Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
* Formspec: Add options to set background color and opacity (fullscreen mode)
* Enhance previous comment: Set formspec background when regenerate UI.
* This permit to do the calcul only at regen and override it with bgcolor tag
* Add a setting for default background color into formspec, separated from fullscreen
* Add a little performance gain on formspecs using a const ref instead of copying formspec string
* Move Connection threads to dedicated files + various cleanups
* ConnectionReceiveThread::processPacket now uses function pointer table to route MT packet types
* Various code style fixes
* Code style with clang-format
* Various SharedBuffer copy removal
* SharedBuffer cannot be copied anymore using Buffer
* Fix many SharedBuffer copy (thanks to delete operator)
* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused
user interface to become smaller.
Continue to use width 1024 as it is a common small screen width.
* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
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.
* [CSM] Add send_chat_message and run_server_chatcommand API functions
* Add client-side chat message rate limiting
* Limit out chat queue size
* [CSM] Add minetest.clear_out_chat_queue API function and .clear_chat_queue chatcommand
* Last fixes/cleanups before merge
* Remove redundant view_bobbing setting
Also fixes bug where disabling view_bobbing disables footstep sounds.
* Removes redundant view_bobbing setting
Setting view_bobbing amount to 0 is now the only way to
turn view_bobbing on and off. Also fixed a bug where footstep
sounds would not play when view_bobbing was disabled.
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
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
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.
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.