 2019-04-27 12:45:20 +02:00
Muhammad Rifqi Priyo Susanto
695d9edcd4 Use player as starting point instead of camera when pointing node (#8261)
Same pointing area on both camera modes.
This fix is inapplicable for non-crosshair input.
2019-04-27 12:44:56 +02:00
SmallJoker
f409f44765 Correct the checkbox selection box position (#8246)
Remove m_btn_height dependency, replace with the text and checkbox size.
2019-04-27 00:56:31 +01:00
ANAND
66ecfb5916 CMakeLists.txt: Remove references to Minecraft and Infiniminer (#8487) 2019-04-26 19:07:32 +02:00
stujones11
cff1e9ca27 Android: Clear chat open flag on cancel or completion (#8478) 2019-04-19 12:06:47 +02:00
paramat
38b94f248a Attend to review, re-arrange blank lines, update lua_api.txt 2019-04-14 22:21:51 +01:00
Pedro Gimeno
12a63021d0 Fix regression in automatic_face_movement_max_rotation_per_sec
Values <= 0 should make the yaw change instant. This worked in 0.4.16 but was broken in 089f59458286.

Per bug report by oil_boi_minetest on IRC.
2019-04-14 22:21:51 +01:00
Jozef Behran
007ce24a11 Various network performance improvements (#8125)
* Optimize packet construction functions

Some of the functions that construct packets in
connection.cpp are using a const reference to get the raw
packet data to package and others use a value passed
parameter to do that. The ones that use the value passed
parameter suffer from performance hit as the rather bulky
packet data gets a temporary copy when the parameter is
passed before it lands at its final destination inside the
newly constructed packet. The unnecessary temporary copy
hurts quite badly as the underlying class (SharedBuffer)
actually allocates the space for the data in the heap.

Fix the performance hit by converting all of these value
passed parameters to const references. I believe that this
is what the author of the relevant code actually intended
to do as there is a couple of packet construction helper
functions that already use a const reference to get the
raw data.

* Optimize packet sender thread class

Most of the data sending methods of the packet sender thread
class use a value passed parameter for the packet data to be
sent. This causes the rather bulky data to be allocated on
the heap and copied, slowing the packet sending down. Convert
these parameters to const references to avoid the performance
hit.

* Optimize packet receiver thread class

The packet receiver and processor thread class has many
methods (mostly packet handlers) that receive the packed data
by value. This causes a performance hit that is actually
worse than the one caused by the packet sender methods
because the packet is first handed to the processPacket
method which looks at the packet type stored in the header
and then delegates the actual handling to one of the
handlers. Both, processPacket and all the handlers get the
packet data by value, leading to at least two unnecessary
copies of the data (with malloc and all the slow bells and
whistles of bulky classes).

As there already is a few methods that use a const reference
parameter for the packet data, convert all this value passed
packets to const references.
2019-04-14 21:56:38 +01:00
Paramat
4d2ad7c2b2
World start time: Move to first full light (day night ratio = 1000) (#8410)
6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
2019-04-13 01:46:38 +01:00
Vitaliy
faa419fc8b Add Irrlicht-specific smart pointer (#6814) 2019-04-12 17:27:39 +01:00
Paul Ouellette
bb7afd306a Add Mkdocs API site (#8133)
* Add MkDocs API site
2019-04-12 14:29:29 +02:00