Commit Graph

4267 Commits

Author SHA1 Message Date
SmallJoker
2de8c22a99 Make getStackMax return the correct maximal stack size 2016-09-08 03:37:03 -04:00
paly2
aa33166386 Add minetest.unregister_item and minetest.register_alias_force 2016-09-08 03:26:52 -04:00
Rui
3b0f7659c7 Document keymap_autorun in settingtypes.txt and minetest.conf.example (#4486) 2016-08-30 05:40:48 +02:00
est31
1f2ff860f5 Update minetest.conf.example and settings_translation_file.cpp 2016-08-30 04:40:54 +02:00
rubenwardy
78ff5c1936 Fix background formspec elements from interfering with each other
Fixes #4397
2016-08-29 01:15:31 +01:00
rubenwardy
e10fee0001 Allow fields to choose whether they close on enter press 2016-08-27 13:05:01 +01:00
rubenwardy
4330c63ea4 Submit name of field on enter key press 2016-08-27 13:02:45 +01:00
paramat
fb20b45100 Camera: Higher frequency limit for view/hand bobbing and footsteps
Rebased and tuned version of Calinou's original pull request.

'm_view_bobbing_speed' controls the frequency of view bobbing,
hand bobbing and footsteps, it was limited to a maximum of 40 (walking
frequency) so did not increase if player speed was modified by a
'speed buff', a sprinting mod or modified in .conf or advanced
settngs.

This commit raises the limit to 70 which is suitable for sprinting.
2016-08-26 05:26:52 +01:00
Auke Kok
e58a55aa82 Make plantlike drawtype more fun
Adds several new ways that the plantlike drawtype mesh can be changed.

This requires paramtype2 = "meshoptions" to be set in the node
definition. The drawtype for these nodes should be "plantlike".

These modifications are all done using param2. This field is now
a complex bitfield that allows some or more of the combinations to
be chosen, and the mesh draw code will choose the options based as
neeeded for each plantlike node.

bit layout:
bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant
mesh shape:
  0 - ordinary plantlike plant ("x" shaped)
  1 - ordinary plant, but rotated 45 degrees ("+" shaped)
  2 - a plant with 3 faces ("*" shaped)
  3 - a plant with 4 faces ("#" shaped)
  4 - a plant with 4 faces ("#" shaped, leaning outwards)
  5 through 7 are unused and reserved for future mesh shapes.

bit 3 (0x8) causes the plant to be randomly offset in the x,z
plane. The plant should fall within the 1x1x1 nodebox if regularly
sized.

bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause
the plant mesh to fill out 1x1x1, and appear slightly larger. Texture
makers will want to make their plant texture 23x16 pixels to have the
best visual fit in 1x1x1 size.

bit 5 (0x20) causes each face of the plant to have a slight negative
Y offset in position, descending up to 0.125 downwards into the node
below. Because this is per face, this causes the plant model to be
less symmetric.

bit 6 (0x40) through bit 7 (0x80) are unused and reserved for
future use.

!(https://youtu.be/qWuI664krsI)
2016-08-26 05:26:08 +01:00
est31
d767f025cb Client: disable pre v25 init sending by default
Disable the ability to connect to old servers by default to
improve password security.

If people still want to connect to old (0.4.12 and earlier)
servers, they can flip the send_pre_v25_init setting.

Add the ability to detect if we've tried to connect
to a server which only supports the pre v25 init protocol,
and show an apropriate error message. Most times the error
will already be catched at the serverlist level, the
detection mechanism only acts as last resort, because the
"Connection timed out" error message that would be shown
otherwise would be very confusing.

Automatic "fixing" of this condition is not desired,
as it would allow for downgrade attacks.

As already 161 of the 167 servers on the serverlist
support the new srp based auth protocol (> 96%),
the breakage should be minimal.

Follow up of commit

af30183124d40a969040d7de4b3a487feec466e4 "Add option to not send pre v25 init packet"

Also change the pessimistic assumption of masterlist
server versions to optimistic, in order to avoid buggy
behaviour (favourites not in the serverlist would be
denied to connect to, etc).
2016-08-22 20:23:28 +02:00
Xunto
0b0075e6ad Move on join and on leave messages to lua (#4460) 2016-08-22 20:21:48 +02:00
kahrl
cafa400fa5 gettext.h: include <locale> before defining the gettext macro (#4452)
Fixes #4446: a syntax error that happens if something else (such as
<iomanip> or <locale> in certain libstdc++ versions) includes
<libintl.h> later, which contains a function declaration for gettext
that gets mangled by the macro.

See the added comment in gettext.h and the discussion in #4446/#4452
for details.
2016-08-21 02:40:23 +02:00
est31
f092dac979 Also support X11 icon for minetest copies installed via make install (#4407)
Fixes #4323.
2016-08-20 21:26:44 +02:00
Tim
6590140260 Tidy up generate_from_settingtypes.lua a bit.
* Multiline strings
* Table-concat instead of String-concats
* string.rep instead of loop-concat
* string.format %q instead of manual quotation by gsub
* Assert writeable files
* Generate new settings_translation_file
2016-08-20 15:48:47 +02:00
obneq
7f4c6f32da Mapblock mesh: Fix updateFastFaceRow tiling issue
Increase maximum length of tiled node rows from 2 to mapblock size.
2016-08-18 20:45:18 +01:00
SmallJoker
5c0e659516 Script API: Make the craft recipe field 'method' consistent 2016-08-18 20:43:49 +01:00
Thomas--S
f21dae6339 Add an [opacity:<r> texture modifier. Makes the base image transparent according to the given ratio. r must be between 0 and 255. 0 means totally transparent. 255 means totally opaque. Useful for texture overlaying. 2016-08-12 15:20:30 +02:00
Rogier-5
b11720af45 Use the standard to_string() functions for C++11 (#4279)
If compiling according to a C++ version before C++11, then define
std::to_string ourselves.

Add a to_wstring version as well

As std::to_string() for floating point types uses %.6f as floating
point format converter, instead of %G, it needs special care.

To preserve ftos() behavior (which is expected to use the %G format
converter), it no longer uses to_string().
2016-08-11 19:22:40 +02:00
Rogier-5
35f47e5461 Add infotext containing entity type (e.g. mobs:cow) to unknown entities (#4431)
If a mod is disabled, or upgraded without sufficient backward compatibility,
then entities it has put into the world become unknown, and continue moving
around, but are completely unrecognisable.

This change allows the player to see their type, and therefore which mod is
or was responsible.
2016-08-11 00:22:32 +02:00
David Carlier
48b3bb980d couple of memory leaks fixes. 2016-08-10 16:59:32 +02:00
Ben Deutsch
82494b8cc1 Zooming the camera requires the 'zoom' privilege 2016-08-10 12:18:25 +02:00
Esteban I. Ruiz Moreno
2c31b79235 Add zoom, tweakable with zoom_fov, default key: Z (like optifine) 2016-08-10 12:18:25 +02:00
Tomas
c013c73f33 Lua->C getintfield() use lua_tointeger (#4408)
previously function used tonumber which returned float
this caused errors in large numbers and resulted in
obj-def-handlers being invalid when retrived from lua tables in c
2016-08-10 12:17:48 +02:00
Rogier-5
4503b5097f Fixes for compiling with a newer (system) jsoncpp (#4429)
* Move included json code to jsoncpp subdirectory

This is needed to avoid having to specify the minetest src directory
as a system include when fixing the json includes.

* Fix json includes

They used "", so that the compiler searches the project's directory
first. The result was that when compiling with a system jsoncpp,
the project's own version of json.h was still included, instead of
the system version.

The includes now use <>, so a system location, or one specified with
'-Ilocation' is searched only.

* Fix for jsoncpp deprecated function warning

When compiling with a newer version of jsoncpp (and
ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning
about a deprecated function that minetest uses.
2016-08-10 12:10:00 +02:00
Ner'zhul
058a869b70 Permit usage of std::unordered_map & std::unorderered_set on c++11 compilers (#4430)
This fallback to std::map & std::set for older compilers

Use UNORDERED_SET as an example in decoration and ore biome sets

Use UNORDERED_MAP as an example in nameidmapping
2016-08-10 12:08:05 +02:00
paramat
b6d845adb4 Decorations: Fix decoration height check errors
Fix height check comparison from '>=' to '>'.
Fix getHeight() for schematic decorations to account for
'deco place center y' flag and for how normal placement
sinks schematic 1 node into the ground.

Jungletrees were not being placed at y = 46, y = 47 despite
having an acceptable 16 nodes of height above ground surface.
2016-08-05 11:48:40 +01:00
paramat
ea12da939f Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags
When the 'flat' and 'trees' flags were moved into mgv6_spflags they
were left in mg_flags in an attempt to support old mgv6 worlds. However
their appearence in mg_flags causes confusion, also, later, old-world
support was found to be broken for mgv6 worlds with 'notrees'.

This commit cleans up the mess and comes a month after a thread warning
of the change, and explaining the required action, was posted in the
news subforum. Only old mgv6 worlds with 'flat' or 'notrees' are
affected, a small minority of worlds, the required action being
correctly setting these flags in mgv6_spflags.

Disable a section of the 'map settings manager' unit test which is to
be changed as it is causing problems for pull requests.
2016-08-04 06:58:42 +01:00
Dorian Wouters
fca8e53842 Fix l_request_insecure_environment not ignoring all whitespace (#4395)
l_request_insecure_environment didn't ignore all whitespace in the
secure.trusted_mods config option.

Replaces std::remove with std::remove_if and the isspace function.
2016-08-04 00:41:54 +02:00
est31
4ec6671909 test_map_settings_manager: Fix Wunused-result warning 2016-08-04 00:29:06 +02:00
est31
9edc984b09 Porting: Fix endless loop if image format is not recognized 2016-08-03 23:33:04 +02:00
SmallJoker
8a98cbda84 Upright sprite objects: Horizontally flip the front image
For consistent horizontal sprite structure when seen from front and back
Fix code style
2016-07-27 22:21:41 +01:00
est31
f833159a68 Update minetest.conf.example and the settings translation file 2016-07-24 17:41:36 +02:00
paramat
2ba8ad1dfe Mgvalleys / cavegen: Place riverbed nodes under river water
When a CavesNoiseIntersection tunnel intersects a river place biome
'riverbed' nodes in tunnel entrance instead of biome 'top' nodes.
2016-07-21 05:01:18 +01:00
paramat
91f68e7d11 Treegen: Improve use of signed vs. unsigned integers
To fix GCC 6.1.1 compilation warning:
'assuming signed overflow does not occur when assuming
that (X - c) > X is always false'
2016-07-12 20:22:26 +01:00
est31
24ca754bd5 Update minetest.conf.example, and settings_translation_file.cpp 2016-07-12 20:49:33 +02:00
Snipie
4c530dea1a Fix typos (#4298) 2016-07-10 00:00:14 +10:00
est31
9db78dc4c4 Fix -Wterminate warnings in rollback.cpp as well
Fix #4137 for rollback.cpp as well.
2016-07-08 07:27:49 +02:00
est31
483cca78a1 Fix -Wterminate warning on GCC 6
Fixes #4137
2016-07-08 07:08:33 +02:00
Jay Arndt
795f1c75cb Fix warning in porting::setXorgWindowIcon when building without X11 (#4288) 2016-07-07 03:15:36 +02:00
Foghrye4
281e9f39fd Adding minetest.clear_craft
Modifications by est31: grammar fixes in doc + error messages and
a little style fix, no functional change.
2016-07-05 21:40:13 +02:00
sfan5
7a532056e2 Use mathematical function to determine yaw direction 2016-07-05 20:36:05 +02:00
Snipie
6014e7257e Fix for cropped text "Toggle Cinematic" 2016-07-05 20:29:41 +02:00
rubenwardy
538af97d8d Remove cinematic toggle on F8
Also update cinematic mode's description to include mouse
2016-07-05 19:50:30 +02:00
est31
5d4d3f8366 Finally set a window icon on X11
Since the creation of minetest, it had no window icon on X11.
Now we have one.

The misc/minetest-xorg-icon-128.png file is a rendering of the
misc/minetest.svg file with inkscape, created with something like:

inkscape -z -e misc/minetest-xorg-icon-128.png -w 128 -h 128 misc/minetest.svg
2016-07-05 17:02:06 +02:00
est31
c1bdb552bc Temporarily disable "testStartStopWait" Threading unit test on mac
The "testStartStopWait" unit test is unreliably failing on mac,
for some time already. See bug #3786.

Having the unittest fail unreliably doesn't help anybody but mostly
inhibits the main feature of travis builds: to test PRs for regressions.

Therefore, disable the specific unit test for until bug #3786
is fixed.
2016-07-04 22:46:52 +02:00
Rogier-5
1dfd977ec4 Fix & make linux conditionals uniform (#4278)
The source used a hodge-podge of different combinations of different
macros to check for linux: 'linux', '__linux', '__linux__'.

As '__linux__' is standard (Posix), and the others are not, the source
now uniformly uses __linux__. If either linux or __linux are defined,
it is made sure that __linux__ is defined as well.
2016-07-04 21:00:57 +02:00
est31
f649147080 Disable joysticks per default for now
It seems that various different devices register as
Joysticks on linux, and their presence has caused
lots of confusion amongst minetest users.

Therefore, disable the joystick feature.

Closes #4261
Closes #4221
2016-07-04 20:49:13 +02:00
est31
e1aa98fe07 Remove top left minetest watermark
Move version information into the window caption.

On popular player request.

Fixes #4209.
2016-07-03 21:49:33 +02:00
kwolekr
3c63c3044d Add MapSettingsManager and new mapgen setting script API functions
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
  instead of the EmergeManager.
- New Script API functions added:
    core.get_mapgen_setting
    core.get_mapgen_setting_noiseparams,
    core.set_mapgen_setting, and
    core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
  rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
2016-07-03 15:38:36 -04:00
kwolekr
92705306bf Mapgen: Refactor mapgen creation and management
- Move mapgen creation logic out of EmergeManager and into Mapgen
- Internally represent mapgen type as an enum value, instead of a string
- Remove the need for a MapgenFactory per mapgen
2016-07-03 14:04:11 -04:00
David Carlier
b6eef1c0c2 openbsd's port fix for non Linux systems w/o libRT
X11 headers are not always in expected locations, add them to include list.

Modifications by est31: indentation fixes, commit message improved
2016-07-03 13:01:49 +02:00
est31
ab7a5c4ff1 Also shut down when SIGTERM was received
Fixes #4251
2016-06-24 20:43:29 +02:00
paramat
9997e2030c Mgflat/fractal/v7/valleys: Denser 3D noise tunnels
Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
2016-06-24 02:17:51 +01:00
raymoo
fa0bbbf96d Player: New get_look, set_look API
Deprecate get_look / set_look pitch / yaw
2016-06-24 02:13:09 +01:00
paramat
04fb10914c Dungeons: Generalise use, add capabilities, various modifications
- Generalise node names to c_wall and c_alt_wall
- Remove 'mossratio' and instead disable alt_wall loop if
  c_alt_wall == CONTENT_IGNORE
- Use one generalised 3D noise for alternative wall nodes and in
  mgv6 create moss distribution similar to the previous

- Rename rarity noise to density noise and enable the option of multiple
  dungeons per chunk determined by the value. Recreate previous distribution
- Add parameters for min and max rooms per dungeon
- Add dungeon y limits

- Integrate river water properly

Generalisation is needed now that we have sandstone and desert stone
dungeons by default and can choose any node for alternative structure.
The current code is based around cobble dungeons with mossycobble
alternative nodes, the 2 noises controlling the alternative nodes
are based on wetness.

Enabling multiple dungeons per chunk with definable number of rooms
allows the option of very dense and complex underground structures
that could interconnect to create megastructures.
Y limits are added to be consistent with other mapgen elements, and
enable locaton of dungeon or megastructure realms as part of our
'stacked realms' philosophy.
2016-06-17 04:42:42 +01:00
Yutao Yuan
1b8dbf072a Move unknown node message when applying texture overrides to infostream (#4218)
Texture packs have no way to know what nodes are available, so this shouldn't be a error message.
2016-06-14 00:29:15 +02:00
paramat
a39d536282 Sky.cpp: Improve code style. Define sky colours as SColor 2016-06-11 23:35:38 +01:00
Ekdohibs
559dd99469 Make node timers more efficient 2016-06-11 23:35:17 +01:00
kwolekr
27aff22a9b Random misc. warning fixes and cleanups
- Fix unused c_sand member warning in Valleys Mapgen
 - Fix some code style
 - Make some std::string params const ref
2016-06-11 03:23:53 -04:00
kwolekr
33b874fea3 Settings: Clean up settings changed callback code 2016-06-11 00:11:37 -04:00
Diego Martinez
dac40af6ee Server: Add reason for leave to on_leaveplayer callbacks 2016-06-11 04:17:04 +01:00
paramat
b24d21d1ae Sky: Darker, bluer sky and improved horizon haze at night
Add new colours 'skycolour_bright_night', 'bgcolour_bright_night'
and enable these between sunset end and sunrise start
Night sky has same hue as day sky but is darker and more saturated
Night horizon haze (bgcolour) is slightly less saturated and
slightly brighter than night sky, to be consistent with daytime
horizon haze
2016-06-09 01:50:52 +01:00
Paramat
3ef71edd81 Sky: Fix sunrisebg texture motion (#4199)
Top of texture no longer shows above horizon during night and day
2016-06-08 16:43:27 +10:00
kwolekr
d4457ef420 Mapgen: Optimize biomemap creation by combining with generateBiomes 2016-06-05 13:30:02 -04:00
paramat
d24f384174 Biome API: Add per-biome riverbed material and depth
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
2016-06-05 16:37:02 +01:00
MillersMan
7841f1c509 Mapgen: Performance improvement and fixes for updateLiquid (#4065)
- Adds only ~100 nodes per chunk to trans_liquid with similar processing time
- Adds liquid nodes themselves instead of potential solid nodes below them
- CONTENT_IGNORE nodes are interpreted as if they continue their neighborhood
- This allows liquid columns to span multiple chunks without being interrupted
- NOTE: Expects an one-node border in generation chunk without liquid changes
2016-06-04 19:32:54 -04:00
kwolekr
109c7e3349 Biomes: Define and use biome_t for biome IDs 2016-06-04 03:00:45 -04:00
kwolekr
8ed467d438 PcgRandom: Fix/improve documentation 2016-06-04 02:16:06 -04:00
kwolekr
dfbdb5bcd7 Change internal type for seeds to s32
This fixes value truncation (and therefore incompatibility) on platforms
with an LP32 data model, such as VAX or MS-DOS.
2016-06-04 01:51:44 -04:00
est31
2060fd9cbe Initial Gamepad support
Adds initial ingame gamepad support to minetest.

Full Formspec support is not implemented yet and
can be added by a later change.
2016-06-03 19:42:57 +02:00
est31
1e86c89f36 Input related generalisations
* Move key types into own file
* Use Generalized input methods in game.cpp
2016-06-03 19:42:57 +02:00
Robert Kiraly
7ea4a03c83 Sapier's fix for the RESEND RELIABLE problem (#4170) 2016-06-03 17:50:21 +10:00
paramat
569998011e Mgv7: Always carve river channels in mountain terrain
Previously, rivers were sometimes blocked by vertical walls
of mountain terrain due to river carving being disabled
when base terrain height was below water_level - 16
Remove now unused base terrain heightmap created in
generateTerrain()
2016-06-02 07:31:01 +01:00
Ekdohibs
14ef2b445a Add colored text (not only colored chat).
Add documentation, move files to a proper place and avoid memory leaks.
Make it work with most kind of texts, and allow backgrounds too.
2016-05-31 17:34:29 +02:00
TriBlade9
1d40385d4a Colored chat working as expected for both freetype and non-freetype builds. @nerzhul improvements * Add unit tests * Fix coding style * move guiChatConsole.hpp to client/ 2016-05-31 17:34:29 +02:00
est31
27db929252 Add minetest.check_password_entry callback
Gives a convenient way to check a player's password.

This entirely bypasses the SRP protocol, so should be used
with great care.

This function is not intended to be used
in-game, but solely by external protocols, where no
authentication of the minetest engine is provided, and
also only for protocols, in which the user already gives the
server the plaintext password.

Examples for good use are the classical http form, or irc,
an example for a bad use is a password change dialog inside
formspec.

Users should be aware that they lose the advantages of the SRP
protocol if they enter their passwords for servers outside the
normal entry box, like in in-game formspec menus,
or through irc /msg s,

This patch also fixes an auth.h mistake which has mixed up the
order of params inside the decode_srp_verifier_and_salt function.

Zeno-: Added errorstream message for invalid format when I committed
2016-05-30 23:28:08 +10:00
Zeno-
a9bc7dc405 Remove unused code in s_security.cpp (#4172)
Note that the macro CHECK_FILE_ERR implements the code removed
2016-05-30 22:37:40 +10:00
Auke Kok
d499ec4838 Particles: Add option to remove particles on collision
Adds the particle option `collision_removal = bool`

Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.

We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.

Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.

Documentation is adjusted accordingly.

An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.
2016-05-28 00:08:23 -04:00
red-001
62d15ac7c1 Add base64 encoding and decoding to the lua api. (#3919) 2016-05-27 23:37:28 -04:00
kwolekr
c4e083f7e1 Disallow external linkage for default Cavegen NoiseParams 2016-05-27 23:23:58 -04:00
kwolekr
c8fd232678 Dungeongen: Remove dependency on Mapgen 2016-05-27 23:23:58 -04:00
kwolekr
fd0efb21c3 Mapgen: Combine dungeon generation code 2016-05-27 23:23:58 -04:00
kwolekr
0810901766 Mapgen: Deduplicate common constructor code 2016-05-27 23:23:58 -04:00
kwolekr
0df5c01a8c Mapgen: Remove calculateNoise from most mapgens
This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method.  Valleys Mapgen is left unmodified.
2016-05-27 23:23:58 -04:00
kwolekr
c5968049bb Mapgen V7: Remove now-unused ridge heightmap 2016-05-27 23:23:58 -04:00
kwolekr
548d99bb45 Cavegen: Move V5-style caves to CavesNoiseIntersection 2016-05-27 23:23:58 -04:00
kwolekr
6151f7bc4b Cavegen: Minor misc. fixes
- Convert instances of numeric literal doubles to floats
- Move dswitchint to a local variable now that being a member is unnecessary
- Improve const correctness
- Indentation fixes
2016-05-27 23:23:58 -04:00
kwolekr
b1eb757e60 Fix undefined evaluation order when constructing random vectors
MSVC and GCC evaluate parameters in right-to-left order, whereas Clang
evaluates in left-to-right order, and of course, an optimization could
leave the order of evaluation completely indeterminate.

This commit fixes all instances of the error by explicitly assigning the
results of expressions that use PseudoRandom::next() or range() to their
respective vector components.

The right-to-left evaluation behavior is preserved since Clang is much less
commonly used to compile Minetest than GCC and MSVC combined, and would
therefore cause the least harm.
2016-05-27 23:23:58 -04:00
kwolekr
5b05f75a27 Cavegen: Re-add small caves to CavesRandomWalk 2016-05-27 23:23:58 -04:00
kwolekr
db1b4dc890 Cavegen: Remove CavesRandomWalk dependency on Mapgen 2016-05-27 23:23:58 -04:00
kwolekr
68b1cd8d1b Cavegen: Merge instances of repetitive surface level-finding code 2016-05-27 23:23:58 -04:00
kwolekr
a605d69092 Cavegen: Remove CavesV6 dependency on Mapgen 2016-05-27 23:23:58 -04:00
kwolekr
bf25837617 Cavegen: Rename CaveV6 to CavesV6
- Add comment explaining why it exists
- Remove unused 'flooded' variable
- Rename shadowed variable
- Fix some code style
2016-05-27 23:23:58 -04:00
kwolekr
1bb5eb1da2 Cavegen: Merge CaveV5 and CaveV7 into CavesRandomWalk 2016-05-27 23:23:58 -04:00
kwolekr
9b5c492be5 Fix MgStoneType and BiomeType enum names 2016-05-27 23:23:58 -04:00
kwolekr
87bc39dca7 Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by
V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
2016-05-27 23:23:58 -04:00
kwolekr
76f4856479 Move biome calculation to BiomeGen
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
2016-05-27 23:23:58 -04:00
est31
fa6b21a15b Tell irrlicht if we handle a key or not.
We can remove the function in MtNativeActivity now
as it serves precisely that purpose: to tell irrlicht
that we handled the esc key.

TODO for later:
 * Perhaps try to find a more performant container than KeyList
2016-05-26 20:33:33 +02:00
ShadowNinja
ef100f12a1 Fix rollback.txt migration
Broken by b1965ac20922e3722392114bd63a22b403dcbe98.
This also prepares the begin and commit statements only once.
2016-05-23 11:48:30 -04:00
Craig Robbins
22f78ea38e Fix irrlicht version checking macro for tooltip_height calculation 2016-05-24 00:27:11 +10:00
Ekdohibs
725edc78b2 Move updateTextures and fillTileAttribs to ContentFeatures 2016-05-23 12:46:45 +02:00
est31
423d8c1b0d Tolerate packet reordering in the early init process
Fixes a bug where packet reordering made the server give the
client two peer ids instead of one. This in turn confused
reliable packet sending and made connecting to the server fail.

The client usually sends three packets at init: one "dummy"
packet consisting of two 0 bytes, and the init packet as well as
its legacy counterpart. The last one can be turned off since commit
af30183124d40a969040d7de4b3a487feec466e4, but this is of lower
relevance for the bug. The relevant part here is that network
packet reorder (which is a normal occurence) can make the packets
reach the server in different order.

If reorder puts the dummy packet further behind, the following
would happen before the patch:

1. The server will get one of the init packets on channel 1 and
   assign the client a peer id, as the packet will have zero as
   peer id.

2. The server sends a CONTROLTYPE_SET_PEER_ID packet to inform
   the client of the peer id.

3. The next packet from the client will contain the peer id set by
   the server.

4. The server sets the m_has_sent_with_id member for the client's
   peer structure to true.

5. Now the dummy packet arrives. It has a peer id of zero, therefore
   the server searches whether it already has a peer id for the
   address the packet was sent from. The search fails because
   m_has_sent_with_id was set to true and the server only searched
   for peers with m_has_sent_with_id set to false.

6. In a working setup, the server would assign the dummy packet to
   the correct peer id. However the server instead now assigns a
   second peer id and peer structure to the peer, and assign the
   packet to that new peer.

7. In order to inform the peer of its peer id, the server sends a
   CONTROLTYPE_SET_PEER_ID command packet, reliably, to the peer.
   This packet uses the new peer id.

8. The client sends an ack to that packet, not with the new peer id
   but with the peer id sent in 2.

9. This packet reaches the server, but it drops the ACK as the peer
   id does not map to any un-ACK-ed packets with that seqnum. The
   same time, the server still waits for an ACK with the new peer
   id, which of course won't come. This causes the server to
   periodically re-try sending that packet, and the client ACKing it
   each time.

Steps 7-9 cause annoyances and erroneous output, but don't cause
the connection failure itself.
The actual mistake that causes the connection failure happens in 6:
The server does not assign the dummy packet to the correct peer, but
to a newly created one.
Therefore, all further packets sent by the client on channel 0 are
now buffered by the server as it waits for the dummy packet to reach
the peer, which of course doesn't happen as the server assigned
that packet to the second peer it created for the client.
This makes the connection code indefinitely buffer the
TOSERVER_CLIENT_READY packet, not passing it to higher level code,
which stalls the continuation of the further init process
indefinitely and causes the actual bug.

Maybe this can be caused by reordered init packets as well, the only
studied case was where network has reliably reordered the dummy
packet to get sent after the init packets.

The patch fixes the bug by not ignoring peers where
m_has_sent_with_id has been set anymore. The other changes of the
patch are just cleanups of unused methods and fields and additional
explanatory comments.

One could think of alternate ways to fix the bug:

* The client could simply take the new peer id and continue
  communicating with that. This is however worse than the fix as
  it requires the peer id set command to be sent reliably (which
  currently happens, but it cant be changed anymore). Also, such a
  change would require both server and client to be patched in order
  for the bug to be fixed, as right now the client ignores peer id
  set commands after the peer id is different from
  PEER_ID_INEXISTENT and the server requires modification too to
  change the peer id internally.
  And, most importantly, right now we guarantee higher level server
  code that the peer id for a certain peer does not change. This
  guarantee would have to be broken, and it would require much
  larger changes to the server than this patch means.

* One could stop sending the dummy packet. One may be unsure whether
  this is a good idea, as the meaning of the dummy packet is not
  known (it might be there for something important), and as it is
  possible that the init packets may cause this problem as well
  (although it may be possible too that they can't cause this).

Thanks to @auouymous who had originally reported this bug and who
has helped patiently in finding its cause.
2016-05-22 15:56:54 +02:00
Loic Blot
f64a6259b2 Fix a m_camera not used warning fix pointed by clang 2016-05-22 13:31:41 +02:00
Loic Blot
ce42ff9cf7 Implement a PostgreSQL backend 2016-05-22 11:34:47 +02:00
Craig Robbins
88acda0256 Fix tooltip height for versions of irrlicht < 1.8.2
Version 1.8.2 of irrlicht changed the way that IGUIStaticText::getTextHeight() works and since that release properly deals with newlines.

From irrlicht changes.txt for 1.8.2, "IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set."
2016-05-21 00:26:04 +10:00
nerzhul
8ba6d9f227 Implement DatabaseException for databases 2016-05-17 14:36:51 +02:00
Loic Blot
143401451c DB::loadBlock copy removal & DB backend cleanup
* Remove the copy from db::loadBlock by using a pointer to the destination
* cleanup db backend, the child backend doesn't have to set their functions as virtual
2016-05-17 06:52:16 +02:00
Craig Robbins
8bb9e467d6 Fix typo in the info printed by --version 2016-05-11 23:20:20 +10:00
Craig Robbins
58b54cf9a9 Add platform name to --version information 2016-05-11 17:15:41 +10:00
kwolekr
ebe638c32d Mapgen V6: Synchronize spflags with defaultsettings
This fixes an issue where trees are omitted from Mapgen V6 maps on
configurations that explicitly defined the mgv6_spflags setting.
2016-05-10 22:44:18 -04:00
SmallJoker
53e9587861 Add [resize texture modifier Resizes the texture to the given dimensions. 2016-05-09 20:48:42 +02:00
paramat
1db499dc6d Defaultsettings/Android: Increase 'max block generate distance' to 3 2016-05-08 22:08:29 +01:00
gregorycu
b8aed9dfc2 Fixes #4098 ce8a9ed didn't quite go far enough, and left this bug in 2016-05-08 19:03:09 +10:00
Kahrl
2cdd9b4ab6 Chat: Keep scroll position constant in ChatBuffer::deleteOldest() 2016-05-08 02:51:23 +01:00
Maksim Gamarnik
0f6e4a0913 Optimize default settings for Android build 2016-05-07 21:09:07 +10:00
Ekdohibs
4d9dbceb39 Run unescape_enriched *after* unescape_string.
Doing it the other way round was a mistake, since it breaks
minetest.formspec_escape with escape sequences that contain
special characters.
2016-05-07 08:33:21 +02:00
Ekdohibs
d5c3db9c41 Make dropdowns show the string that was their argument.
This makes it work even if it contains escape sequences,
which didn't work before.
2016-05-07 08:33:21 +02:00
Maksim Gamarnik
bb925479a5 Android: Increase player_stepheight for thicker snow nodebox 2016-05-06 00:32:35 +01:00
est31
063be8a126 Update settings translation file and minetest.conf.example 2016-05-05 16:12:58 +02:00
Craig Robbins
d864c13333 Fix holding down F10 (open console) causing GUI to freeze 2016-05-04 21:31:23 +10:00
paramat
b22de6470b Settings_translation_file: Update mapgen with cave width parameter 2016-05-03 00:44:34 +01:00
Craig Robbins
c92cff5d52 Fix Windows build
Fixes the issue introduced by c1a0ebb (Fix use of uninitialised variable
in class Event) causing Windows builds to fail
2016-05-02 15:01:17 +10:00
Kahrl
8fe753c3d9 FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooser 2016-05-01 16:32:12 +02:00
Auke Kok
aa8c88cf4a find_path: consider walkable instead of CONTENT_AIR
The path finding code works fairly well except that it considers
anythin not CONTENT_AIR to be "above the surface". This results in
paths that are unwalkable for entities since e.g. plants are not
walkable. The path would force them to jump on top of grass plants,
etc..

The obvious solution is not to use CONTENT_AIR as a criteria, but
instead distinguish between walkable and non-walkable nodes. This
results in paths that properly walk through grass nodes.

This was extensively tested by a flock of electric sheep.

Note that for underwater purposes this changes the behaviour from
"the surface is walkable" to "ignore water entirely" making the
path go across the water bottom, and pathing fail likely from the
water surface. This is intentional.
2016-05-01 15:32:03 +02:00
est31
9aec701a4c Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.

For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.

For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.

This commit does:

1. remove the vector<vector<vector<T>>> based GridNodes storage that
	is allocated and initialized in advance and for the whole
	possible area.

2. Add a vector<T> based GridNodes storage that is allocated and
	initialized in advance for the whole possible area.

3. Add a map<P,T> based GridNodes storage whose elements are
	allocated and initialized, when the path search code
	demands it.

4. Add code to decide between approach 2 and 3,
	based on the length of the path.

5. Remove the unused "surfaces" member of the PathGridnode class.
	Setting this isn't as easy anymore for the
	map based GridNodes storage.
2016-05-01 15:32:03 +02:00
est31
f0de237de7 Pathfinder: use core::aabbox3d instead of own type
There is no need to reinvent the wheel here, we have
great classes from irrlicht.
2016-05-01 15:32:03 +02:00
est31
ac8bb457aa Pathfinder: Fix style
* Fix naming style for methods and classes:
	Use camelCase for methods and PascalCase for classes as
	code style demands it. And use sneak_case for methods that
	are not member of a class.
* Replace "* " with " *" for Pointers
* Same for references
* Put function body opening braces on new line
* Other misc minor non functional style improvements
2016-05-01 15:32:02 +02:00
est31
46e5ef4e9a Move pathfinder classes to cpp file
There is no need to put them into the header, they are solely used
inside the pathfinder.

Another advantage of this change is that only the pathfinder.cpp has
to be compiled if PATHFINDER_DEBUG gets defined or undefined, not
all files including the .h.

This commit moves the pathfinder classes to the cpp file without
modifications.
Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and
the PATHFINDER_CALC_TIME macro gets moved to a plce where it
actually does work.
2016-05-01 15:32:02 +02:00
Craig Robbins
c1a0ebb725 Fix use of uninitialised variable in class Event 2016-05-01 17:32:00 +10:00
gregorycu
c95734654c Use MoveFileEx to rename files on Windows (not rename) 2016-05-01 17:28:16 +10:00
ShadowNinja
a53357d291 Fix POSIX C++11 build
I broke this in 46fd114e9a4e05b74576dce682e24357363298e7.
2016-04-30 13:41:04 -04:00
Craig Robbins
ae75073944 Fix prepreprocessor error in thread.h (related to C++11 threads) 2016-04-30 12:29:52 +10:00
paramat
8b1f8e99cf Mapgen: Make 3D noise tunnels' width settable
Correct parameter names mg_valleys to mgvalleys
Remove biome NoiseParams from MapgenValleysParams
Improve format of parameter code
2016-04-28 23:36:19 -04:00
ShadowNinja
46fd114e9a Fix race on thread creation
This often broke the threading tests on OSX.
2016-04-28 13:21:46 -04:00
SmallJoker
30083d1e00 Mainmenu: Standardize the menu button order and sizes 2016-04-28 07:16:58 +01:00
obneq
6278da296b Handle particle spawners in env and delete expired ids
Rebased by Zeno (2016-04-2016)
2016-04-28 02:09:36 +10:00
Xunto
ae7fb9b5be Inventory: Make ItemStack with different metadata not stackable 2016-04-26 10:16:20 +01:00
SmallJoker
31c1fca6fd tile.cpp: Automatically upscale lower resolution texture 2016-04-25 06:39:32 +01:00
gregorycu
46da0e8b3b Make GUIEngine use pause_fps_max not fps_max 2016-04-24 17:40:16 +10:00
Ekdohibs
48939df9a5 Escape more strings: formspecs, item descriptions, infotexts...
Also, change the escape character to the more standard \x1b
Thus, it can be used in the future for translation or colored text,
for example.
2016-04-24 03:54:11 +10:00
Xunto
21079cc8eb Fix bug that was leading to oversized tooltips containing multiline text when it have multiple lines 2016-04-23 21:12:53 +10:00
Ekdohibs
c350cfb50b Make logging use a fixed-length buffer to avoid race conditions.
Previously, race conditions occurred inside logging, that caused
segfaults because a thread was trying to use an old pointer that
was freed when the string was reallocated. Using a fixed-length buffer
avoids this, at the cost of cutting too long messages over seveal lines.
2016-04-21 10:15:17 +01:00
paramat
5c32c5e945 Biomes: Make dust fallback 'ignore' to fix y = 63 lighting
The shadow bug at y = 63 was caused by dark air being placed as dust,
when the biome dust was unspecified it was falling back to 'air'
In dustTopNodes only dust == 'ignore' will disable dust placement
2016-04-21 10:15:12 +01:00
paramat
fed5dd3b5d Mgv7: Combine mountain terrain generation with base terrain generation
Previous mountain terrain generation was by necessity placing
stone in air, this was removing air from any overgenerated
structures such as tunnels, dungeons and large caves
Moving it into the base terrain generation loop ensures that
only 'ignore' is replaced

generateRidgeTerrain: only return if node_max.Y < water_level - 16
Previously, if water level was set a few nodes above a mapchunk
border the river channel was only partially excavated
2016-04-20 06:51:20 +01:00
TriBlade9
6530ed4dd8 Add option to disable entity selectionboxes. (#3992)
Setting only loaded once, default value is to enable them.
2016-04-14 11:20:11 +02:00
rubenwardy
b5f6d41eed Fix inventory hud scaling 2016-04-12 23:10:28 +10:00
paramat
4fdf66bbf4 Mgv7, mgflat, mgfractal: Tunnel generation code optimisation 2016-04-12 06:58:04 +01:00
paramat
e661d8b32c Mgv5: Optimise tunnels, add biome material in entrances
Place biome top node on tunnel entrance floor
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
2016-04-12 04:16:15 +01:00
paramat
fe349d401d Mgvalleys: Don't let cavegen place biome nodes everywhere
Fix use of 'air_above' bool so that biome
nodes are only placed in tunnel floors
Minor code improvements
'Continue' when massive cave air is placed
2016-04-12 04:16:08 +01:00
PilzAdam
73d4538d94 Fix hotbar placement on displays with low screen density 2016-04-11 23:04:42 +02:00
kwolekr
2eeb62057a Hud: Cache hud_scaling, fix minor style issues 2016-04-10 23:54:34 -04:00
rubenwardy
eae33951ad Hud: Fix offset being ignored by inventory bar 2016-04-10 23:54:23 -04:00
est31
9a04dfd0f5 Update CSRP-GMP to commit deaa11a7c29a73008
Backports 10 commits, with 8 commits
actually affecting source code:

695822e45d...deaa11a7c2
2016-04-10 14:56:54 +02:00
paramat
465bb6f5d1 Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
2016-04-08 03:14:36 +01:00
kwolekr
c3993f6604 Re-add and disable blit_with_interpolate_overlay 2016-04-07 04:01:43 -04:00
Nathanaël Courant
15e1dcc020 Fix #3955 (player dying on login).
It was caused by player not moving because fall was prevented, but their
velocity still increasing, causing fatal fall damage when world was
finally loaded. This commit fixes it by setting player velocity to zero
when the world around them is not loaded.
2016-04-06 01:11:36 +02:00
Samuel Sieb
24b32ab09d Fix compiler warnings from "Add an option to colorize to respect the destination alpha"
Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf

Fixes #3952
2016-04-06 00:36:24 +02:00
Samuel Sieb
01ae43c480 Add an option to colorize to respect the destination alpha
Also, rework the colorizing code to be more efficient.
2016-04-03 04:24:28 -04:00
kinokoio
66af984e0e Dungeongen: Update disabled torch placement code 2016-04-03 04:12:07 -04:00
est31
b8ac7b80e6 Fix nametag hiding
Commit

c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera"

has added a regression to still display
a shadow if their alpha got set to 0.
2016-04-02 02:02:19 +02:00
gregorycu
f9a90383e1 Remove expensive copy of ContentFeatures 2016-03-30 11:38:42 -04:00
Loic Blot
e082c7766a ParticleManager::handleParticleEvent: use switch
Use a proper switch with breaks.
2016-03-30 17:20:24 +02:00
est31
0aac1b7403 mg_schematic: fix leak in lua API, and small cleanup
* Fix leak like behaviour if you load multiple schematics in a loop.

* Cleanup check in for, fixing theoretical out of bounds read if
	Schematic::deserializeFromMts reduced the number of elements
	in m_nodenames. A != check may need an overflow of the counter
	before it hits, if origsize is larger than m_nodenames.size().

* Fix function name passed to errorstream: it was wrong. Also use
	__FUNCTION__ instead of manually using the method name at other
	places in the function.

* Don't shadow the name member in the loop.
2016-03-30 16:26:05 +02:00
kwolekr
0115da1d63 Mapgen: Don't spread light of nodes outside the desired area
This fixes #3935, a regression from 0338c2e.
An 'optimization' was performed where an index for the VoxelManip being
operated on was mistakenly used for bounds checking within the incorrect
VoxelArea, namely, the area wherein light should be spread.
2016-03-30 00:19:03 -04:00
paramat
630f453da4 Mgv7: Decrease cliff steepness 2016-03-30 01:53:14 +01:00
kwolekr
0338c2eb91 Mapgen: Spread both night and day light banks in spreadLight 2016-03-29 16:32:30 -04:00
sfan5
8f43aaf6ae Fix small formatting issue in SRP debug output
Writing an u8 to verbosestream writes a char, not it's numeric value.
2016-03-29 19:59:14 +02:00
Auke Kok
80cec4702d Fix connected nodes' selection boxes.
This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
2016-03-21 17:42:20 +00:00
paramat
493a298c0c Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhere
A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
2016-03-21 17:42:13 +00:00
ShadowNinja
93887043d9 Clean up Strfnd
Changes:
  * Fix indentation.
  * Pass strings by const reference.
  * Merge Strfnd and WStrfnd into one class instead of copying them.
  * Remove trailing spaces.
  * Fix variable names.
  * Move to util.
  * Other miscellaneous style fixes.
2016-03-19 21:27:57 -04:00
paramat
f1aea6b4ff Mgv7: Limit pseudorandom caves to surface mapchunk or below
To avoid bright caves at mapchunk borders when generating mapchunks upwards
2016-03-19 17:56:35 +00:00
Auke Kok
c5c727d627 Allow NodeTimer, ABM and block mgmt interval changes.
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.

However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.

On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.

The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.
2016-03-19 17:56:26 +00:00
Ekdohibs
095f623fa7 Remove chat escape sequences from chat messages, for future colored chat. 2016-03-15 17:33:15 +01:00
est31
af30183124 Add option to not send pre v25 init packet
The legacy init packet (pre v25) sends information about the client's
password that a server could use to log in to other servers if the
username and password are the same. All the other benefits of SRP of
protocol v25 are missed if the legacy init packet is still sent during
connection creation.

This patch adds an option to not send the v25 init packet. Not sending
the v25 packet means breaking compat with pre v25 servers, but as the
option is not enabled by default, no servers are affected unless the
user explicitly flips the switch. More than 90% of the servers on the
serverlist support post v25 protocols.

The patch also fixes a bug with greying out of non compliant servers
being done wrongly, the min and max params were mixed.
2016-03-15 17:20:09 +01:00
est31
2607b97b4f Fix two reconnect bugs
Fix two bugs related to the reconnect feature
introduced by commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

1. Set the password to the stored one

Before, we have done the reconnect attempt with a
cleared password, so using the feature would only
work if you had an empty password.
Thanks to @orwell96 for reporting the bug.

2. Reset the reconnect_requested flag after its use

the_game only writes to the reconect_requested flag
if it sets it to true. It never sets it to false.
If the flag is not reset after its use, all "reset"s
to the main menu will look like the server had
requested a reconnect.
2016-03-15 08:55:45 +01:00
est31
e0151d1054 Much better API for auth.{cpp, h}
* No function overloading
* Adhere coding style and with method names following
  lowercase_underscore_style
* Use std::string in external API, handling these is
  much more fun
2016-03-15 05:55:49 +01:00
paramat
bb2ee54d3b Mapgen: Fix light in tunnels at mapchunk borders
Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
2016-03-14 08:45:01 +00:00
HybridDog
c0b6986e38 Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
2016-03-14 08:44:28 +00:00
Auke Kok
5a40a7dad8 Connected nodes: fix 2 minor bugs
1. Copy-paste error: properly test for back-connection.

In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.

2. Clear the connects_to_ids before deserializing.

With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
2016-03-14 05:05:04 +01:00
Jeija
089f9bbe81 Resend blocks when modified while sending to client 2016-03-12 23:59:44 +01:00
Diego Martinez
2c72f6da7b Add options for screenshot format and quality 2016-03-12 17:12:43 -05:00
Auke Kok
37b4f0d34c Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
Auke Kok
e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
ShadowNinja
8c951cae5b Fix chat console not opening after formspec opened over it
The MainMenuManager set the console invisible when a
formspec opened over it, but didn't properly close it,
and the chat console never set itself visible again.
2016-03-12 12:01:40 -05:00
paramat
20312fda18 Documentation: Auto-update conf.example and settings_translation_file.cpp 2016-03-12 04:03:43 +00:00
orwell96
0d2df732e5 Fix ask_reconnect_on_crash option being ignored
Since commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

there is a config option named ask_reconnect_on_crash.
It asks the client to reconnect to the server if the server crashed.
It has been implemeted and works, but due to a function parameter not
being passed it never showed effect. This patch adds the parameter
and fixes the bug.

Also fixes the `reconnect` option of minetest.request_shutdown being ignored.
2016-03-11 23:43:37 +01:00
Auke Kok
dc8bf4e928 Avoid try/catch for settings.
We can just test for the presence of these settings nicely here,
no need to use a try / catch construct.
2016-03-09 01:45:23 +01:00
Auke Kok
4e59fcf5c1 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
ShadowNinja
3ce6642a26 Add AreaStore custom ID API 2016-03-07 16:33:20 -05:00
ShadowNinja
821551a266 Implement AreaStore serialization 2016-03-07 16:33:20 -05:00
ShadowNinja
c4b7afed7e Fix SpatialAreaStore not freeing removed areas 2016-03-07 16:33:20 -05:00
ShadowNinja
8ae1e1f4d2 Add basic AreaStore method documentation 2016-03-07 16:33:20 -05:00
ShadowNinja
6e9d71342a Sort AreaStore header 2016-03-07 16:33:20 -05:00
ShadowNinja
5641da43d6 Clean up VectorAreaStore 2016-03-07 16:33:20 -05:00
ShadowNinja
2e74e9ee20 Move AreaStore container selection logic into getOptimalImplementation 2016-03-07 16:33:20 -05:00
ShadowNinja
0079887b64 Move AreaStore to util 2016-03-07 16:33:20 -05:00
ShadowNinja
f021db7243 Make AreaStore cache setting private 2016-03-07 16:33:20 -05:00
ShadowNinja
095db16990 Simplify AreaStore ID management 2016-03-07 16:33:20 -05:00
est31
725cb4eb07 s_env.{cpp, h} cleanups
* Replace string by-val passing with const reference
* Fix code style
* Remove redundant `int table` definition and indentation level
2016-03-07 19:54:26 +01:00
est31
d494733839 Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00