Falling nodes that were spawned prior the recent falling node changes did not require param2.
Default to param2 = 0 when none is found in the node data.
package.id is a sanitised combination of author and basename, used to
compare remote and local content. Minetest ignores `_game` when comparing
game names, so package.id has `_game` removed. This meant that the wrong
URL was being generated for View.
* added vector.rotate
* added vector.forward_from_rotation and vector.up_from_rotation
* added vector.forward_up_to_rotatiton
* fixed some bugs and formatting with vector functions
* shortened name of some new vector functions and added documentation
* made vector.rotate not require a unit vector as axis
* fixed crash with vector.forward_up_to_rot
* renamed new vector functions, made vector.rotate apply a rotation matrix, old vector.rotate is now called vector.rotate_around_axis
* documented vector function changes
* removed some whitespace to appease luacheck
* implemented and fixed optimization of vector.rotate_around_axis by SmallJoker
* added some unit tests for rotation vector functions
* clarified that rotation vectors are in radians and according to the left hand rule
* hopefully appeased luacheck
* renamed rotation_to_horizontal to forward_at_rotation, rotation_to_vertical to up_at_rotation
* handled cases where sin or cos are 0 in rotation vector functions
* added more comments
* clarified documentation of rotation vector functions
* added more unit tests
* changed way in which vector.rotate_around_axis is adjusted for left handed coordinate systems
* made vector.rotate_around_axis actually left handed
* unrolled matrix multiplication
* removed vector.forward_at_rotation and vector.up_at_rotation
* prettified vector.rotate_around_axis, made previous commits not break anything
* removed references to removed vector.forward_at_rotation and vector.up_at_rotation
* removed documentation of removed vector functions
* clarified documentation and fixed styling of rotation vector functions
* restyled comments minorly
* spelling fixes and some hopefully better comments
* allowed 'up' to be missing from vector.directions_to_rotation and removed requirement for unit vectors as arguments
* made vector.rotate_around_axis() right handed again for consistency
* documented previous changes
* made matrix multiplication actually multiply
* renamed vector.directions_to_rotation() to vector.dir_to_rotation()
* optimized a distance comparison
* Fixed potential false positive in unit tests.
Co-authored-by: NetherEran <nethereran@hotmail.com>
Replace on_auth_fail callback with more versatile on_authplayer
Better clarify account login process in Lua API documentation
Change initial timestamp for newly registered accounts to -1
Fix incorrect value of 'mgv7_floatland_density'.
Use correct spelling of 'persistence'.
Move '3d_paralax_strength' into correct section (3D mode).
Refer to 'active_object_send_range_blocks' instead of non-existent 'active_object_range'.
Floatland structure is vertically-compressed 3D noise.
Uses a lacunarity of 1.618 (the golden ratio) for high quality
noise.
Floatlands appear between user-settable Y limits, with smooth
tapering at each limit.
Simple user-settable density adjustment.
Shadow propagation is disabled in and just below floatlands, no
shadows are cast on the world surface.
Can be reconfigured to create a solid upper world layer between
the Y limits, lakes/seas can be optionally added to this.
This adds support for optional “off state” icons for statbars. “off state icons” can be used to denote the lack of something, like missing hearts or bubbles.
Add "off state" textures to the builtin statbars.
Co-authored-by: SmallJoker <mk939@ymail.com>
PLAYER_MAX_BREATH_DEFAULT was earlier set to 11, so that 10 bubbles are shown before the breath bar disappears.
Now, PLAYER_MAX_BREATH_DEFAULT is set to 10, and the breath_bar scaling code in builtin has been tweaked to show all 10 bubbles before hiding the breath_bar
* minetest.serialize: Reversible number to string conversion
The %a format is not supported in Lua 5.1.
This commit also adds two tests for number serialization.
This will likely be more intuitive for users and should play better
with sandboxed distributions such as Flatpak.
In addition, the screenshot directory will now be created if it doesn't
exist already.
The game.conf has a disallowed_mapgens option. However, some games
require a certain mapgen to be used, like the CTF plugin. This change
adds an option to specify allowed mapgens so that the setting can be
specified in a way that needn't be updated as map generators are added
to Minetest.
Camera's near-plane will be hard-coded to 0.1 on all non-Android platforms. The upper-bound of this setting has been reduced to 0.25, as 0.5 is just way too high.
* Fix pathfinder fail when startpos is over air
* Note down pathfinder restrictions
* Implement real A* search
* Pathfinder: Implement buildPath non-recursively
* Update find_path documentation
* Pathfinder: Check if jump path is unobstructed
* Pathfinder: Fix drop check first checking upwards
* Pathfinder: Return nil if source or dest are solid
* Pathfinder: Use priority queue for open list
Low-disruption first step towards removing the hardcoded cave liquid
code. Since MT 5.0.0 cave liquids can be defined and located by
biome definitions instead.
In games that do not yet use biome definitions to define and locate
cave liquids (MTGame does), lava will now appear below
y = water_level - 256 instead of below 'lava depth' (usually y = -256).
Therefore no change in most mapgens if using the default 'lava depth'.
Previously, the only way to disable the 3D noise tunnels was to set
'cave width' > 1.0, however doing so did not disable the very intensive
noise calculations or the generation loop.
All the other types of cave generation (randomwalk caves, caverns)
can already be independently and completely disabled.
This feature is now needed more because the small randomwalk caves are
now available for use as an alternative to the 3D noise tunnels.
Add mapgen parameters to set the range of the random number of
randomwalk caves per mapchunk, and to set the proportion that are
flooded with liquids.
Default values are, for now, unchanged from the previous hardcoded
values.
Add parameters to allow small randomwalk caves
Disabled by default for now as they have never been present in the
non-mgv6 mapgens.
Revert gamma upper limit to 3.0 because that was raised based on
a misunderstanding and had no benefit. A sane upper limit is
needed as players on a competitive server tend to use the maximum.
Set gamma lower limit to 0.33 for consistency with 3.0.
Set sane limits on alpha, beta, boost and enforce these in code
to limit values entered in minetest.conf and to avoid easy cheating
by editing settingtypes.txt.
Improve documentation and 'readable' setting names.
Clarify that gamma does not significantly affect natural night light.
light.cpp: Various codestyle and comment improvements.
All on_* hooks that return an itemstack are NOT guaranteed to
modify and return the original stack. We cannot count on the
behavior of the existing builtin definitions not to be overridden
by game/mod logic.
Previously, the 'rivers' checkbox was missing for mgcarpathian, caused by the 'possible flags' order: 'caverns,nocaverns,rivers,norivers'.
Also reorder mgcarpathian 'possible flags', but only for consistency.
The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes#8939.
Before opening the file for writing, its file size is tested. If it exceeds 50 MB, it is moved to debut.txt.1, otherwise the log is appended to the old messages. An old debut.txt.1 is removed if it already exists.
Improve 'readable' setting names for waving water settings.
Change 'near plane' to 'near clipping plane'.
Document physics settings.
mgv6_spflags:
Change 'new biome system' to 'snowbiomes flag' for clarity.
Add missing 'noflat' flag to default flags.
Document new meaning of immortal=1 for players
Disable breathing if player is immortal
Hide builtin statbars if player immortal (delayed)
Co-authored-by: ClobberXD <ClobberXD@gmail.com>
v6 always last to discourage selection.
Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode
last to discourage selection.
Of the remaining, v5 last due to age, v7 first due to being the default.
Rivers are disabled by default and will not be added to existing worlds.
Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with
generateTerrain().
saves the forceloaded blocks periodically.
checks every 10 seconds if the forceloaded blocks got changed in-game
and persists them on-disk if that's the case
Add user-settable noise parameters for dungeon density to each mapgen,
except V6 which hardcodes this noise parameter.
Move the calculation of number of dungeons generated in a mapchunk out
of dungeongen.cpp and into mapgen code, to allow mapgens to generate
any desired number of dungeons in a mapchunk, instead of being forced
to have number of dungeons determined by a density noise.
This is more flexible and allows mapgens to use dungeon generation to
create custom structures, such as occasional mega-dungeons.
6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
* Do not always show every depends textfieds
When there are no dependencies, it does not longer show an empty list.
* Adjust the list height to avoid a scrollbar when possible
* change minimum height and no dependencies message
* Do not get depends for modpacks
* Add sounds for falling and attached nodes
The sound specified in `node_definition.sounds.fall` is used.
When a falling node is spawned at a position or an attached node drops, the sound is played at this position.
* allow all sorts of soundspecs
Centralize HUD updating in update_builtin_statbars.
Fixes race condition in 'on joinplayer' that causes stat bar bugs.
Correctly scales stat bars to custom max values set by mods.
This patch will make distinguishable mods in modpacks possible in the future
`nil` checks are required to provide backwards-compatibility for fresh configured worlds
Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a
client was still able to add CSM code to 'builtin' to bypass that
restriction, because 'builtin' is not yet verified.
Until server-sent CSM and verifying of 'builtin' are complete, make
'LOAD_CLIENT_MODS' disable the loading of builtin.
Clarify code comments and messages to distinguish between client-side
modding and client-side scripting. 'Scripting' includes 'builtin',
'modding' does not.
In pitch fly mode, you fly to the exact direction you are pointing at, using the forward key. Other move directions are also pitched accordingly.
It allows smoother and more complex movements.
Can be enabled/disabled by L key by default (set keymap_pitchfly in minetest.conf)
Use the CSM death formspec when CSM is enabled and use the engine death formspec when CSM is disabled.
Move the CSM death formspec code to a dedicated file.
Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.
Includes setting and key change GUI element for enabling and
disabling this feature.
Add missing 'core.formspec_escape' to 'get_screenshot'.
Add warning label when no packages fetched.
Internal name of the "Update" button was the same as "Install". Rename to 'update_'.
Calling string.split(":A:B:C:D", ":") returns an empty array.
This is due to first empty string not making repeat loop decreasing max_split which has a 0 value when reaching until.
Changing max_splits default value from -1 to -2 fixes that issue.
Improvements:
1. Formspec size and description box are calculated last
2. Width and height are now adjustable per setting type
3. Error message (dialogdata.error_message) shortens the description field and is placed below
4. Add more spacing for larger fonts
5. More comments and extensible by setting different height and width values
Make tunnels wider and use the noise parameters of most other mapgens.
All other underground features are already identical to all other
non-mgv6 mapgens, this final change modernises and improves the tunnels.
* Fix textarea formspec documentation
The label is shown and the background isn't
* Document the missing gamma correction when generating mip maps
* Remove duplicate text (such as size parameter descriptions)
Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.
Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
Previously the only way to disable biomes was to 'clear' the registered
biomes in a mod, but this method causes large amounts of unnecessary
processing:
1. Calculation of 4 2D noises.
2. Looping through all nodes of a mapchunk replacing nodes with identical
nodes.
The new flag disables those operations.
Avoid crash in some situations when player is inside a node, causing
'above' to equal 'under'.
In this situation return 'under' which is the node position very close
to the face position that would normally be returned.
In the client, raise lower limit from 30 to 45 degrees, to avoid server
seeing this as a zoom and loading world beyond the server-set limit.
Add minimum in settingtypes.txt and enforce lower limit when set using
minetest.conf.
In the server, distrust the client-sent FOV if below the heuristic zoom
threshold and use the player object property 'zoom_fov' to check it, to
protect against hacked clients.
* Android: Replace movement buttons with joystick
Replace movement control buttons (arrows at bottom left screen) with virtual joystick.
Joystick has 8 directions (same as keyboard). Basically, just map it to keyboard input.
Joystick applies only on left 1/3 of screen.
Joystick's position can be fixed by enabling fixed_virtual_joystick setting.
Three new images:
(1) placeholder joystick,
(2) joystick container (background), and
(3) joystick cursor.
Remove unused images: movement control buttons (*_arrow.png).
New data type: touch_gui_joystick_move_id
Joystick's fixed position is spaced one button size from bottom and from left of screen.
Remove unused variable: m_joystick_downlocation
Use the --color command line parameter instead of a setting for coloured logs
This fixes the missing warningstream bug, g_settings->get mustn't be used there.
Also, the decision about en- or disabling log colours fits better to the command line parameters than minetest settings.
Delay was converted from the param string and not the delay value, thus never using the actual given delay value when used in combination with other string values in the param, in this case reconnect and the shutdown messsage.
Prevents falling node entities entering the ignore at a world edge and
resting on unloaded nodes 16 nodes below, unreachable, undiggable and
still being processed by 'on step' because they don't revert to nodes.
The following languages exist in Minetest PO folder were missing from the selection menu:
- dv (Dhivehi)
- ms (Malay)
- sl (Slovenian)
- sv (Swedish)
- sw (Swahili)
A useful function that applies 'core.is_protected()' to a 3D lattice of
points evenly spaced throughout a defined volume, with a parameter for
the maximum spacing of points.
* Add player deletion method to auth handler (fixes#6653)
* Support iterating over the auth database
There was no way to do this previously and a recent commit
broke doing this the "hacky" way by accessing `core.auth_table`.
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.
Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
Formspec input for each individual noise parameter and flag.
Allow noise flags to be set in advanced settings, previously only settable
in minetest.conf.
Standardise 'group format' for noise parameters set in minetest.conf, as
only these support noise flags. However the older 'single line' format is
still accepted to support existing minetest.conf files.
Therefore auto-generate minetest.conf.example with noise parameters in
'group format'.
Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or
'noise_params_3D', the dimension number is displayed in the advanced
settings edit page.
Increase scrollrate depending on fontsize
Scroll on mousewheel
Allow scrolling and marking text on non writable textareas
Update lua api about readonly mode
Show scrollbar if text overflows
Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
* Abort set_item when it does nothing
* Do not adjust dropped item size linearly
Instead use cube root because the item count is proportional to the volume, not to the length.
* Make the item rotate slower when it's bigger
Bigger items chafe more on the ground, so they can't rotate as fast as small ones
* Fix items flying in air
* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
* Formspec: Add options to set background color and opacity (fullscreen mode)
* Enhance previous comment: Set formspec background when regenerate UI.
* This permit to do the calcul only at regen and override it with bgcolor tag
* Add a setting for default background color into formspec, separated from fullscreen
* Add a little performance gain on formspecs using a const ref instead of copying formspec string
Move client 'controls', 'graphics' and 'sound' into the first level to be
immediately visible to players who may not realise these come under 'client'.
These are the settings that new players or players on a server are likely to
want to access while not having understanding of what comes under 'client'.
Leave client 'network' and 'advanced' under 'client' as these are more
advanced.
Move 'show entity selection boxes' from the bizarre location in
'client'>'network' to 'graphics'>'in game'>'advanced'.
* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
* Make world creation menu automatically generate a name.
* Name is now initialy empty, and generated if player tries to create a world without a name.
Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
Allows setting of the mountain 'zero level' (y where density gradient is zero).
It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused
user interface to become smaller.
Continue to use width 1024 as it is a common small screen width.
* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.
Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
The value cannot be fixed because we can shift terrain vertically.
This also makes these mapgens consistent with mgflat and mgvalleys which
have 'large_cave_depth' parameters.
* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
- Allow lua to chose whatever directories or files can be selected
- Fix selecting directories
- Rename dialog to `guiPathSelectMenu` from `guiFileSelectMenu`
- Rename lua function for opening the menu from `show_file_open_dialog` to `show_path_select_dialog`
- Remove duplicate code and fix code style.
Related changes
- fix `clang-format` whitelist.
- Regenerate minetest.conf.example
Replace the textlist used if the shaders checkbox is unchecked in the settings tab of the main menu with labels. This makes the formspec feel more consistent as the items do not move when shaders is unchecked but only change colour and the checkboxes beside them disappear.
These code be generated by CSM, a modded client or just copy and pasted by the player.
Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
The following algorithm was used when selecting contributors:
* Every non-trivial contributor from the current release,
Non-trivial meaning more than X non-trivial commits, not counting documentation/translation changes
* The top Y contributors from the last 4 years.
* Previous contributor means no contributions since a few months before the last release.
In the future this should be automated
* [CSM] Add send_chat_message and run_server_chatcommand API functions
* Add client-side chat message rate limiting
* Limit out chat queue size
* [CSM] Add minetest.clear_out_chat_queue API function and .clear_chat_queue chatcommand
* Last fixes/cleanups before merge
Allow players to clear their own inventory or that of another player with /clearinv command. server privilege is required to clear another player's inventory, no privileges are required to clear your own inventory.'
This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
* Remove redundant view_bobbing setting
Also fixes bug where disabling view_bobbing disables footstep sounds.
* Removes redundant view_bobbing setting
Setting view_bobbing amount to 0 is now the only way to
turn view_bobbing on and off. Also fixed a bug where footstep
sounds would not play when view_bobbing was disabled.
* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
Some information in conf.example cannot be generated from
settingtypes.txt, moving it to a new file makes generating
conf.example while preserving that information easier.
Regenerate conf.example from settingtypes.txt.
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
Using the `dtime` value entirely, this will stop the clock
if the game is paused in singleplayer. Since most of the
clocks were fixed a long time ago, this should again be
safe to use.
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
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.
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
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
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.
The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
When the new set of biomes was added in MTGame the 'spread' for heat
and humidity noise parameters was increased to 1000, i forgot to update
settingtypes.txt and minetest.conf.
Remake the light_decode_table.
The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.
The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.
The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.
I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
This fixes a bug existing in modmgr.lua as reported by @Wuzzy2 which
caused the mod dependency list to glitch if input was using a line
terminator different than the OS default.
The C++ code does not need any changes as it already trims CR
occurrences on platforms on which the line termination sequence is LF.
Taken into account the size of the depends.txt files used, this should
not introduce a noticeable performance regression.
Fixes#4720
It would complain that the value should be higher than the lower
bound, when it should be higher than or equal to the lower bound.
Similar issue for the upper bound.
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.
This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
Fixes#4778 which was about the error:
ServerError: Lua: Runtime error from mod '' in callback item_OnPlace():
/usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value)
The issue was a regression of commit 649448a2a91fbf3e944b2f2e739f4e2292af1df0
"Rename nodeupdate and nodeupdate_single and make them part of the official API"
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API.
As nodeupdate has been used by Minetest Game and in mods despite of not
being part of the official API, we ease the transition by still supporting
it for the 0.4.15 release. After the release, the two functions can be removed.
The removal will not violate the stability promise, as that promise only
includes the official and documented API.
Also, make some formerly global functions local. They most likely haven't
been used by mods, therefore they won't get stubs with deprecation warnings,
hard erroring directly.
Original commit by t4im, rebased and developed by paramat.
Fix CONTENT_IGNORE being replaced by falling nodes or causing large
areas of sand to collapse into itself.
Format some conditional code for clarity.
Add and clarify some comments.