fixes:
* Switching between games does not immediately hide creative mode / damage buttons if so specified
* World creation menu has a game selection list even though the menu already provides a gamebar
* Showing gameid in world list is unnecessary
* Choice of mapgen parameters in menu persists between games (and was half-broken)
This ensures that no overflows (side-effects) happen within the find_nodes_in_area function by limiting coordinates like done in the map generation code.
This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.
movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:
FWD
0
_
LFT / \ RGT
-Pi/2 | | +Pi/2
\_/
+-Pi
BCK
Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.
Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
Some games provide users with enough freedom to create items
with metadata longer than 64KB, preventing this from causing
issues is on them but we'll still do the minimum not to abort
the server if this happens.
* Add a simple PNG image encoder with Lua API
Add ColorSpec to RGBA converter
Make a safety wrapper for the encoder
Create devtest examples
Co-authored-by: hecktest <>
Co-authored-by: sfan5 <sfan5@live.de>
* No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped)
* RenderingEngine::get_timer_time is now non static
* RenderingEngine::draw_menu_scene is now non static
* RenderingEngine::draw_scene is now non static
* RenderingEngine::{initialize,finalize} are now non static
* RenderingEngine::run is now non static
* RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access
Make the RenderingEngine filesystem member non accessible from everywhere
This permits also to determine that some lua code has directly a logic to extract zip file. Move this logic inside client, it's not the lua stack role to perform a such complex operation
Found also another irrlicht <1.8 compat code to remove
This fixes an out-of-bounds index access when the node resolver was already applied to the schematic (i.e. biome decoration).
Also improves the handling of the two cases: prior node resolving (m_nodenames), and after node resolving (manual lookup)
The only valid usecase for these is interfacing with OS APIs
that want a locale/OS-specific multibyte encoding.
But they weren't used for that anywhere, instead UTF-8 is pretty
much assumed when it comes to that.
Since these are only a potential source of bugs and do not fulfil
their purpose at all, drop them entirely.