* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove some unused headers in some cpp variable
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
* Modernize various files (src/m*)
* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
* empty function
Thanks to clang-tidy
* server.cpp: unroll setting when sending mapblocks
* Improve a little bit performance when sending mapblocks massively
* Use a range based for
* Code style fixes
* clientobject, clouds, collision, clientsimpleobject: code modernization
* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
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
* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
* 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)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
* Use more for range based loops
* Simplify some tests
* Code style fixes
* connection.h: better PeerChange constructor instead of creating uninitalized object and then affect variables
* Use various modern for loops
* Make some loop iterator constants, whereas there weren't
* Use empty on some size() > 0 tests
* Various little codestyle fixes
* Fix an hidden scope variable in Server::SendBlockNoLock
* Use Environment interface instead of ClientEnvironemnt
* Don't create slippery variable and then re-affect it
* itemgroup_get return a int, properly test != 0 to be clearer
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.
It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
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.
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.
Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
Remove usage of the SharedBuffer in zlib compression which has two problems:
* We copied the whole memory block to compress it (not good with mapblocks)
* We copied sometimes strings to SharedBuffer to SharedBuffer (2nd time)
Use this method in MapNode::serializeBulk + optimize serialization but merging 3 identical loops in a single loop
correctBlockNodeIds does 2 lookups for each loaded node, one to translate DB ID to name and a second to translate name to real ID. Name to real ID is very consumming if done on every node. As mapblocks are in most cases composed of many identical adjacent nodes, cache previous source and destination id and use them on the next node to prevent any lookup on those maps.
This reduce the function load from 15% of my CPU usage to ~0.7%, on the test, calls was reduced from 2.5M lookups to 42k lookups, it's a huge performance gain
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance
* VoxelArea: precalculate extent (performance enhancement)
This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
Allows setting of the mountain 'zero level' (y where density gradient is zero).
It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
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
Spawn player 1 node higher to avoid spawning waist-deep in a possible
biome 'dust' node, such as tundra snowblock.
Tune default offset to spawn players in a more interesting location on the
mandelbrot sets, on a raised area that looks like a spawn platform.
Tune julia parameters to help avoid spawn search failing, especially for
fractal 6.
For consistency return to 'FPS =', add comma before FPS.
Remove 'R' from 'range_all' as may be re-keymapped.
Remove inconsistent brackets from 'range_all'.
Change 'v_range' to 'view_range'.
Add 'pos = ' before co-ordinates.
Add spaces around '=' in yaw display.
Remove brackets from around 'yaw' and 'seed'.
Move 'pointing_at' to 3rd line.
Remove 'param1' (0 for all solid nodes and unreadable for light sources due to
light bank encoding).
Remove file name of pointed node top tile (this also removes the need to get
ContentFeatures for the node, slightly improving performance).
Replace quotes around node data with brackets, looks better and more consistent.
Add 'guitext3' for third line.
Use 'setVisible' for all 3 lines to control the setting of each text rectangle.
Improve logic of 3rd line to only run code it needs to depending on whether
pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
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.
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
Fixes issue #3576
* Clouds now take camera position as 3D, not 2D
* Cloud grid filling extracted to gridFilled method
* Clouds detect whether camera is inside cloud
* Camera in cloud changes fog by overriding sky colors
with cloud color
* Sun, moon and stars can be temporarily disabled
with setBodiesVisible
* Disabling fog also disables all "inside cloud" behaviors
Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.
* Irrlicht cleanup: cleanup various object to use RenderingEngine
* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
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.
* MSVC: Fix '/std:c++11' is not a valid compiler option
* MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project
In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors
* MSVC: '/arch:SSE' is only available for x86
* MSVC: Fix float conversation
* MSVC/MINGW: use winthreads on Windows
* MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system
* MSVC: Use all available cpu cores for compiling
* Add missing include ctime and use std::time_t
* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
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.
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.
Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
The value cannot be fixed because we can shift terrain vertically.
This also makes these mapgens consistent with mgflat and mgvalleys which
have 'large_cave_depth' parameters.
When adding items to an empty ItemStack, limit the number of items taken
based on the maximum stack size in the item description.
Likewise, when checking whether items will fit into an empty ItemStack,
only absorb as many items as are allowed in a single stack and return the rest.
* 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, the carving of rivers was disabled above 'shadow_limit' even if
floatlands were disabled. This caused rivers to be unnecessarily disabled if
mapgen was customised to have surface level above y = 1024.
Previously, maximum spawn level was set to 'water_level + 16'. This would result
in spawn search failing if terrain had been customised to be much higher than
'water_level' at all points.
Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust'
node such as 'default:snowblock'.
* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
* C++11 patchset 9: move hardcoded init parameters to class definitions
C++11 introduced the possibility to define the default values directly in class definitions, do it on current code
Also remove some unused attributes
* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed
* More constructor cleanups + some variables removal
* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
Previously, when removing decorations we searched upwards and removed until we
found air or water. However, the node above the decoration can be 'ignore' if
a stacked decoration extends into the volume above the mapchunk. The result
could be a problematic column of air placed in the volume of 'ignore'. The
unnecessary placing of air also slows the function.
Add a check for 'ignore' nodes when removing decorations.
Recently we started to remove decorations if the dirt below was flowed away,
but this did not check for stacked decorations, causing them to have only
their lowest node removed.
Also, placed mud could partially bury stacked decorations.
Remove 'old_is_water' bool which on testing is never true.
Add new function 'moveMud()' to reduce indentation.
Remove stacked decoration nodes above a removed decoration.
Remove stacked decorations partially buried in placed mud.
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.
Add thread_local to undersampling calculation too.
- Allow lua to chose whatever directories or files can be selected
- Fix selecting directories
- Rename dialog to `guiPathSelectMenu` from `guiFileSelectMenu`
- Rename lua function for opening the menu from `show_file_open_dialog` to `show_path_select_dialog`
- Remove duplicate code and fix code style.
Related changes
- fix `clang-format` whitelist.
- Regenerate minetest.conf.example
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.
C++11 implement function deleting, it's generally used to prevent some object copy
In script API use this function removal on ScriptApiBase instead of ScriptApiClient/Server/MainMenu, this affect all ScriptApis
Move DISABLE_CLASS_COPY with constructor, the deleted function permit to replace function in its original place
* Have the server send the player list to the client
Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
* Move GCC to GCC 6 & GCC 7
* Move Clang to Clang 3.6 & Clang 4.0
* LINT moves from Clang 3.9 to Clang 4.0
* Move XCode 7.3 to 8.0
* Use more travis tricks to install compilers instead of adding complexity to our build script
* Clang format fixes on checked files (compat Cpp11 instead of Cpp03)
* Mingw GCC update from 4.8.4 to 5.3 (Ubuntu Xenial)
* Drop mingw cmake generated files and add them to gitignore
* LuaEntitySAO: Remove beyond outermost mapchunk edges
Based on a commit by, and with help from, nerzhul.
Add 2 functions to class Mapgen:
A function to calculate actual mapgen edges, called from the Mapgen constructor.
A function called indirectly from content_sao.cpp per entity step to check SAO
position is within mapgen edges.
* Calculate borders from params not mapgen, which is not available everytime
* Use only one label instead of two for the soundText, this permit to ensure both label & values are aligned
* Add '%' character too, to reflect it's a percentage volume
* Remove rect on regenerateGui (upper part) which shadows outer part and which is not needed outside of the DesiredRect affectation
Fix issue #5837
* Enhance ABM performance a little bit by removing two std::set copy
* ActiveBlockModifier::getTriggerContents now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors is now purely virtual
* Little code style fix
Mudflow of a neighbouring mapchunk extends into a mapchunk's edge, and could
remove 'dirt with grass' from under a decoration, creating unsupported
decorations.
Remove any decoration above if a 'dirt with grass' node is removed by mudflow.
* Revert 1469424075affce7c27bb44e5a5cbd51485e44b2 and fix wrong char position when doing mouse selection on intlGUIEditBox
position should look at current line not the whole text and shift 1 character on the last line (due to \0 string delimiter)
* Finish the fix and prevent values under zero for getCursorPos which crash the program if found
* Forget to remove old comment
* fix zero to NULL
* Fix typo
Fixes a crash caused in MTGame by breaking and right-clicking a chest.
If loading meta, digging, node can disappear and we looked at meta, which is wrong because meta became NULL.
Pointer is invalidated and we read wrong memory area
Seems the diff mode doesn't work well, PR are detected as working whereas in master it's shown it's problematic (and really problematic). Use same check everywhere
* [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
* Allow enabling and disabling mods.
* Re-fix 605599b6f150b89ba6539c4d088231b326adcb48
This breaks some chars like € in chat.
Instead verify is char is a non control char -> iswcntrl
Use runData.dig_time_complete instead of params.time to find out whether it's instant digging.
runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes#5728.
Previously, every particle was rendered by (even if not actually visible to)
the client regardless of distance. This significantly reduced client FPS.
Acts clientside, particle spawners are always sent to clients, but each
particle is checked for distance from the player.
As with 'add particle' the distance limit is set to 'max block send distance'
as this determines how far a client can see.
Previously, every individual particle on a server is sent to, and rendered by
(even if not actually visible), every client regardless of distance. This
significantly reduces client FPS and creates unnecessary network traffic.
Maximum distance is set by 'max block send distance' as this determines how far
a client is able to see.
Also disable CavesRandomWalk at a safer distance from caverns.
Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.
However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.
Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
- Split movement keys into separate entries.
- Increase buffer size due to the above change.
- Change capitalisation.
- Remove code-style violating white spaces.
* Rework escape/pause menu
- Remove build information
- Use current controls instead of default controls
- Add information about the current server in place of the build information
- Add text saying the game is paused to if in singleplayer mode.
rework pause/escape menu
* improve consistency + display server_name
* read_schematic_replacements: ensure fields are strings
add a type check before reading strings on read_schematic_replacements deserializer
* throw LuaError instead of asserting the whole client
Recent commit 45ab62d6a3d90ab3b97aec88251a766cb5dd1899 had a coding error that
made climbing out of water difficult due to an incorrect value of the step height
when not 'touching ground'.
It also incorrectly multiplied the custom stepheight by BS, resulting in being
able to step-up 2 nodes if set to the default of 0.6, or even 0.3.
Also the implementation was wrong because it customised the step height when
not 'touching ground', this step height is for a slight rise when catching the
edge of a node during a jump, and should always remain at 0.2 * BS.
Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix#5709
Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
* Optimize updateFastFaceRow processing by removing some TileSpec copy
It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%
* makeFastFace should use a const ref too
this trigger a const pointer need in the underlying function
Also fix some code style and prevent calculating 4 times the same position at a point
* Reduce a comparison cost for lights in updateFastFaceRow
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.
This prevents fake ClientEvent creation & memory allocations
Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.
I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.
Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
We introduce a new value for "waving" - 2:
0 - waving disabled
1 - wave like a plant
2 - wave like a leave
Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.
For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.
I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.
Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.
Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore
Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated`
* 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.
* Fix various performance issues reported by cppcheck + code style (CI)
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
* Fix various iterator post-increment reported by cppcheck
* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
Fix crash caused by destructor 'delete' on noise objects that are not
created due to mapgen options.
Crash was caused by commit 57eaf62c697cec91890d9cb28d10385d293d2d3f
The 'sneak glitch' physics override now controls whether a player can
use the new move code replications of the old sneak side-effects:
sneak ladders and 2 node sneak jump. This completes our intention to
replicate the old sneak side-effects in new code and provide them as
an option that is disabled by default.
This callback is called if a liquid definitely floods a non-air
node on the map. The callback arguments are (pos, oldnode, newnode)
and can return a `bool` value indicating whether flooding the
node should be cancelled (`return true` will prevent the node
from flooding).
Documentation is added, the callback function was tested with a
modified minetest_game.
Note that `return true` will likely cause the node's `on_flood()`
callback to be called every second until the node gets removed,
so care must be taken to prevent many callbacks from using this
return value. The current default liquid update interval is 1.0
seconds, which isn't unmanageable.
The larger aim of this patch is to remove the lava cooling ABM,
which is a significant cost to idle servers that have lava on their
map. This callback will be much more efficient.
if mod is a reference to a class member a variable swap breaks.
We should find a way to keep this const ref if possible.
Added a comment about this in header
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
I play with the TAB key bound to the inventory. However, the
code here assumes that TAB means "close formspec" in all contexts,
including the main menu. This causes my game to exit when I attempt
to TAB in between USERNAME and PASSWORD fields.
We know when m_client != NULL that the game is a client game and
not in the main menu, and then it's OK to use the INVENTORY bound
key to exit the formspec, since it's not the main menu.
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)
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
* Resource leak: CHECK_FILE_ERR returns, without freeing chunk_name.
Found with static analysis.
* Resource leak: leaks `page` on error path.
Found with static analysis.
* Fix progressbar for Android
Fixes#5599Fixed#5403
* draw_load_screen: use texturesource
this permits to unify texture loading code
* scale progress bar
* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen
* Remove two sanity checks pointed by @celeron55
* sfan5 comments + android ratio fixes
* [CSM] Add function to set minimap shape
Also deprecates `toggle_shape`.
* Oh fish, I messed that one up!
* Fix Style
* Sorry, I missed something
I still had the `luamethod` call in there!
* Add getters
* Remove extra line
* Remove useless variable
Please review again @nerzhul . Thanks!
* Satisfy nerzhul
Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.
An unexpected side-effect is the simple sneak ladder working smoothly.