Commit Graph

5677 Commits

Author SHA1 Message Date
Maksim Gamarnik 824e9e4664 Fix license version 2016-02-09 00:27:22 +02:00
Maksim Gamarnik 4be9d9a393 Merge, part 1/2 2016-02-09 00:26:22 +02:00
Maksim Gamarnik 925a9d8373 Merge latest builtin 2016-02-09 00:00:25 +02:00
Maksim Gamarnik e4364bcff6 Update Makefile
Add ARMv8 (not working now!)
2016-02-08 23:42:41 +02:00
Maksim Gamarnik 1d39f3505d Fix win build 2016-02-08 01:42:18 +02:00
Maksim Gamarnik d6d62cb03e Update Other License.txt 2016-02-07 20:01:15 +02:00
Maksim Gamarnik 4b7bbaa296 Merge remote-tracking branch 'upstream/master' 2016-02-07 04:07:20 +02:00
Maksim Gamarnik fe62fdcd57 MultiCraft 1.1 | Part 3/3
Font, textures and licension
2016-02-07 04:05:25 +02:00
Maksim Gamarnik e95b3b9d54 Add preloaded worlds 2016-02-07 03:33:44 +02:00
Maksim Gamarnik 145e617ba0 subgame update | part 2/2
Very big update! =)
2016-02-07 03:33:43 +02:00
Maksim Gamarnik 73b6c36f81 subgame update | Part 1/2 2016-02-07 03:24:38 +02:00
Maksim Gamarnik 1ac7f0dbc5 Very big update! MultiCraft 1.1 | Part 1/3
Joystick.
environment.cpp improve (thanks @Bremaweb)
Improving the management interface.
The new font.
Settings to improve performance.
Improvements ellementov size on larger phones.
A lot of small fixes and improvements.
2016-02-07 03:11:12 +02:00
Splizard 0e75eb4324 Add admin command which says who the administator is for the server. 2016-02-04 13:23:02 +01:00
Pavel Puchkin c4e0d95c87 Implement OSX Travis builds 2016-02-04 13:22:32 +01:00
Maksim Gamarnik 4327fab167 Fix OpenAl, -O3 optimisation, fix LevelDB disabling 2016-02-04 13:27:56 +02:00
Duane Robertson 99c905c563 Mgvalleys: fix riverbeds below sea level
Stop riverbeds from forming plateaus under sea. Minor corrections to
random lava/water placement.
2016-02-02 06:37:22 +00:00
paramat 0a8af88147 Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
2016-02-02 06:37:01 +00:00
Maksim Gamarnik af41a0321c Pre-release 2016-02-01 18:11:26 +02:00
Duane Robertson 80c7612e76 Mgvalleys: use standard caves
Replace simple caves with V5 caves, adding unpredictable water and lava
settings and massive caves based on subterrain. Remove fast terrain mode
and accompanying settings. Remove superfluous temperature/humidity
settings. Remove lava/water height setting. Fix errors in humidity
handling and remove humidity_break_point setting. Move cave noises to
generateCaves. Fix minor formatting/naming issues and use
MYMAX/MYMIN/myround.
2016-01-31 22:31:25 +00:00
Maksim Gamarnik 20c49b87df Revert sapier touchscreengui :) 2016-01-31 21:15:20 +02:00
Maksim Gamarnik 18c6b747b6 Merge branch 'master' of https://github.com/minetest/minetest 2016-01-31 20:57:03 +02:00
Pavel Puchkin 83583aa2d5 Fix OSX building issue caused by ad884f2 2016-01-29 10:54:50 -05:00
est31 4e93ba06a7 Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
2016-01-29 15:53:54 +01:00
Auke Kok ad884f23d4 New timer design.
I could honestly not make much sense of the timer implementation
that was here. Instead I've implemented the type of timer algorithm
that I've used before, and tested it instead.

The concept is extremely simple: all timers are put in an ordered
list. We check every server tick if any of the timers have
elapsed, and execute the function associated with this timer.

We know that many timers by themselves cause new timers to be
added to this list, so we iterate *backwards* over the timer
list. This means that new timers being added while timers are
being executed, can never be executed in the same function pass,
as they are always appended to the table *after* the end of
the table, which we will never reach in the current pass over
all the table elements.

We switch time keeping to minetest.get_us_time(). dtime is
likely unreliable and we have our own high-res timer that we
can fix if it is indeed broken. This removes the need to do
any sort of time keeping.
2016-01-29 01:04:51 -05:00
Auke Kok 4ac1e9bccb Clocksource: use a better clock if available.
clock_gettime() is a far better clock than gettimeofday().

Even better than clock_gettime() is that you can select either
CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer
high precision time. And the _RAW variant will never roll back
due to NTP drift or daylight savings, or otherwise.

I've adjusted this code to select the right clock method auto-
matically based on what's available in the OS. This means that
if you're running a very old linux version, MacOS or other,
you will automatically get the best clocksource available.

I've tested all Linux clocksources by selectively compiling and
running a 10k+ timer test suite. In all cases I confirmed that
the 3 POSIX Linux clocksources worked properly, and were
selected properly.

I've modified the OS X compile path to use the high-res clock
source for all time functions, but I can't confirm it works or
that it compiles.

As for WIN32, I confirmed that the used clocksource is indeed
a Monotonic clocksource, so good news: that code section appears
to be exactly what it should be.
2016-01-29 00:58:08 -05:00
est31 860d70bd0e Don't print whole json data buffer to errorstream on error
`errorstream` must not be overly verbose as clientside it is directly printed
onto the ingame chat window. These days, the serverlist can contain > 200k bytes,
so better print it to warningstream if the data buffer is too long.
2016-01-28 23:53:58 +01:00
Paolo DGZ e52ebda8b2 Translated using Weblate (Italian)
Currently translated at 52.0% (410 of 787 strings)
2016-01-25 05:53:09 +01:00
Kisbenedek Márton 0097e0308d Translated using Weblate (Hungarian)
Currently translated at 32.4% (255 of 787 strings)
2016-01-25 05:53:09 +01:00
Tobyplowy c07a242d8b Translated using Weblate (Dutch)
Currently translated at 95.5% (752 of 787 strings)
2016-01-25 05:53:09 +01:00
Ian giestas pauli d0d7122c00 Translated using Weblate (Portuguese (Brazil))
Currently translated at 41.6% (328 of 787 strings)
2016-01-25 05:53:09 +01:00
Ian giestas pauli e24de58b4d Translated using Weblate (Portuguese (Brazil))
Currently translated at 26.6% (210 of 787 strings)
2016-01-25 05:53:09 +01:00
Ian giestas pauli e3e75a43db Translated using Weblate (Portuguese)
Currently translated at 23.6% (186 of 787 strings)
2016-01-25 05:53:09 +01:00
Rui 42dc568f16 Translated using Weblate (Japanese)
Currently translated at 43.4% (342 of 787 strings)
2016-01-25 05:53:09 +01:00
Rui d486ca064c Translated using Weblate (Japanese)
Currently translated at 42.0% (331 of 787 strings)
2016-01-25 05:53:09 +01:00
Peter Mikkelsen 1bd48e4298 Translated using Weblate (Danish)
Currently translated at 30.1% (237 of 787 strings)
2016-01-25 05:53:09 +01:00
Jun Zhang 73838a982f Translated using Weblate (Chinese (China))
Currently translated at 34.8% (274 of 787 strings)
2016-01-25 05:53:09 +01:00
Diego Martinez a594963a7d Fix world config menu ignoring `name` in `mod.conf`. 2016-01-23 21:14:14 -05:00
Auke Kok 735e3b7059 Backface culling: Ignore setting in tiledef from old servers.
Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.

To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.

In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578. Fortunately that's only 2
commits back at this point.

We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.

This was tested against various pub servers, including 0.4.13 and
0.4.12.

Fixes #3598
2016-01-23 16:33:24 +01:00
est31 ef779b0ab6 Fix compilation warning if compiling for android with c++11 2016-01-23 06:26:58 +01:00
RealBadAngel 52eea79928 Fix texture tear issue 2016-01-23 06:01:57 +01:00
est31 e50c784e2c Fix C++11 compilability
Previous commits broke it... :(
2016-01-23 05:45:29 +01:00
paramat 0459eca8eb Liquid flow: Prevent water spreading on ignore 2016-01-20 00:37:00 +00:00
Auke Kok 882a89d65a Allow per-tiles culling.
Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.

Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:

    tiles = {{ name = "tex.png", backface_culling = true }},

Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.

I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.

No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
2016-01-20 00:36:48 +00:00
kwolekr 9f988e3b96 EmergeManager: Do not queue duplicate block requests 2016-01-19 04:18:06 -05:00
Kahrl b67eab3b00 Fix Settings::remove() always returning true 2016-01-19 10:15:01 +01:00
RealBadAngel 87291ea44a Show infotext with description for item entities 2016-01-18 17:21:41 +00:00
Duane Robertson eb6e2c11b1 Correct overflowing rivers in Valleys mapgen. 2016-01-18 17:21:13 +00:00
RealBadAngel 13e7589fec Fix wield item glitch 2016-01-18 17:20:53 +00:00
Pinky Snow 22bc66d3a7 corrected minetest.pos_to_string()
corrected this bit reflect the function properly.
2016-01-16 13:06:41 +00:00
Rogier 487ab593d0 Fix error message in settings tab overlapping 'save' button
The save button is now fully functional again when an error message
is shown.

After an invalid value is entered in the settings tab dialog, the GUI
label for the error message that is shown was partly overlapping the
'save' button, so that the top half of the button could not be clicked
on.
2016-01-16 13:05:46 +00:00