Commit Graph

6784 Commits

Author SHA1 Message Date
Dániel Juhász
ab371cc934 Light calculation: New bulk node lighting code
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.
2017-03-11 02:06:18 +00:00
tenplus1
d785456b3f Optimize item.lua
Replace slow ItemStack get_definitions with registered_nodes one's and cached playername as it's used multiple times.  Also removed local item = itemstack:peek_item() as it is never used.
2017-03-10 11:24:10 -08:00
kilbith
2baa191a64 GUI: Convert loading screen's progress bar to image (#5362) 2017-03-10 13:26:24 +01:00
Loïc Blot
9878ce05e7 CI: Add memleak checking using valgrind (#5350)
Add a new step to check memleaks on our current unit tests suite
2017-03-06 20:34:02 +01:00
Juhani Numminen
0e27b4b978 Update .appdata and .desktop files 2017-03-05 20:56:20 +01:00
paramat
e10e5fd16c Dungeons: Use 'block' instead of 'brick' for nodebox stairs
Affects only sandstone dungeons. Nodebox stairs made from
'sandstone_block' look better because every step is undivided.
2017-03-05 09:47:03 +00:00
Auke Kok
f1ab42fdff Font: attempt fallback font, abort if no fonts found.
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.
2017-03-05 09:46:52 +00:00
Fixer
0a6e53bd31 README.txt: Clarify loading of minetest.conf 2017-03-05 09:45:16 +00:00
zaoqi
c9ac722ea9 Add minetest.spawn_falling_node(pos) (#5339)
* Add minetest.spawn_falling_node(pos)

* lua_api.txt: Add minetest.spawn_falling_node(pos)

* Update minetest.spawn_falling_node(pos)
2017-03-04 18:36:37 +01:00
adelcoding1
6de83a2756 FormSpec: Add position and anchor elements (#5284) 2017-03-04 10:46:55 +01:00
Bond-009
22df959343 Fixed spelling mistakes (#5312) 2017-02-27 13:22:49 +01:00
paramat
a901a56859 Dungeongen: Add and improve parameters
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.
2017-02-26 06:46:14 +00:00
red-001
4d634ef675 Fix crash that can be caused by the shutdown command. (#5292) 2017-02-25 09:28:25 +01:00
rubenwardy
2d1fca51e9 Fix wrong meta key in item meta on ItemStack construction 2017-02-22 10:14:12 -08:00
red-001
01b2d2c66c Fix the documentation for minetest.is_yes (#5276) 2017-02-20 02:11:53 +10:00
Dániel Juhász
00123ee04d Fixes for colorwallmounted and colorfacedir nodes
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
2017-02-18 22:47:24 +00:00
paramat
111e7e1cc8 Voxelmanip: Do not emerge or blit to blocks over map gen limit
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.
2017-02-18 22:47:24 +00:00
kilbith
d0a6cacd51 Multiplayer menu: fix attempt to open nonexistant image
Since local servers and local favorites have no ping value (these
are only provided by the server) we shouldn't load a broken
image filename.

Fixes #5238
2017-02-18 22:46:45 +00:00
tenplus1
e9cd7187e8 Statbars.lua: Cache enable_damage setting 2017-02-18 22:46:06 +00:00
red-001
5db41d4d21 Fix not being able to damage players in minimal (#5266) 2017-02-18 15:36:29 +01:00
red-001
d988f9b769 Use the ARRLEN macro in more places and remove an unused macro. (#5260) 2017-02-18 15:24:49 +01:00
red-001
3d25914986 Add support for the new arguments of request_shutdown to the /shutdown chatcommand. (#5252) 2017-02-18 12:16:11 +01:00
Auke Kok
d0ce27edd8 Revert part of eb49009d023e6e3b5d59a97b8fb5fed5eee83296 (#5230)
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
2017-02-16 20:18:22 -08:00
paramat
9aabfd5188 Cavegen: Place correct biome surface in tunnel entrances
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.
2017-02-16 22:25:14 +00:00
paramat
3955f51253 Objectpos over limit: Avoid crash caused by sector over limit
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.
2017-02-16 22:25:07 +00:00
red-001
2dcbc01904 Fix a small regression caused by e2ad76f. 2017-02-16 12:59:19 +01:00
sfan5
a5e4273575 Fix >5 year old PlayerSAO deletion bug
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.
2017-02-15 17:36:47 +01:00
Auke Kok
eb49009d02 FreeType: address font license issues (#5230)
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.
2017-02-14 01:08:17 -08:00
Dániel Juhász
f17c9c45dc Lighting: Update lighting at block loading
This commit updates mapblocks' light if necessary when they are loaded.
This removes ghost lighting.
2017-02-13 00:05:49 +00:00
Hybrid Dog
2bd10022cb Mainmenu: Brighter text colours for readability 2017-02-12 01:53:18 +00:00
paramat
984e063374 Footsteps: Fix offset footstep and shallow water sound bugs
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.
2017-02-12 01:52:12 +00:00
paramat
1de08e1961 Plantlike: Fix visual_scale being applied squared
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.
2017-02-10 17:59:31 +00:00
rubenwardy
bb4db84bdb Use tree to list mods rather than textlist 2017-02-10 17:59:17 +00:00
Craig Robbins
7760948b7c Revert "Plantlike: Fix visual_scale being applied squared (#5115)"
This reverts commit 953cbb3b15997a0e7c7c32af2365cb5046a9e476.
2017-02-10 22:21:49 +10:00
Craig Robbins
7bd3e2bceb Revert "Plantlike visual scale: Send sqrt(visual_scale) to old clients"
This reverts commit cdc538e0a242167cd7031d40670d2d4464b87f2c.
2017-02-10 22:21:23 +10:00
Wuzzy
f5d4494a51 Add textures for air and ignore items (#5196) 2017-02-10 08:19:31 +01:00
rubenwardy
74b670a793 Correct lua_api.txt docs related to meta (#5198) 2017-02-10 07:59:38 +01:00
Auke Kok
5707b739f3 Change default nodetimer_interval to 0.2s. (#5193)
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.
2017-02-09 08:00:37 +01:00
Lars Hofhansl
3ad68c052b Perform mesh animation only once per frame. 2017-02-09 00:10:41 +00:00
paramat
a5ee7139a5 OpenAL sound: Use a simpler distance model
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.
2017-02-09 00:10:35 +00:00
red-001
e2ad76f910 No longer auto-generate a 'guest####' player name when name is empty
You can't join most servers with a 'guest####' player name anyway so
it's only logical to remove them.
2017-02-09 00:05:19 +00:00
Loic Blot
607dab2b0d Fix android build
This fixes #5190
2017-02-08 07:47:56 +01:00
Loïc Blot
ef6feca501 Add ModMetadata API (#5131)
* 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
2017-02-08 00:15:55 +01:00
rubenwardy
0680c47d6c Fix incompatibility of ItemStack.to_table() introduced by stack meta 2017-02-07 21:18:17 +00:00
paramat
8bc6a303b4 Face shading: Add shade factor comments 2017-02-07 00:19:52 +00:00
Travis Burtrum
5da3ed19a3 Add support for unix socket connection to redis (#5179) 2017-02-06 19:10:03 +01:00
Auke Kok
3e30731c1a Prevent SIGFPE on entity tile loading issue. (#5178)
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.
```
2017-02-05 23:59:18 -08:00
numberZero
80c75272a6 Improve mesh shading (#5172) 2017-02-05 10:27:58 +01:00
rubenwardy
f2f9a92351 Add per-stack descriptions using ItemStack Metadata 2017-02-04 22:07:55 +00:00
rubenwardy
f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00