This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
If you happen to have a font_path setting that is incorrect,
minetest will just attempt to start the gui without a valid
font which leads to a segfault later on.
We can attempt to load the fallback font path fairly easy,
but if that fails we should give up with a proper error message
and not a weird segfault later. This forces an abort() if
the fallback fails as well, and prints a useful error
message to the console.
Add:
Bool for 'only_in_ground'.
Min and max corridor length.
Min and max room size with X, Y, Z components.
Min and max large room size with X, Y, Z components.
'only_in_ground = false' allows core mapgens to create structures
in air and water using dungeongen.
Corridor length parameters replace a fixed random range.
Room size parameters replace the former system where one parameter
'roomsize' was added to fixed random ranges.
All parameters are set for no change to current dungeon behaviour.
Remove some now-redundant and long-unused code.
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
Placing a structure that extends into mapblocks that extend past
map_gen_limit causes a crash. For example a sapling growing at the
world edge which adds leaves beyond the edge, or placing a structure
using the lua voxelmanip, or placing a schematic or l-system tree.
Do not run the 'load_if_inexistent' block of code if the mapblock
is over limit, this also marks the mapblock with the flag
VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those
mapblocks.
This fix therefore uses existing functionality by having the same
effect as the 'load_if_inexistent' bool being false.
This reverts the removal of Droid Sans as fallback font. The
license for this font used to be GPL2. I've updated the font
files to Liberation 2.00, which are SIL, and do not require
us to ship source code.
I've attempted to fix all the attribution and license strings,
and used the strings as provided by redhat for attribution
to make sure they're correct.
Last, I've removed a bunch of executable bits on files that do
not need them.
Fixes#5231
Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.
Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
Reduce the object limit by mapblock size, to avoid objects being
added just inside the map generation limit but in a block and sector
that extend beyond the map generation limit.
Change notification of 'objectpos over limit' from red in-chat ERROR
to in-terminal only WARNING, since this will happen often using mob
mods near the world's edge.
force_delete=true is usually set at shutdown in order to
also remove PlayerSAOs, however when too many objects
per block are detected force_delete is also set to true.
This was intended only for the current loop iteration but
obviously persisted to the next iterations thereby
deleting all other remaining SAOs.
It appears we were shipping font files without license text, and I
had my doubts about the bitmap fonts being usable directly.
This replaces existing TTF fonts with Apache-2.0 licensed fonts from
chome core (Cousine, Arimo, Tinos). Include the full license file
for all three fonts.
The Lucida Sans font bitmap is removed entirely for non-freetype
builds. There is therefore only mono fonts for non-freetype builds.
Fix footstep sounds coming from nodes to either side when walking on a
1 node wide row of nodebox slabs such as default:snow.
Fix sand footsteps when swimming in 1 node deep water.
Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()'
to avoid using a horizontally-offset 'sneak node' for sounds.
Sound is selected from the node BS * 0.05 below the player's feet, so
that 1/16th slabs will play the slab sound but 1/32nd slabs will not.
If the player is not 'touching ground' the node detection position is
changed to BS * 0.5 below to preserve footstep sounds when landing after
a jump or fall.
This re-applies 2 commits that were reverted.
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.
Send sqrt(visual_scale) to old clients.
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
In createPlayingSoundAt(), AL_ROLLOFF_FACTOR is not set, so it has
the default value of 1.0, this makes the equation of the currently
used AL_EXPONENT_DISTANCE distance model identical to the equation
of the simpler AL_INVERSE_DISTANCE distance model.
Using AL_INVERSE_DISTANCE means an exponent is not processed,
exponents are quite intensive to process.
There is no change in sound attenuation behaviour.
The commented-out AL_ROLLOFF_FACTOR value is removed as it would
now have a different effect if used.
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
While experimenting with entities I ran into this unresolvable
error where the server is sending some texture that the client
crashes on. The crash prevents the client from ever reconnecting,
resulting in a server that has to use clearobjects.
We shouldn't crash but just ignore the object and move on.
```
0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
1744 u32 xscale = scaleto / dim.Width;
(gdb) bt
#0 0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
```
After reconnecting, the client now can connect without issues
and displays an error message:
```
ERROR[Main]: generateImagePart(): Illegal 0 dimension for part_of_name="[applyfiltersformesh", cancelling.
ERROR[Main]: generateImage(): Failed to generate "[applyfiltersformesh"
ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture.
```
Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.
Re-order some lines.
Add a comment.
Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.
Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.
Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.
Don't report player cheated if caused by lag.
Fixes#5118
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized. This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.
This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.
An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
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.
* 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).
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.
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.
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.
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.
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.
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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.
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>
* 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
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
* 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()).
"[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.
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
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.
* 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
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.
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`).
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.
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).