This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.
Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.
Remove hardcoded 'MG_STONE' types as long intended.
* Fix many issues reported by clang-tidy
We have many issues in code related to some performance to float <-> double.
Clang-tidy reported it in performance-type-promotion-in-math-fn
I fixed many of them. It's not ready for a promote to blocking
Also fix some value which should be const-ref
* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
* ObjectRef::set_local_animation: fix wrong lua return (should push a boolean, currently returns nil)
* ObjectRef::set_eye_offset: fix wrong lua return (should push a boolean, currently returns nil)
* Fix various Server functions which depends on RemotePlayer objet and return true/false when player object is nil whereas it's a caller implementation error. Change those bool functions to void and add sanitize_check call instead. Current callers are always checking player object validity
* Optimize Server::setClouds : use CloudParams object ref instead of attribute deserialization from structure & perform RemotePlayer::setCloudParams directly in server class like many other calls
* Optimize Server::SendCloudParams: use CloudParams object ref instead of deserialized attributes
Returns the decoration ID for the provided decoration name string.
For use with gennotify, to know the decoration IDs for use in
'minetest.set_gen_notify'.
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
* Add minetest.bulk_set_node call + experimental mod unittest
* Optimize set_node function to prevent triple lookup on contentfeatures
Do only one lookup for old, and try to merge old and new lookup if node is same than previous node
* Add benchmark function + optimize vector population to have real results
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.
Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Update JsonCPP to 1.8.3
* Fix deprecated functions
Json::FastWriter, Json::StyledWriter and Json::Reader are marked deprecated since 1.1 and are deprecated in 0.8 but not shown at compilation time.
Use new methods to serialize/deserialize
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