master #8

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BRNSystems wants to merge 0 commits from Mirrorlandia_minetest:master into master
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BRNSystems added 66 commits 2024-02-27 13:26:15 +01:00
the old checks were too strict
closes #14324
---------

Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
Co-authored-by: grorp <gregor.parzefall@posteo.de>
Upon disconnect, RemotePlayer still had a peer ID assigned even though
the PlayerSAO object was maked as gone (for removal). This commit makes
that the following always holds true:

	(!sao || sao->isGone()) === (peer_id == PEER_ID_INEXISTENT)
Increases the tolerance from one node to five nodes.
Also optimizes the "sphere" used for pre-filtering entities
to start in the middle of the line segment rather than at the start.
The recently added ioctl use is reported as a false-positive by valgrind.
I tried moving it to different compilers/versions two times and only
hit further issues that were valgrind's fault.

Also includes a tiny fix.
Test case:

```
$ cmake . -DRUN_IN_PLACE=TRUE -DCMAKE_BUILD_TYPE=Release -DBUILD_SERVER=TRUE -DENABLE_TOUCH=FALSE

         minetest minetestserver
W/o LTO:      13M           7.3M
W/  LTO:      11M           5.9M
difference:   15%            19%
```

Also fixes various compiler warnings resulting from compilation using LTO.

---------

Signed-off-by: David Heidelberg <david@ixit.cz>
This may improve performance substantially if there are many meshes with "few" vertices that would otherwise be retransmitted to the GPU every frame. In testing, this does not seem to decrease performance, even if as few as 4 vertices are used (e.g. particles).
* Make falling liquid source nodes replace flowing nodes

This makes falling liquid source nodes in group:float replace
flowing nodes on the ground instead of being placed above
the flowing node.

* Make flowing liquids "fall through" for source nodes

This makes liquids in float and falling_node groups fall through
flowing liquid nodes instead of being supported by them in the air.

---------

Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
* Initialize member `floats` in ContentFeatures

* Do not assign big double to u32

* Do not assign negative floating point number to unsigned integer
This is to prevent future mistakes and make it clearer whether
the mod name can be trusted depending on how it is retrieved.
- Allow disabling of the post processing pipeline while leaving shaders enabled
- Also disable post processing on Android by default
Contains a hack to support IrrlichtMT revision 14 for now (until we release revision 15)
Fixes a deprecation warning introduced by adaa4cc2f3c6e624b2c9ab7f40df4139b2a61c5a.
Signed-off-by: David Heidelberg <david@ixit.cz>
Co-authored-by: Gregor Parzefall <gregor.parzefall@posteo.de>
* Detect air-only blocks instead day/night differences

* Write !is_air into the former day-night-diff bit on disk, so that old server can still read maps written by new servers

* Only set is_air bit when reading from disk
The lstrip (left trim) call is to make sure that there are no slashes at the beginning of file paths.
* Fix incorrect shootline after releasing pointer if touch_use_crosshair=false

This happened because Android reuses pointer IDs.
Also includes a refactor to merge "m_known_ids" and "m_pointer_pos".

* Restore pre-5.9.0-dev behavior of shootline when !m_has_move_id
Co-authored-by: chmodsayshello <chmodsayshello@hotmail.com>
-Change how max_lag is calculated and reported

- Cap singleplayer step at 60Hz

- Clarify dedicated_server_step
Someone of these are probably actual bugs and gcc totally doesn't care to warn about them, wtf?
This issue seems to be new with the IrrlichtMt update.
This pull request has changes conflicting with the target branch.
  • src/client/game.cpp
  • src/network/clientpackethandler.cpp

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Reference: BRNSystems/minetest#8
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