Commit Graph

4366 Commits

Author SHA1 Message Date
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
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
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
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
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
rubenwardy
c2e7b1f579 Derive NodeMetaRef from MetaDataRef 2017-02-04 22:07:55 +00:00
rubenwardy
13f94ecad5 Make NodeMetaRef::getmeta a non-static member 2017-02-04 22:07:55 +00:00
rubenwardy
bbdd869d72 Derive NodeMetadata from Metadata 2017-02-04 22:07:55 +00:00
sfan5
de664b1c6d Fix PlayerSAO deletion warning (0eede97af2927dcda3545192403b0a44f30bcd1f) 2017-02-04 13:31:21 +01:00
paramat
047168ca83 Mgv6: Add fallback node for gravel
Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
2017-02-04 07:21:23 +00:00
paramat
8e4c11406e Mgv6: Add stairs to desert stone dungeons
As with the other mapgens, now that wide stairs in dungeons are
possible we can now finally add stairs to desert stone dungeons.
Re-order some lines.
2017-02-04 07:21:23 +00:00
paramat
2d03cfd24c MapgenBasic node resolver: Various fixes
Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.

Re-order some lines.
Add a comment.
2017-02-04 07:21:16 +00:00
kilbith
03b34cb3dd Serverlist: Add ping indicators (#5164) 2017-02-03 23:53:43 +10:00
Duane Robertson
3b9ae409c7 Tell on_punch to expect a return value
The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
2017-02-01 22:13:49 +01:00
paramat
326cc5df74 Mgvalleys: Fix missing decorations and incorrect function order
Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.

Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.

Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
2017-02-01 15:05:35 +00:00
Ekdohibs
d873545ac7 Fix anticheat resetting client position after the client is teleported
Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.

Don't report player cheated if caused by lag.

Fixes #5118
2017-02-01 15:03:57 +00:00
paramat
cdc538e0a2 Plantlike visual scale: 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.
2017-01-30 16:38:28 +00:00
sapier
e761b9f486 Add multiply texture modifier
Allows colorizing of textures using a color multiplication method.
2017-01-30 16:37:17 +00:00
Dániel Juhász
6642c8583a Use fabs() instead of abs() (#5141) 2017-01-30 08:18:18 +01:00
Dániel Juhász
f0e3abc64d Re-add halo highlight (#5130)
Due to a rebase mistake halo highlighting was disabled. This commit
re-adds that feature.
2017-01-30 11:47:36 +10:00
Ezhh
0c9189d109 Add console height setting (#5136) 2017-01-30 02:10:17 +10:00
Zeno-
707e27b5c2 Rename height to scale for openConsole() (#5139)
For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
2017-01-29 19:26:00 +10:00
ShadowNinja
3eecc6ff44 Fix AIX threading build 2017-01-28 18:52:07 -05:00
ShadowNinja
c93f7f5cea Fix synchronization issue at thread start
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized.  This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.

This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.

An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
2017-01-28 18:52:07 -05:00
SmallJoker
79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier
814ee971f7 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +01:00
Paramat
953cbb3b15 Plantlike: Fix visual_scale being applied squared (#5115)
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.
2017-01-28 20:07:35 +10:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
paramat
2a89531071 Dungeongen: Fix selection of diagonal corridors
The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
2017-01-26 20:19:05 +00:00
paramat
ae929ce2fd Dungeons: Add nodebox stairs to desert and sandstone dungeons
Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.

Add 'stair desert stone' content id to MappgenBasic.

Requires 'mapgen stair desert stone' to be added to Minetest Game.
2017-01-26 20:18:54 +00:00
Dániel Juhász
c268db7b46 Fix after hardware node coloring (#5114) 2017-01-27 01:10:56 +10:00
paramat
9f108b56d3 Dungeongen: Fix out-of-voxelmanip access segfault
My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.

Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
2017-01-25 20:34:03 +01:00
rubenwardy
08911160aa Block spam messages before calling on_chatmessage callbacks (#4805)
Fixes #4799
2017-01-25 10:57:33 +01:00
number Zero
33e0eedbfb Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
2017-01-24 13:59:40 -08:00