Commit Graph

5041 Commits

Author SHA1 Message Date
Muhammad Rifqi Priyo Susanto
670f8afd18 Registration confirmation dialog: Fix grammar
Fixes commit 792752997c5ae2aaa4f54d0a2e2af2a96d7d1e9f.
2018-01-13 19:30:34 +00:00
Muhammad Rifqi Priyo Susanto
792752997c Add confirmation on new player registration (#6849)
* Attempt to add registration confirmation

Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted

* Rewrite information message text

Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
2018-01-13 12:07:16 +01:00
Lars Hofhansl
fad263dec9 Revert "Add an active object step time budget #6721"
This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a.
See #6907
2018-01-12 23:47:39 -08:00
Loic Blot
6f2fe8a554
Forget to fix non freetype build in StaticText 2018-01-12 08:36:38 +01:00
number Zero
b4df0d67dd Fix ambient occlusion and dark lines at mapblock borders 2018-01-12 05:44:11 +00:00
Pedro Gimeno
f77f19a941 Fix off-by-one in log output line length (#6896) 2018-01-09 19:07:14 +01:00
Pedro Gimeno
63f4ee21b0 Fix buffer parameter not working in LuaPerlinNoiseMap::l_getMapSlice() 2018-01-08 20:32:15 +00:00
rubenwardy
0a83c42dfd
Fix naming conventions of noise userdata 2018-01-07 01:06:18 +00:00
Loic Blot
9146c6a50f Don't recalculate statustext initial color everytime & review fixes 2018-01-05 20:59:30 +01:00
Loic Blot
f40f4143df GameUI refactor (part 7/7): Finish to include profiler things to GameUI
Other changes:
* Add GameUI clarification comment
* Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related
* Properly init GameUI::Flags
* Move toggleChat toggleHud & toggleProfiler to GameUI
* Add gameui.cpp to LINT whitelist
2018-01-05 20:59:30 +01:00
Loic Blot
02f82eca0b GameUI refactor (part 6/X): Move Game::guitext_profiler & showStatusTextSimple to GameUI class
Other enhancements:
* Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
2018-01-05 20:59:30 +01:00
Loic Blot
326b0faa5e GameUI refactor (part 5/X): Move Game::guitext_chat to GameUI class
Other enhancements:
* Move update_profiler_gui to Game class
* Move updateChat to Game class
2018-01-05 20:59:30 +01:00
Loic Blot
fe510d90c1 GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_statustext, GameRunData::statustext_time to GameUI class
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
2018-01-05 20:59:30 +01:00
Loic Blot
aab3b18e4b GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, Game::infotext to GameUI class
Other enhancements:
* Drop unused GameRunData::time_of_day
* Little GameUI::update code path optimizations
2018-01-05 20:59:30 +01:00
Loic Blot
3a772e7ed6 GameUI refactor (part 2/X): Move Game::guitext to GameUI + enhancements on StaticText
Other enhancements:
* C++ friendlyness for addStaticText() -> move to static StaticText::add()
2018-01-05 20:59:30 +01:00
Loic Blot
0ebaed430a GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUI
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them

Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
2018-01-05 20:59:30 +01:00
Paramat
549cfd9db8 Biomes: Add vertical biome blend (#6853)
Add 'vertical blend' parameter to biome registration that defines how
many nodes above the biome's 'y max' limit the blend will extend.
2018-01-05 00:10:55 +01:00
you
e7b44c3295 Fix Wstringop-overflow warning from util/srp.cpp (#6855)
* Fix Wstringop-overflow warning from util/srp.cpp
2018-01-04 14:25:20 +01:00
red-001
30821ad8de [CSM] Don't load the IO library. (#6087)
* [CSM] Don't load the IO library.

* Rename the function to match the Lua API function name and add a missing `const`

* Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
2018-01-04 08:21:12 +01:00
rubenwardy
2af47e6f5f Fix crash on can_bypass_userlimit returning non-boolean 2018-01-03 14:18:13 +00:00
paramat
2aad3be2cb Mgv7 floatlands: Add exponent parameter
Allows more control over shape of floatland mountain terrain.
Terrain shape is unchanged.
2018-01-03 04:05:55 +00:00
Thomas--S
f3b9d87076 Connected Nodeboxes: Add disconnected boxes
The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.

* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
2018-01-03 04:05:21 +00:00
Hybrid Dog
345e1041a2 Tool.cpp/.h, lua_api/l_util.cpp: Tidy up code and remove dead code 2018-01-03 04:01:15 +00:00
Hybrid Dog
d7c1f6c92e Tool getDigParams: Fix selecting the best fitting time
Previously, time was compared with result_time before dividing it by
the level difference.
2018-01-03 03:58:11 +00:00
Loïc Blot
0d6b58a772
Add unittests on ActiveObject and BanManager class (#6866)
* Add unittests on ActiveObject and BanManager class

This also permit to fix a bug in ban manager setting bans modified when no modification occurs
2018-01-01 18:48:52 +01:00
rubenwardy
026ad912af Fix rounding error in g/set_node caused by truncation to float 2017-12-26 21:55:08 +00:00
rubenwardy
0bcc2f33eb Add check to pause game on lost window focus 2017-12-26 21:53:45 +00:00
Dániel Juhász
2153965cf9 Line_of_sight: Improve using VoxelLineIterator
This commit rewrites line_of_sight with VoxelLineIterator.
Stepsize is no longer needed, the results will be always accurate.
2017-12-26 21:51:32 +00:00
number Zero
189daf87a0 Fix dancing text 2017-12-25 15:00:50 +01:00
Rob Blanckaert
787cd15c14 - Clear colors when reading property info.
- Set vertex colors on upright_sprites.
2017-12-25 15:00:25 +01:00
nOOb3167
7354d0f3d8 Fix undefined behaviour on getting pointer to data in empty vector
`&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
2017-12-22 10:39:25 +00:00
Vitaliy
257626ceed Fix wrong scrolling (#6809) 2017-12-21 20:58:06 +01:00
Jordan Irwin
18b921015a Allow 'default' parameter in 'settings:get_bool' function
Default value is used when the setting key is not found in the config
file. If default value is not set, 'nil' is returned.

#6188
2017-12-17 15:27:37 +00:00
Ezhh
26c7e98e3d Adjust default console height
#6797
2017-12-17 04:38:54 +00:00
Vitaliy
770eb09adc Fix items turning black (#6780) 2017-12-16 17:01:37 +01:00
paramat
f1d2bc0965 Zoom: Add 'disabled by game or mod' message 2017-12-14 20:59:54 +00:00
paramat
8a99c8c94a Minimap messages: Improve 'disabled by server' message 2017-12-14 20:59:54 +00:00
SmallJoker
6e5109fd46
Chat: Remove prompt history duplicates (#6762) 2017-12-14 19:47:29 +01:00
adrido
551c12391a directiontables: Fix MSVC compiler error (#6785) 2017-12-14 19:46:42 +01:00
Vitaliy
2d9f0d344e Update light decoding table size (#6696)
Fix old undiminish_light bug
2017-12-12 19:29:55 +01:00
Loïc Blot
308bb69eef
CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)
* CSM fixes: load mods after flavours & add flavour to block mod loading

* Don't permit to load mods twice

* Prepare builtin integrity global algorithm

* Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour

* flag typo fix

* Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
2017-12-11 17:33:44 +01:00
ThomasMonroe314
419799b831 F5 debug info: Add colons, use lowercase except for FPS and RTT 2017-12-10 14:24:28 +00:00
SmallJoker
03caa1e319 Damage: Remove damage ignore timer 2017-12-10 14:23:45 +00:00
adrido
d677f292cc Use std::vector instead of dynamic C-Array (#6744) 2017-12-10 09:07:24 +01:00
Lars Hofhansl
9c669016d1 Add an active object step time budget #6721
This can be set via the active_object_interval option.
2017-12-06 12:21:54 -08:00
you
e049405fdc Add coloured logs (#4549)
The setting log_colour can be used to en-/disable or autodetect it.
2017-12-06 18:50:39 +01:00
Luis Cáceres
2b5341c518 Ensure no item stack is being held before crafting (#4779) 2017-12-06 17:32:05 +01:00
Lars Hofhansl
fd9f195fcc Use Irrlicht's mesh cache for animated meshes.
Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
2017-12-04 22:29:11 -08:00
paramat
f470cb7270 Zoom: Set zoom FOV per-player using a player object property
Remove player object property 'can zoom'.
Add player object property 'zoom fov'.
Remove clientside setting for 'zoom fov'.
Object property default is 15 degrees in creative mode, zoom disabled
in survival mode.

Needed due to zoom now loading and/or generating distant world
according to zoom FOV.

Update object properties serialisation version to 3.
2017-12-04 02:25:10 +00:00
Lars Hofhansl
5a03b1f5f9 Optionally extend the active object in a players camera direction.
See #6667

By setting active_object_send_range_blocks > active_block_range a server admin
can allow clients to retrieve active objects futher out from the player at
relatively low cost to the server
(only objects in the players' view cone are considered).
2017-12-03 17:52:05 -08:00