* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove some unused headers in some cpp variable
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
* Make world creation menu automatically generate a name.
* Name is now initialy empty, and generated if player tries to create a world without a name.
* Modernize various files (src/m*)
* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
* empty function
Thanks to clang-tidy
* server.cpp: unroll setting when sending mapblocks
* Improve a little bit performance when sending mapblocks massively
* Use a range based for
* Code style fixes
* clientobject, clouds, collision, clientsimpleobject: code modernization
* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
* ClientInterface: add a function to verify (correctly) if user limit was reached
CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception
Switch existing checks to ClientInterface::isUserLimitReached()
Use range-based for loop for getClientIds() used function too
This will fix#6254 (not the memory overhead if init is flooded)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
* Use more for range based loops
* Simplify some tests
* Code style fixes
* connection.h: better PeerChange constructor instead of creating uninitalized object and then affect variables
* Use various modern for loops
* Make some loop iterator constants, whereas there weren't
* Use empty on some size() > 0 tests
* Various little codestyle fixes
* Fix an hidden scope variable in Server::SendBlockNoLock
* Use Environment interface instead of ClientEnvironemnt
* Don't create slippery variable and then re-affect it
* itemgroup_get return a int, properly test != 0 to be clearer
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
The arrow symbolizing the player in the square minimap looks almost like a
triangle, making it a bit hard to see which direction it is currently
pointing in when in a hurry.
Redraw it leaner, pointier. Colors unchanged.