Commit Graph

4604 Commits

Author SHA1 Message Date
Loïc Blot
3a90b78a03
LINT: Switch whitelist check from egrep to awk
Bonus: make CI happy with the last rules fix
2017-04-06 23:21:40 +02:00
red-001
88b9b9652a [CSM] Add function to get the server protocol version. (#5529) 2017-04-06 22:50:45 +02:00
Loïc Blot
be06636965 Clang-format continuation indent fixes + .gitignore additions
* Proper support for continuation indents in clang format
* make src/wieldmesh.h proper and remove it from whitelist
* Add CLion default build directories in .gitignore
2017-04-06 15:37:02 +02:00
Loic Blot
4b15f76ed1
Move LINT process in dedicated shell & fix
Move lint to dedicated shell permit to use it from your shell easily to check what is wrong
Also fix recent regressions in code style
2017-04-06 09:10:59 +02:00
red-001
4ee6be856d [CSM] Add support for positional audio. (#5516)
Fixes parts of #5389.
2017-04-06 08:14:31 +02:00
Loïc Blot
54ffc4e915 Memleak fix: LocalPlayer object was not deleted
Delete LocalPlayer when ClientEnvironment (object owner) is destroyed
2017-04-05 12:30:52 +02:00
paramat
1eca9ecf7d Mapgen: Remove '#include treegen.h' from non-mgv6 mapgens
Only mgv6 uses the tree functions from treegen.cpp.
2017-04-05 07:30:00 +01:00
Paramat
b8a4c95971 MapgenBasic: Add lava source as commonly used content (#5512)
Future mapgens are likely to use this for magma and volcanos.
Remove the getting of lava source content id in mgvalleys.
2017-04-04 07:51:58 +02:00
Loïc Blot
563199698d Client handlers: Remove useless stringstream usage in two handlers (#5510) 2017-04-04 07:47:04 +02:00
red-001
000ec26001 [CSM] Add local node meta reference. (#5508) 2017-04-04 07:41:37 +02:00
paramat
859141a0ce Cavegen/Mgv5/Mgv7: Add optional giant caverns
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.
2017-04-03 04:49:32 +01:00
Loïc Blot
86b1542181 Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instead of src/ (#5473)
* Update embedded jsoncpp from unk version to 0.10.6

0.10.6 is last release without c++11

* Make jsoncpp more compliant with its amalgamate

Jsoncpp cpp file should be upper, make the library like it does in amalgamate

* Reorganization: move minetest embedded libs outside of source tree to /lib

* Fix a dead grep in LINT
2017-04-02 10:51:50 +02:00
Loïc Blot
987eb2b761 Clang-format: trivial fix on some headers (#5495)
Fix some headers style and remove them from whitelist
2017-04-01 14:48:16 +02:00
red-001
63ac62ec8a [CSM] Add function and chat command to disconnect from server. (#5487) 2017-04-01 13:40:56 +02:00
number Zero
813a9a36b2 Signlike, glasslike drawtypes: Fix inverted textures 2017-04-01 10:08:28 +01:00
SmallJoker
773efc19b1 mapgen: Fix segfault when selecting invalid mapgen (#5491) 2017-04-01 10:18:13 +02:00
Loic Blot
a4874270f7
Fix clang-format Columns Width
Also fix l_client.cpp/h and remove them from whitelist
2017-03-31 22:29:34 +02:00
kilbith
529ba8002d
Wieldmesh: Natural orientation depending on pitch (#5490) 2017-03-31 22:00:05 +02:00
adrido
cc1ff26c3f Windows: Set window icon (#5486) 2017-03-30 20:28:37 +02:00
paramat
ea549bbae3 Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
2017-03-30 04:52:54 +01:00
Loïc Blot
fbc1432fe8 l_minimap: don't show minimap if configuration doesn't allow it 2017-03-29 15:50:22 +02:00
Loïc Blot
b605b95749 Add CPP11 header to define nullptr & constexpr (#5471)
This header permit to use nullptr & constexpr keywords in portable code segments and benefit from nullptr & constexpr when using C++11 and greater
2017-03-29 13:34:57 +02:00
sfan5
5e806690fc Sneak: Fix sneaking on free-floating lower-half slabs 2017-03-29 10:19:49 +02:00
sfan5
b85301ce69 Sneak: Fix stair lower step bug and ladder in 1x1 hole bugs 2017-03-29 00:51:13 +01:00
Loïc Blot
a9878a0da5 PostgreSQL: fix delete block
Typo fix: we are doing select on delete block.

This fix issue #5426
2017-03-27 15:03:13 +02:00
paramat
ec0c4d33db Map generation limit: Make per-world
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.
2017-03-27 03:18:09 +01:00
Diego Martínez
09f2cd0264 Pathfinder: Send errors to warningstream.
Avoids spamming the chat about several errors.
2017-03-27 03:17:37 +01:00
Loic Blot
53d1b3d924
Fix mismatch struct/class for GameUIFlags 2017-03-26 18:54:39 +02:00
sfan5
1139a18c3a Sneak: Replicate sneak ladder in new code, is optional
Enabled using the existing 'sneak_glitch' physics override.
2017-03-26 05:53:30 +01:00
red-001
e70e15134c Change command prefix to "." and add "help" command. 2017-03-26 05:51:14 +01:00
number Zero
4d5177ff70 Add mesh generation delay 2017-03-26 05:50:59 +01:00
Loïc Blot
22567d107f Add clang format & skip build if no source file modified (#5433)
* [BUILD] Add clang format + build skipping

* Add clang-format tool to check codestyle.
Warning: it check the whole modified file, not the diff part, it's why it's lazy. Please also look if rules are perfect, i take the Linux codestyle from LLVM site

Fix issue #5415

* Skip building project if no file is modified
* Fix a wrong brace to trigger LINT

* Make lint step outside of unix build scope

* Add AccessModifierOffset: -8

* Typo fix & needs compile fix

* Fix header priorities
2017-03-25 19:12:18 +01:00
SmallJoker
5a59ad2307 Tile.cpp: Fix MSVC build broken by 072bbba 2017-03-24 20:05:15 +01:00
Loïc Blot
072bbba69a Some performance optimizations (#5424)
* Some performance optimizations

This is globally removing some memory useless copy

* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
 * pass some stack created strings to static const as they are not modified anywhere
 * Camera: return nametags per const ref instead of a list pointer, we only need to read it
 * INodeDefManager: getAll should be a result ref writer instead of a return copy
 * INodeDefManager: getAlias should return a const std::string ref
 * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
 * CNodeDefManager::updateAliases: prevent a idef getall copy
 * Profiler: constness
 * rollback_interface: create real_name later, and use const ref
 * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
 * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
 * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
2017-03-22 21:41:02 +01:00
bigfoot547
9efc5da0fb [CSM] Add function to get player names in range (#5435)
* [CSM] Add function to get currently connected player names
2017-03-22 21:13:03 +01:00
number Zero
d4e0c0f9b8 Content_mapblock.cpp: Refactor 2017-03-20 20:28:22 +00:00
Ben Deutsch
e7246d3f0d Refactored client event if-else cascade to switch statement 2017-03-20 18:35:33 +00:00
paramat
d3131aeae7 Map generation limit: Rewrite
The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.

First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
2017-03-20 18:34:18 +00:00
sfan5
525d2a0d51 Fix /shutdown or ^C no longer causing server exit
Broken since b8484ef24e8e1ec90a2967372808ab2bea538c7c
2017-03-19 18:21:18 +01:00
Loïc Blot
3c4ac70348 Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
2017-03-19 13:18:52 +01:00
red-001
2e3778ec0c Block access to the io library 2017-03-19 12:34:33 +01:00
Loïc Blot
f8ad01ab7c Update server min protocol version to v24 (#5411)
* Update server min protocol version to v24

It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt

v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14

* Drop protocol v23 and lesser code
2017-03-19 08:44:29 +01:00
ShadowNinja
b8484ef24e Server list cleanup
This removes the hacky server_dedicated pseudo-setting.
2017-03-18 12:37:57 +01:00
Wuzzy
2cc518dcaf Show itemstring as tooltip if no item description 2017-03-18 12:36:28 +01:00
Loic Blot
9f4916a452
TOGGLE_CHAT keymap should togglechat not HUD
Fixes #5413
2017-03-18 10:00:04 +01:00
Loïc Blot
a7485e40ff Reduce memory & function cost of Game class functions (#5406)
GameRunData is passed on many game functions, or one of its attributes whereas it's a member of the class. Remove it from functions arguments and call object directly from concerned functions.
This will reduce a little bit the Game class loop usage & very little bit the memory usage (due to non creation of pointer/references)
2017-03-17 22:15:25 +01:00
zeuner
ba0a8dabef avoid crashing when accessing mapgen early (#5384) 2017-03-17 21:28:43 +01:00
Loïc Blot
7b74f04a61 [CSM] Fix minimap problems (#5405)
This fixes issue #5404
2017-03-17 07:54:49 +01:00
Loïc Blot
0891975ad6 [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)
* [CSM] Add core.get_timeofday & core.get_day_count env calls

* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
2017-03-17 07:48:29 +01:00
Loïc Blot
b52f3005c3 Fix indentation problem since merge resolution
Github merge conflict resolution is not the best with indent
2017-03-16 11:09:06 +01:00
Loïc Blot
40ce538aad [CSM] Add minimap API modifiers (#5399)
* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
2017-03-16 10:34:54 +01:00
Loïc Blot
eb88e5dd4b Add ModStorageAPI to client side modding (#5396)
mod storage is located into user_path / client / mod_storage
2017-03-16 07:53:39 +01:00
paramat
46276414ed Get biome list: Downgrade missing biome message to infostream
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
2017-03-16 02:56:03 +00:00
sfan5
14aa990cdd Sneak: Fix various problems with sneaking
Sneaking won't actually hover you in the air, releasing shift guarantees not
falling down (same as in MC).
Sneak-jump no longer goes higher than a normal jump (^ was required for this).
Sneaking no longer avoids fall damage.
You can sneak on partial nodes (slabs, sideways slabs) correctly.
Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4).
Can't jump when sneaking out as far as possible (breaks the sneak ladder).
2017-03-16 02:52:59 +00:00
Lars Hofhansl
454483f266 Use true distance for block priority. 2017-03-15 20:30:34 +01:00
red-001
88df9fb5b6 Add get_wielded_item 2017-03-13 23:56:05 +01:00
nerzhul
44ca9c9cb2 [CSM] Add enable_client_modding param (default: false) 2017-03-13 23:56:05 +01:00
red-001
0727bb3ddd [CSM] Add on_punchnode callback 2017-03-13 23:56:05 +01:00
red-001
37df9cb7d7 [CSM] Add get_node and get_node_or_nil 2017-03-13 23:56:05 +01:00
red-001
073f5cf03d [CSM] Add on_dignode callback (#5140) 2017-03-13 23:56:05 +01:00
Loic Blot
ba66fce833 [CSM] storage + fixes 2017-03-13 23:56:05 +01:00
red-001
a50d07d39a [CSM] Improve security for client-sided mods (#5100) 2017-03-13 23:56:05 +01:00
Loïc Blot
92b45b2a18 [CSM] implement client side mod loading (#5123)
* 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
2017-03-13 23:56:05 +01:00
red-001
c42c53fccf [CSM] Add local formspecs. (#5094) 2017-03-13 23:56:05 +01:00
Loïc Blot
2c19d51409 [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* 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
2017-03-13 23:56:05 +01:00
red-001
d7bc346981 [CSM] Add client-sided chat commands (#5092) 2017-03-13 23:56:05 +01:00
Loïc Blot
9978f5af82 [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)
* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
2017-03-13 23:56:05 +01:00
red-001
cb3a61f8db [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
2017-03-13 23:56:05 +01:00
Loic Blot
2efae3ffd7 [CSM] Client side modding
* 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
2017-03-13 23:56:05 +01:00
kilbith
c9492b4d37 GUI: Allow texture packs to customize the progress bar (#5368) 2017-03-13 08:07:14 +01:00
Lars Hofhansl
ff80696947 Enable server side occlusion culling by default. 2017-03-11 18:11:19 -08:00
Lars Hofhansl
ba4b704ebf Allow server side occlusion culling. 2017-03-11 18:11:19 -08:00
Auke Kok
6738c7e9a3 Do not increase breath if at full breath.
Prevents the server from sending TOCLIENT_BREATH packets
every 0.5seconds, if there is no reason to.
2017-03-11 17:00:40 -08:00
sfan5
f83d8687a7 database-redis: Support password authentication 2017-03-11 21:39:32 +01:00
paramat
d34f149bdc Climb speed: Increase default setting from 2 to 3 2017-03-11 02:17:16 +00:00
number Zero
25a24c0cdf Minimap: Optimise 2017-03-11 02:15:21 +00:00
Dániel Juhász
ab371cc934 Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
2017-03-11 02:06:18 +00:00
kilbith
2baa191a64 GUI: Convert loading screen's progress bar to image (#5362) 2017-03-10 13:26:24 +01:00
paramat
e10e5fd16c Dungeons: Use 'block' instead of 'brick' for nodebox stairs
Affects only sandstone dungeons. Nodebox stairs made from
'sandstone_block' look better because every step is undivided.
2017-03-05 09:47:03 +00:00
Auke Kok
f1ab42fdff Font: attempt fallback font, abort if no fonts found.
If you happen to have a font_path setting that is incorrect,
minetest will just attempt to start the gui without a valid
font which leads to a segfault later on.

We can attempt to load the fallback font path fairly easy,
but if that fails we should give up with a proper error message
and not a weird segfault later. This forces an abort() if
the fallback fails as well, and prints a useful error
message to the console.
2017-03-05 09:46:52 +00:00
adelcoding1
6de83a2756 FormSpec: Add position and anchor elements (#5284) 2017-03-04 10:46:55 +01:00
paramat
a901a56859 Dungeongen: Add and improve parameters
Add:
Bool for 'only_in_ground'.
Min and max corridor length.
Min and max room size with X, Y, Z components.
Min and max large room size with X, Y, Z components.

'only_in_ground = false' allows core mapgens to create structures
in air and water using dungeongen.
Corridor length parameters replace a fixed random range.
Room size parameters replace the former system where one parameter
'roomsize' was added to fixed random ranges.

All parameters are set for no change to current dungeon behaviour.

Remove some now-redundant and long-unused code.
2017-02-26 06:46:14 +00:00
rubenwardy
2d1fca51e9 Fix wrong meta key in item meta on ItemStack construction 2017-02-22 10:14:12 -08:00
Dániel Juhász
00123ee04d Fixes for colorwallmounted and colorfacedir nodes
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
2017-02-18 22:47:24 +00:00
paramat
111e7e1cc8 Voxelmanip: Do not emerge or blit to blocks over map gen limit
Placing a structure that extends into mapblocks that extend past
map_gen_limit causes a crash. For example a sapling growing at the
world edge which adds leaves beyond the edge, or placing a structure
using the lua voxelmanip, or placing a schematic or l-system tree.

Do not run the 'load_if_inexistent' block of code if the mapblock
is over limit, this also marks the mapblock with the flag
VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those
mapblocks.

This fix therefore uses existing functionality by having the same
effect as the 'load_if_inexistent' bool being false.
2017-02-18 22:47:24 +00:00
red-001
d988f9b769 Use the ARRLEN macro in more places and remove an unused macro. (#5260) 2017-02-18 15:24:49 +01:00
Auke Kok
d0ce27edd8 Revert part of eb49009d023e6e3b5d59a97b8fb5fed5eee83296 (#5230)
This reverts the removal of Droid Sans as fallback font. The
license for this font used to be GPL2. I've updated the font
files to Liberation 2.00, which are SIL, and do not require
us to ship source code.

I've attempted to fix all the attribution and license strings,
and used the strings as provided by redhat for attribution
to make sure they're correct.

Last, I've removed a bunch of executable bits on files that do
not need them.

Fixes #5231
2017-02-16 20:18:22 -08:00
paramat
9aabfd5188 Cavegen: Place correct biome surface in tunnel entrances
Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.

Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
2017-02-16 22:25:14 +00:00
paramat
3955f51253 Objectpos over limit: Avoid crash caused by sector over limit
Reduce the object limit by mapblock size, to avoid objects being
added just inside the map generation limit but in a block and sector
that extend beyond the map generation limit.

Change notification of 'objectpos over limit' from red in-chat ERROR
to in-terminal only WARNING, since this will happen often using mob
mods near the world's edge.
2017-02-16 22:25:07 +00:00
red-001
2dcbc01904 Fix a small regression caused by e2ad76f. 2017-02-16 12:59:19 +01:00
sfan5
a5e4273575 Fix >5 year old PlayerSAO deletion bug
force_delete=true is usually set at shutdown in order to
also remove PlayerSAOs, however when too many objects
per block are detected force_delete is also set to true.
This was intended only for the current loop iteration but
obviously persisted to the next iterations thereby
deleting all other remaining SAOs.
2017-02-15 17:36:47 +01:00
Auke Kok
eb49009d02 FreeType: address font license issues (#5230)
It appears we were shipping font files without license text, and I
had my doubts about the bitmap fonts being usable directly.

This replaces existing TTF fonts with Apache-2.0 licensed fonts from
chome core (Cousine, Arimo, Tinos). Include the full license file
for all three fonts.

The Lucida Sans font bitmap is removed entirely for non-freetype
builds. There is therefore only mono fonts for non-freetype builds.
2017-02-14 01:08:17 -08:00
Dániel Juhász
f17c9c45dc Lighting: Update lighting at block loading
This commit updates mapblocks' light if necessary when they are loaded.
This removes ghost lighting.
2017-02-13 00:05:49 +00:00
paramat
984e063374 Footsteps: Fix offset footstep and shallow water sound bugs
Fix footstep sounds coming from nodes to either side when walking on a
1 node wide row of nodebox slabs such as default:snow.
Fix sand footsteps when swimming in 1 node deep water.

Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()'
to avoid using a horizontally-offset 'sneak node' for sounds.

Sound is selected from the node BS * 0.05 below the player's feet, so
that 1/16th slabs will play the slab sound but 1/32nd slabs will not.
If the player is not 'touching ground' the node detection position is
changed to BS * 0.5 below to preserve footstep sounds when landing after
a jump or fall.
2017-02-12 01:52:12 +00:00
paramat
1de08e1961 Plantlike: Fix visual_scale being applied squared
This re-applies 2 commits that were reverted.

Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.

Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.

Send sqrt(visual_scale) to old clients.

Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
2017-02-10 17:59:31 +00:00
Craig Robbins
7760948b7c Revert "Plantlike: Fix visual_scale being applied squared (#5115)"
This reverts commit 953cbb3b15997a0e7c7c32af2365cb5046a9e476.
2017-02-10 22:21:49 +10:00
Craig Robbins
7bd3e2bceb Revert "Plantlike visual scale: Send sqrt(visual_scale) to old clients"
This reverts commit cdc538e0a242167cd7031d40670d2d4464b87f2c.
2017-02-10 22:21:23 +10:00
Auke Kok
5707b739f3 Change default nodetimer_interval to 0.2s. (#5193)
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.
2017-02-09 08:00:37 +01:00
Lars Hofhansl
3ad68c052b Perform mesh animation only once per frame. 2017-02-09 00:10:41 +00:00
paramat
a5ee7139a5 OpenAL sound: Use a simpler distance model
In createPlayingSoundAt(), AL_ROLLOFF_FACTOR is not set, so it has
the default value of 1.0, this makes the equation of the currently
used AL_EXPONENT_DISTANCE distance model identical to the equation
of the simpler AL_INVERSE_DISTANCE distance model.

Using AL_INVERSE_DISTANCE means an exponent is not processed,
exponents are quite intensive to process.
There is no change in sound attenuation behaviour.

The commented-out AL_ROLLOFF_FACTOR value is removed as it would
now have a different effect if used.
2017-02-09 00:10:35 +00:00
red-001
e2ad76f910 No longer auto-generate a 'guest####' player name when name is empty
You can't join most servers with a 'guest####' player name anyway so
it's only logical to remove them.
2017-02-09 00:05:19 +00:00
Loïc Blot
ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
rubenwardy
0680c47d6c Fix incompatibility of ItemStack.to_table() introduced by stack meta 2017-02-07 21:18:17 +00:00
paramat
8bc6a303b4 Face shading: Add shade factor comments 2017-02-07 00:19:52 +00:00
Travis Burtrum
5da3ed19a3 Add support for unix socket connection to redis (#5179) 2017-02-06 19:10:03 +01:00
Auke Kok
3e30731c1a Prevent SIGFPE on entity tile loading issue. (#5178)
While experimenting with entities I ran into this unresolvable
error where the server is sending some texture that the client
crashes on. The crash prevents the client from ever reconnecting,
resulting in a server that has to use clearobjects.

We shouldn't crash but just ignore the object and move on.

```
0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
    baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
    1744					u32 xscale = scaleto / dim.Width;
    (gdb) bt
    #0  0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
        baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
```

After reconnecting, the client now can connect without issues
and displays an error message:

```
ERROR[Main]: generateImagePart(): Illegal 0 dimension for part_of_name="[applyfiltersformesh", cancelling.
ERROR[Main]: generateImage(): Failed to generate "[applyfiltersformesh"
ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture.
```
2017-02-05 23:59:18 -08:00
numberZero
80c75272a6 Improve mesh shading (#5172) 2017-02-05 10:27:58 +01:00
rubenwardy
f2f9a92351 Add per-stack descriptions using ItemStack Metadata 2017-02-04 22:07:55 +00:00
rubenwardy
f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
rubenwardy
c2e7b1f579 Derive NodeMetaRef from MetaDataRef 2017-02-04 22:07:55 +00:00
rubenwardy
13f94ecad5 Make NodeMetaRef::getmeta a non-static member 2017-02-04 22:07:55 +00:00
rubenwardy
bbdd869d72 Derive NodeMetadata from Metadata 2017-02-04 22:07:55 +00:00
sfan5
de664b1c6d Fix PlayerSAO deletion warning (0eede97af2927dcda3545192403b0a44f30bcd1f) 2017-02-04 13:31:21 +01:00
paramat
047168ca83 Mgv6: Add fallback node for gravel
Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
2017-02-04 07:21:23 +00:00
paramat
8e4c11406e Mgv6: Add stairs to desert stone dungeons
As with the other mapgens, now that wide stairs in dungeons are
possible we can now finally add stairs to desert stone dungeons.
Re-order some lines.
2017-02-04 07:21:23 +00:00
paramat
2d03cfd24c MapgenBasic node resolver: Various fixes
Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.

Re-order some lines.
Add a comment.
2017-02-04 07:21:16 +00:00
kilbith
03b34cb3dd Serverlist: Add ping indicators (#5164) 2017-02-03 23:53:43 +10:00
Duane Robertson
3b9ae409c7 Tell on_punch to expect a return value
The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
2017-02-01 22:13:49 +01:00
paramat
326cc5df74 Mgvalleys: Fix missing decorations and incorrect function order
Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.

Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.

Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
2017-02-01 15:05:35 +00:00
Ekdohibs
d873545ac7 Fix anticheat resetting client position after the client is teleported
Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.

Don't report player cheated if caused by lag.

Fixes #5118
2017-02-01 15:03:57 +00:00
paramat
cdc538e0a2 Plantlike visual scale: Send sqrt(visual_scale) to old clients
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
2017-01-30 16:38:28 +00:00
sapier
e761b9f486 Add multiply texture modifier
Allows colorizing of textures using a color multiplication method.
2017-01-30 16:37:17 +00:00
Dániel Juhász
6642c8583a Use fabs() instead of abs() (#5141) 2017-01-30 08:18:18 +01:00
Dániel Juhász
f0e3abc64d Re-add halo highlight (#5130)
Due to a rebase mistake halo highlighting was disabled. This commit
re-adds that feature.
2017-01-30 11:47:36 +10:00
Ezhh
0c9189d109 Add console height setting (#5136) 2017-01-30 02:10:17 +10:00
Zeno-
707e27b5c2 Rename height to scale for openConsole() (#5139)
For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
2017-01-29 19:26:00 +10:00
ShadowNinja
3eecc6ff44 Fix AIX threading build 2017-01-28 18:52:07 -05:00
ShadowNinja
c93f7f5cea Fix synchronization issue at thread start
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized.  This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.

This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.

An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
2017-01-28 18:52:07 -05:00
SmallJoker
79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier
814ee971f7 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +01:00
Paramat
953cbb3b15 Plantlike: Fix visual_scale being applied squared (#5115)
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.

Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
2017-01-28 20:07:35 +10:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
paramat
2a89531071 Dungeongen: Fix selection of diagonal corridors
The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
2017-01-26 20:19:05 +00:00
paramat
ae929ce2fd Dungeons: Add nodebox stairs to desert and sandstone dungeons
Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.

Add 'stair desert stone' content id to MappgenBasic.

Requires 'mapgen stair desert stone' to be added to Minetest Game.
2017-01-26 20:18:54 +00:00
Dániel Juhász
c268db7b46 Fix after hardware node coloring (#5114) 2017-01-27 01:10:56 +10:00
paramat
9f108b56d3 Dungeongen: Fix out-of-voxelmanip access segfault
My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.

Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
2017-01-25 20:34:03 +01:00
rubenwardy
08911160aa Block spam messages before calling on_chatmessage callbacks (#4805)
Fixes #4799
2017-01-25 10:57:33 +01:00
number Zero
33e0eedbfb Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
2017-01-24 13:59:40 -08:00
raymoo
87e9466caf Wrap to positive degree values (#5106) 2017-01-24 17:25:11 +01:00
sfan5
0cde270bf5 Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations of add_particle{,spawner} (fixes #5108) 2017-01-24 15:19:29 +01:00
paramat
59fdf57134 Zoom FOV: Reduce minimum zoom FOV to 7 degrees
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.
2017-01-23 07:39:58 +00:00
paramat
d413dfe87c Dungeons: Support nodebox stairs wider than 1 node
Previously, code did not support stair nodeboxes in corridors wider
than 1 node.
Make stair nodeboxes full width even in corridors with different
widths in X and Z directions.
2017-01-23 07:39:50 +00:00
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sfan5
43822de5c6 Fix potential crash in chat handling (since 2f56a00d9eef82052614e5854a07b39b087efd0b) 2017-01-22 20:17:13 +01:00
Loïc Blot
39123fcce5 Remove os.exit from the Lua secure sandbox (#5090)
os.exit will exit not using proper resource liberation paths.

Mods should call the proper exit mod using our API
2017-01-21 22:05:54 +01:00
Loïc Blot
6d5a407133 Add show_statusline_on_connect setting (#5084)
Add show_statusline_on_connect setting
2017-01-21 19:30:42 +01:00
Loïc Blot
bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
sapier
b9c1a758a1 Fix unknown command message not providing number of cmd 2017-01-21 17:16:22 +01:00
sapier
c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001
72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
Loïc Blot
0eede97af2 Warning fix for 2ea60156437962d7d29d20606bf5d9189059f76b (#5082)
Neither flag as force delete nor show the warning when mapblock is full and object is a player
2017-01-21 20:29:18 +10:00
Loïc Blot
2ea6015643 Do not force deletion of players when mapblock is full (#5081)
This fixes #4067
2017-01-21 10:41:00 +01:00
red-001
0dada51a55 Remove mathconstants.h and use the correct way to get M_PI in MSVC. (#5072) 2017-01-20 23:19:41 +01:00
SmallJoker
dd282e646c Fix MSVC build Build broken by 98e36d7 2017-01-19 20:19:53 +01:00
sfan5
7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
sapier
51746ca910 Fix typo in alias for deprecated settexturemod 2017-01-17 19:41:52 +01:00
red-001
2f56a00d9e Remove client-side chat prediction. (#5055)
Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
2017-01-17 00:09:47 +01:00
rubenwardy
63c892eedf Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
sapier
f5070b4454 Added lua tracebacks to some errors where you have been blind to what… (#5043)
* Added lua tracebacks to some errors where you have been blind to what actually went wrong
2017-01-15 13:36:53 +01:00
sapier
d03b4fb627 Add color names from web page referenced in luaapi doc 2017-01-15 02:03:51 +00:00
lhofhansl
c41352a1c7 Only set material flag on rendered meshes (#5023) 2017-01-14 22:30:14 +01:00
sfan5
f0c6feca97 Fix build with freetype support disabled 2017-01-14 12:39:20 +01:00
Loic Blot
ee9b59a7fe Fix another missing const reported by clang & @sfan5
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:20:59 +01:00
Loic Blot
ee6d8c10ce Fix missing const in ServerActiveObject::getStaticData
This fixes #5033

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:03:50 +01:00
ShadowNinja
8002366097 Organize defaultsettings.cpp 2017-01-13 19:06:51 -05:00
ShadowNinja
bb154c2e1c Main menu tweaks 2017-01-13 18:13:43 -05:00
Loic Blot
ef0aa7d5b5 Optimize SAO getStaticData by using std::string pointer instead of return copy
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
Rogier
e2dd96b432 Cleanup content_sao by factorizing similar code parts
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
ShadowNinja
7ae7f1ea4c Enable mod security by default 2017-01-13 14:08:24 -05:00
paramat
25ba96fcac Meshes: Make object mesh face shading consistent
Previously, object meshes had their North and South faces darker than
East and West faces, the opposite of nodes and meshnodes. This commit
corrects this.
State constants as float-literals not double-literals.
Simplify code.
Add comment.
2017-01-13 02:42:18 +00:00
Rui
5d60a6c533 Make nametag removable with set_nametag_attributes (#5021) 2017-01-11 20:25:25 +01:00
Loic Blot
430d3b28e4 Cleanup some header inclusions to improve compilation times 2017-01-11 15:53:56 +01:00
Rogier
6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Rui
ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
zeuner
11df7e886a support older PostGreSQL versions (#4999)
* support older PostGreSQL versions
* documentation accuracy

* improve performance by affecting less rows in UPDATE queries
2017-01-09 17:03:13 +01:00
paramat
8c1b4f298e Map generation limit: Cache as 'const' not 'const static' 2017-01-08 21:18:11 +00:00
paramat
ddcf8422a2 Map generation limit: Fix checks for block/sector over-limit
Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.

Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
2017-01-08 21:18:11 +00:00
Lars Hofhansl
1fee649f15 Minor: Fix indentation in serverenvironment.cpp 2017-01-08 19:22:33 +01:00
Loic Blot
98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot
eb2c19bbed Move ClientEnvironment to dedicated cpp/header files 2017-01-08 12:16:06 +01:00
lhofhansl
b0746834cc Get neighbor from same map block if possible in ABMHandler (#4998) 2017-01-08 17:42:25 +10:00
sfan5
ce106a4113 Revert "Extend minetest.is_yes()"
This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
2017-01-07 11:05:05 +01:00
red-001
c435eabf3f Extend minetest.is_yes() 2017-01-07 09:54:51 +01:00
Lars Hofhansl
ca3629637c Fixes for using std:vector in ABMHander and further perf improvements 2017-01-04 21:37:29 +01:00
Rogier-5
ad10b8b762 Use std::vector instead of std::map in class ABMHandler 2017-01-04 21:37:29 +01:00
Dániel Juhász
3f8261830e Improve getPointedThing() (#4346)
* Improved getPointedThing()

The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.

* Cleanup, code move

This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
2017-01-04 19:18:40 +01:00
Lars Hofhansl
7387b19021 Pull occlusion check out of loop, and minor code cleanups. 2017-01-03 08:14:58 +01:00
sfan5
a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
Luke Puchner-Hardman
7057c196c4 Added "[sheet" to the texture special commands.
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y.  Basically it works
like "[verticalframe" but in 2D.

For testing, I combined the four default_chest images into one.
2017-01-02 15:28:06 +01:00
sfan5
523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot
e2e8da5ee4 Fix non reverted change on TOSERVER_BREATH compat 2017-01-01 23:57:37 +01:00
Loic Blot
52ba1f867e Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core:

* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
2017-01-01 23:11:26 +01:00
sfan5
dd3cda6bed Fix interact range check (thanks to @lhofhansl) 2016-12-29 19:35:22 +01:00
Rogier-5
abd68d3466 Use the outgoing split sequence number for every outgoing packet (#4864)
(instead of the last incoming sequence number...)

Fixes #4848
2016-12-29 13:44:47 +01:00
Auke Kok
094a5a73d3 Redo light.cpp.
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.
2016-12-28 14:16:39 -08:00
adrido
5a0a59ad46 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
sfan5
084cdea686 Irrlicht 1.9 support 2016-12-26 22:36:22 +01:00
sfan5
b16252dcae Various anticheat improvements
* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
2016-12-26 22:34:29 +01:00
Rogier
4d4b8bb8a4 Move PP() and PP2() macros to basic_macros.h
Instead of redefining them everywhere.
2016-12-24 00:32:50 +00:00