Use font size 14 for phones.
Use x_inches < 3.7 instead of < 3.5 for small phones.
Add a new category x_inches < 6 for larger phones.
Use HUD scaling 0.85 for larger phones.
Use desktop defaults for tablets.
Previously, each glass face used drawAutoLightedCuboid() to draw a
flat cuboid. This also disallowed backface culling, making the
backface culling inconsistent with 'glasslike'.
Use code from 'glasslike' to draw glass faces using drawQuad().
Remove long-unknown top/bottom textures feature:
Makes the code simpler and cleaner.
Never documented, long-unknown and not of much use.
Previously, 'time_brightness' never fell below the threshold so
night sky colours were not applied.
Increase the threshold value. But now also set it to a value less
sensitive to possible future small changes in 'time_brightness',
by setting it halfway between the 'time_brightness' values for
darkest night and first stage of dawn.
Create CPack WIX msi Installer for RUN_IN_PLACE=0 builds
Correct paths on Windows for RUN_IN_PLACE=0
Install only required font files
Games have their own components, and "minimal" is optional
Mods will now have to initialize the list/slot in order to define the default player hand.
They may use the inventory callbacks to prevent abuse of this list.
Improve codestyle.
Add clarifying comments.
Use 'movement_gravity' setting and physics override instead of hardcoded value.
Halve number of particles in final 'node dug' burst.
Avoid extremely small, near-invisible particles.
Increase velocity to increase number emerging from within a cubic node.
Previously, night clouds were almost indistinguishable from night sky,
especially since a recent commit that made night sky brighter.
They were lacking the beautiful luminosity caused by being lit by the
permanently-full moon.
When 'directional_colored_fog = false' allow the dawn/dusk cloud
brightness boost to apply through the night too.
Set an identical minimum cloud brightness for when
'directional_colored_fog = true'.
Damage flash is shortened from 0.98-1.27s to 0.25s-0.33s to reduce
player in-game blindness, especially useful for combat situations.
It is also visually more comfortable.
Camera hurt tilt is made slightly shorter to match in duration.
Both flash and camera tilt are now of similar length to a typical
damage sound, such as the one used by Minetest Game which is 0.27s.
The 3 effects become more synchronised and unified.
Previously dungeons > decorations > ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.
The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.
Make tunnels wider and use the noise parameters of most other mapgens.
All other underground features are already identical to all other
non-mgv6 mapgens, this final change modernises and improves the tunnels.
Also, use a better distance calculation for 'collide with objects'.
Fixes the issue of a vehicle occasionally colliding with its own driver,
causing one of the velocity components to be set to zero.
Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.
Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
Some cave segments are outside the mapchunk.
Previously, biome was being calculated by a function that uses the noise
maps. Points outside the mapchunk resulted in incorrect noise map indexes
that were sometimes outside the noise map size, causing a crash.
Use either noise maps or point noise calculations depending on point
location.
When the noise value or fill_ratio >= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.
'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.
'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.
* Few code updates
* Do not show average RTT before timing out
* Fix unwanted integer division in RTTStatistics
* Fix float format, prettier jitter calculation
* Use +=, 0.1f -> 100.0f for stronger average updates
Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a
stone surface was not found in it, causing water surface decorations
and water surface dust to fail.
Store the biome ID of the biome calculated at a water surface and add
it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk
column. The biome calculated at a stone surface still has priority
for the biomemap entry, as it should.
Edit an incorrect comment.
Revert commit 99143f494711034068685b6ee845ce19fa09d7d9 and commit
f4ca830abe1aa22875c99b31bf2ee56e26f83f05.
These commits caused biome dust to be applied even when there was no core
mapgen terrain in a mapchunk column. So the dust, which overgenerates,
then appeared on structures added by mods in 'on_generated', such as
floatlands, asteroids or above-surface realms.
Adding support for _NET_WM_PID as defined in Extended Window Manager Hints
Move verbose messaging to setupXorgTopLevelWindow method as Xorg messages should only occur when running in Xorg env.
Irrlicht returns the XDisplay as a void* and XWindow as an unsigned long so reinterpret those as the appropriate type. Also fixed a spaces for tab formating issue
Previously the only way to disable biomes was to 'clear' the registered
biomes in a mod, but this method causes large amounts of unnecessary
processing:
1. Calculation of 4 2D noises.
2. Looping through all nodes of a mapchunk replacing nodes with identical
nodes.
The new flag disables those operations.
'generateBiomes()' constructs the biomemap as it generates biomes.
The biome calculated at first stone surface encountered is added to
the biomemap.
Previously, if no stone surface was encountered in a mapchunk column
the biomemap was left empty for that (x, z) position, causing biome
dust and water surface decoration placement to fail.
If at the base of a mapchunk column the biomemap is empty, add the
currently active biome to the biomemap, or if biome is NULL calculate
it for this position and add it to the biomemap.
In some configurations, such as when using the runit supervisor and its
tool chpst, the HOME variable might be unset. This resulted in an
unclear error message that was hard to pin down.
Fix 3 warnings reported by GCC 8.1 of the following type
```src/client/gameui.cpp:191:43: warning: « void* memset(void*, int, size_t) » effacement d'un objet du type non trivial « struct GameUI::Flags »; use assignment or value-initialization instead [-Wclass-memaccess]
memset(&m_flags, 0, sizeof(GameUI::Flags));
```
```
src/translation.cpp:43:16: warning: interception du type polymorphique « class std::out_of_range » par valeur [-Wcatch-value=]
} catch (std::out_of_range) {
```·
Because vein ore uses 3D noise (all the other ores use 2D noise) the
perlinmap Y size can be different in different mapchunks when close
to the ore Y limits.
Previously this caused bugs in the vein structure because changes in
perlinmap Y size did not recreate the noise objects.
Delete and recreate the noise objects with the new Y size if Y size
has changed.
Previously, the centering caused by the 'place center x/z' flags did
not take rotation into account. So schematics with unequal X and Z
dimensions were incorrectly placed. The bug was hidden for schematics
equal in X and Z dimensions.