Change OpenAL distance model from AL_INVERSE_DISTANCE to
AL_INVERSE_DISTANCE_CLAMPED to avoid excessive volume when very close
to the sound location, for example MTG doors, and MTG fire sounds which
are combined at an average position and often located in air nodes.
Because AL_REFERENCE_DISTANCE has been reduced to 1 node (the distance
under which gain is clamped), multiply volume by the same factor to keep
sound gains the same as before, since the gain is calculated as:
gain = (AL_REFERENCE_DISTANCE / distance)
* ClientInterface: add a function to verify (correctly) if user limit was reached
CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception
Switch existing checks to ClientInterface::isUserLimitReached()
Use range-based for loop for getClientIds() used function too
This will fix#6254 (not the memory overhead if init is flooded)
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.
The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:
Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.
Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.
Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.
Fixes 3D floatland terrain generating everywhere.
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account,
a small limit often resulted in a spawn out in the void.
Use the recently added 'calcMapgenEdges()' to get max spawn range through a new
mapgenParams function 'getSpawnRangeMax()'.
Previously, when a player respawned into a world, 'objectpos_over_limit()' was
used as a check, which was inaccurate.
Use the recently added 'saoPosOverLimit()' to get exact mapgen edges.
Also fix default value of 'm_sao_limit_min'.
These code be generated by CSM, a modded client or just copy and pasted by the player.
Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
* Version changes: current dev version is now 0.4.17
* This change permit to have multi branches with various versions
* Dev version is 0.4.17-dev and next release will be 0.4.17
The following algorithm was used when selecting contributors:
* Every non-trivial contributor from the current release,
Non-trivial meaning more than X non-trivial commits, not counting documentation/translation changes
* The top Y contributors from the last 4 years.
* Previous contributor means no contributions since a few months before the last release.
In the future this should be automated