Commit Graph

4047 Commits

Author SHA1 Message Date
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

3b50b2766a "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

3b50b2766a "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
ShadowNinja 88fbe7ca1e Use LuaErrors in security check macros
Throwing a LuaError calls destructors as it propagates up the stack,
wheres lua_error just executes a longjmp.
2016-03-07 13:37:15 -05:00
Duane Robertson af714c7ade Mgvalleys: Correct spawn problems
Increase maximum spawn altitude to reduce spawn issues.
2016-03-04 02:39:04 +00:00
paramat 48a718e715 Decoration API: Allow force_placement of simple decorations 2016-03-04 02:38:55 +00:00
Jeija 1100a5d614 Require minetest.request_http_api to be called from the mod's main scope
Fixes #3764
2016-03-03 22:42:00 +01:00
ShadowNinja 7bcbc0105b Fix main menu being unable to set secure settings 2016-03-03 00:57:19 -05:00
ShadowNinja abd4a79acb Remove debug.getupvalue from the Lua sandbox whitelist
This function could be used to steal insecure environments from trusted mods.
2016-03-03 00:09:05 -05:00
ShadowNinja 8b006a154b Add support for non-ASCII characters to chat console
This still only supports 256 characters, but that's because
Irrlicht's clipboard handlers don't support wide characters.
2016-03-02 23:23:31 -05:00
ShadowNinja 9dd38cf968 Add Android chat form 2016-03-02 23:23:31 -05:00
ShadowNinja 430929e75a Add text selection and copying to console 2016-03-02 23:23:31 -05:00
ShadowNinja 3edb7575a1 Unlock cursor when opening console 2016-03-02 23:23:31 -05:00
Esteban I. Ruiz Moreno effa24737d Use the console instead of a dedicated window when pressing keymap_chat/cmd
keymap_console opens a full window for chat history browsing.
2016-03-02 23:23:31 -05:00
nerzhul ee50341297 Revert "Fix jumping at node edge"
This reverts commit 60dc01dc25.

This fixes issue #3773
2016-03-01 11:15:14 +01:00
paramat 6359ff9a87 Nodedef: Restore smooth lighting to water 2016-02-27 21:27:42 +00:00
Duane Robertson 6969dd4224 Mgvalleys: Add Dry Riverbeds
Lower water table where base humidity is low.
Alter heat and humidity to compensate for river humidity and altitude
chill.
Correct misuse of surface_max_y in generateTerrain.
Remove sand trails in the water at river mouths.
Remove river water below water_level.
Correct heat/humidity calculations where noises are less than zero.
Correct heightmap errors as much as possible.
Make humidity calculations more readable.
2016-02-27 21:27:32 +00:00
est31 158bd76e87 Update po files, minetest.conf.example and settings_translation_file.cpp 2016-02-27 05:50:42 +01:00
Jeija 033a510cf3 Fix minetest.request_insecure_environment() always returning nil
Fixes #3765
2016-02-26 06:36:48 +01:00
RealBadAngel f9d727764f Mapblock mesh: Allow to use VBO 2016-02-26 00:51:01 +00:00
RealBadAngel 8eb7ddb0a2 Remove new_style_water 2016-02-26 00:50:46 +00:00
rubenwardy 4efb7eb734 Cache some settings 2016-02-26 00:50:39 +00:00
paramat 8591713405 Sheet Ore: Eliminate crash caused by PcgRandom range max < min
In the calculation of y_start,
when 'column height max' was large it caused
nmin.Y + max_height > nmax.Y - max_height
Now, in this situation y_start is set to the
midpoint between nmin.Y and nmax.Y

Limit y0 and y1 to between nmin.Y and nmax.Y,
otherwise index calculation, which has no checks for limits,
places them at unwanted locations in the voxelmanip
2016-02-23 23:51:29 +00:00
nerzhul 147425483a GOTBLOCKS & DELETEBLOCKS: test packet size only once 2016-02-23 14:24:21 +01:00
orwell96 e17fbb31d6 Reset block send timer when invoking setBlock(s)NotSent()
As stated in this forum thread [1], I noticed that there is a
2 second interval in which inventory changes are shown on the
client. @yyt16384 found the source of these 2 seconds:
m_nothing_to_send_pause_timer is set to 2.0 every time there
are no changes to make, but this timer is not reset when
SetBlockNotSent or setBlocksNotSent are invoked. So in worst
case, the changed block will be sent over 2 seconds too late.

With this change, changed inventories are updated almost
immediately, but it causes additional connection load.
2016-02-22 19:59:56 +01:00
RealBadAngel 9961185550 Fix getting pointed node
Fixes #3719
Closes #3753
2016-02-22 15:54:32 +01:00
Jeija 31e0667a4a Add Lua interface to HTTPFetchRequest
This allows mods to perform both asynchronous and synchronous HTTP
requests. Mods are only granted access to HTTP APIs if either mod
security is disabled or if they are whitelisted in any of the
the secure.http_mods and secure.trusted_mods settings.

Adds httpfetch_caller_alloc_secure to generate random, non-predictable
caller IDs so that lua mods cannot spy on each others HTTP queries.
2016-02-22 15:39:41 +01:00
Jeija a3892f5a66 Fix HTTPFetchRequest performing a GET request if post_data is supplied
Instead, perform a POST request with post_data.
2016-02-22 15:39:19 +01:00
RealBadAngel b2aabdfe07 Camera: remove auto tune FPS, single view range setting 2016-02-21 18:18:13 +01:00
RealBadAngel 2f4cf0bcca Remove preload_item_visuals code
Closes #3748
2016-02-21 17:46:50 +01:00
RealBadAngel 354635f9fb Dont make fastface if tile is not seamless
Fixes #3378
Closes #3751
2016-02-21 17:30:16 +01:00
Loic Blot c6d7d2097c Little collision.cpp cleanups 2016-02-20 09:44:22 +01:00
gregorycu 60dc01dc25 Fix jumping at node edge 2016-02-19 20:05:58 -05:00
ShadowNinja a44393e43a Don't print locale directory error message when GetText is disabled
Also, downgrade the error to a warning.
2016-02-19 19:56:34 -05:00
Jeija 1b9aef43c9 Ignore spaces in secure.trusted_mods setting 2016-02-19 18:50:42 -05:00
RealBadAngel 5f4ed94d90 Minimap: show player markers 2016-02-19 21:31:22 +01:00
RealBadAngel 5dbaa68967 Camera: Don't count camera offset twice for Nametagged CAOs 2016-02-19 14:52:19 +00:00
ShadowNinja 4827ee1258 Require request_insecure_environment to be called from the mod's main scope
Previously you could steal a secure environment from a trusted mod by wrapping
request_insecure_environment with some code like this:

local rie_cp = minetest.request_insecure_environment
local stolen_ie
function minetest.request_insecure_environment()
	local ie = rie_cp()
	stolen_ie = stolen_ie or ie
	return ie
end
2016-02-19 14:52:10 +00:00
paramat 997be666e3 Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16
'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
2016-02-19 14:51:41 +00:00
RealBadAngel 1ec1a605d6 HOTFIX: fix too agressive block culling 2016-02-18 18:07:28 +01:00
RealBadAngel c3b279750e Move object nametags to camera 2016-02-18 16:43:29 +01:00
est31 4c654557ec Clientiface: remove "value is dummy" from docs
Commit

6a1670dbc3 "Migrate to STL containers/algorithms."

has replaced core::map<T, bool> with std::set<T>, but didn't update
the accompanying comment saying "value is dummy". This happened at
two places.
2016-02-16 23:58:30 +01:00
RealBadAngel 08517244f7 Mapblock mesh: Eliminate meshgen lags 2016-02-16 08:23:32 +00:00
RealBadAngel 7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
Loic Blot 3a74b84007 Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
RealBadAngel cfc8e44759 Use proper variable types for uniform sampler layers 2016-02-14 10:01:30 +01:00
RealBadAngel c17c40a0f5 Formspec: fix broken irrlicht 1.7 build
Fixes #3701.
2016-02-13 22:19:01 +01:00
RealBadAngel 5ca48a35a6 Formspec: recreate item_image_button pressed state for its image and label 2016-02-13 02:35:52 +01:00
est31 bd43933828 Remove unused 'm_selection_active' field
Thanks @ExcaliburZero for noticing. Fixes #3698.
2016-02-13 01:46:12 +01:00
nerzhul fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
Loic Blot 24b312cc08 Drop luaentity_common.h which is not included anywhere 2016-02-11 14:34:34 +01:00
RealBadAngel 9357294cfc Use single box for halo mesh 2016-02-11 13:11:25 +01:00
RealBadAngel c1044b9a4a Set proper GLSL pixel shader version 2016-02-11 09:47:25 +01:00
RealBadAngel f253ff9f1a Dump shader programs on compile errors 2016-02-11 07:13:07 +01:00
Kahrl b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
Auke Kok 47464c9344 Fix backface culling when connecting to new servers.
Introduce a new contentfeatures version (8). When clients
connect using v27 protocol version, they can assume that
the tiledef.backface_culling is trustable, but if clients
connect to servers providing contentfeatures version 7,
then the v27 clients know that backface culling settings
provided by the server in tiledefs are bogus for mesh,
plantlike, firelike or liquid drawtype nodes.

thanks to hmmmm, est31, nerzhul.

Tested on new client - new server, new client - old server
old client - new server.
2016-02-10 00:10:51 +01:00
Loic Blot ba8fa9e889 Fix inverted conditions in shader.cpp 2016-02-09 23:50:37 +01:00
Loic Blot 4e3fe460e3 shader.cpp: don't test twice if shader programs are present
Also use string::empty method, it is better than comparing with empty strings.
2016-02-09 23:19:19 +01:00
RealBadAngel baa7c8f8ad FormSpec: Add StaticTextSpec and superimpose over item image buttons 2016-02-09 03:03:55 -05:00
RealBadAngel eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
Kahrl 180893e79d Remove ClientMap::m_camera_mutex
All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
2016-02-09 07:16:00 +00:00
paramat 4adbd69a37 FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
2016-02-09 07:14:45 +00:00
RealBadAngel 38e7122600 Use inventory_image in the first place for inventory item mesh 2016-02-08 23:13:19 +01:00
RealBadAngel b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
est31 16c7008771 small drawItemStack cleanup
-> Replace the three bool params with an enum
-> Add struct for the static content, leads to less repetition
-> cache enable_animations setting
2016-02-08 00:35:24 +01:00
RealBadAngel 6cd2b3b445 Use meshes to display inventory items 2016-02-07 19:51:55 +01:00
RealBadAngel bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
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
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
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 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
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
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
Duane Robertson 752d820206 Prevent spawning in rivers with valleys mapgen. Remove unecessary whitespace. 2016-01-16 13:05:03 +00:00
sfan5 a58c0f458d Make ItemStack:set_count(0) clear the item stack
fixes minetest/minetest_game#786
2016-01-15 13:44:45 +01:00
Kahrl da686160c3 Make all mesh manipulators in mesh.cpp work with any vertex type
cloneMesh() has to use a switch in order to create a different
mesh buffer type depending on vertex type. (Credit: the new cloneMesh
was written by RealBadAngel.)

To avoid repetitive code, all other methods use getVertexPitchFromType()
to automatically adapt the indexing to the vertex type at runtime.
2016-01-15 04:18:32 +01:00
Duane Robertson 3c6b2ffb10 Add Valleys mapgen. 2016-01-14 05:04:29 +00:00
paramat b4cbcaea26 Mgv7/flat/fractal: Place biome top node on tunnel entrance floor 2016-01-14 04:43:50 +00:00
paramat 8fc8cb819b Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
2016-01-11 01:32:20 +00:00
paramat 3e0ea3c6ed Mgflat: Set blank default spflags. Unhide 2016-01-10 04:07:47 +00:00
ASL97 106d4b7d05 Cache disable_anticheat and check it for "interacted_too_far" 2016-01-09 16:24:22 -05:00
Dalai Felinto 9943ae3f1a New 3D Mode: Pageflip
The pageflip mode requires a stereo quadbuffer, and a modern graphic
card. Patch tested with NVidia 3D Vision.

The mini-map is not drawn, but that's what is done for topbottom and
sidebyside modes as well.

Also most of the time the user would prefer the HUD to be off. That's
for the user to decide though, and toggle it manually.

Finally, the interocular distance (aka eye separation) is twice as much
as the "3d_paralax_strength" settings. I find this a strange design
decision. I didn't want to chance this though, since it's how the other
3d modes interpret this settings.
2016-01-09 16:52:29 +01:00
gregorycu 9c77725653 Replace instance of readsome with read in decompressZlib Make decompressZlib more robust 2016-01-09 02:28:35 +00:00
est31 57a461930b Fix redis error reporting
Previously, we assumed that reply->str was NULL
terminated. However, this turned out to be not true,
as users reported crashes in strlen connected to
where reply->str was appended to an std::string.

Use the method recomended by the docs, to read the
length separately.
2016-01-08 15:37:11 +01:00
paramat 0bbbc6e13d Liquids: Flow into and destroy 'floodable' nodes
Add new node property 'floodable', default false
Define "air" as floodable = true in C++ and lua
2016-01-07 05:57:19 +00:00
gregorycu e7e9171f37 Fix for commit 87dcee6 It uses the wrong variable and only covers some use cases. This change covers all use cases. 2016-01-04 07:50:39 +01:00
gregorycu 09a6910dc7 Add MinSizeRel and RelWithDebInfo to MSVCBuildDir check 2016-01-03 15:38:20 +01:00
gregorycu 87dcee6ac2 Prevent technically unsafe access with empty vector 2016-01-03 15:37:49 +01:00
Perttu Ahola 64c060e1f2 filesys: safeWriteToFile(): Remove the target file before rename only on Windows
Removing the target file on other platforms was enabled likely unintentionally
by commit 5f1f1151d3.

This may be the reason why there has been corruption of files on Linux on hard
shutdowns.

Previously I described the problem and this fix in issue #3084.
2016-01-01 18:21:18 +02:00
est31 a142e4f4b2 Fix client crashing when connecting to server
My commit

e2d54c9f92 "shutdown when requested from lua in singleplayer too"

broke minetest's feature to connect to servers. The client crashed
after the connection init was complete.

Thanks to @sofar for reporting the bug.

Fixes #3498.
2015-12-30 00:50:50 +01:00
ShadowNinja 9719aded54 Fix cache path with RUN_IN_PLACE
If an `XDG_CACHE_HOME` can't be found or `RUN_IN_PLACE` is enabled,
`path_cache` is left at its default of `$PATH_USER/cache`
(at a time when `PATH_USER` is `..`), rather than being reset to
`$PATH_USER/cache` after `PATH_USER` has been properly set.
2015-12-30 00:14:30 +01:00
Rogier cb30facda0 Include custom error message in all SQLite3 exceptions.
And replace manual tests for error with SQLOK() where possible.
2015-12-30 00:09:02 +01:00
Rogier c6bb6f99d1 Handle SQLITE_BUSY errors gracefully
This allows other applications (e.g. minetestmapper) to interrogate
the database while minetest is running, without causing an almost
certain minetest crash.
2015-12-30 00:08:56 +01:00
qiukeren 848b050a56 Add macos/freebsd missing endian.h include and add win endianness info 2015-12-29 23:03:30 +01:00
Sapier 1735c20549 Revert "Refactoring and code style fixes in preparation of adding mesh typed items"
This reverts commit f14e7bac54.

Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
2015-12-29 19:55:50 +01:00
Sapier 25d128da36 Revert "Add support for using arbitrary meshes as items"
This reverts commit 91bafceee6.

Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
2015-12-29 19:53:38 +01:00
Sapier 61cb4d52a6 Make collisionMoveSimple time overflow message written to log/show up at max once per step 2015-12-29 17:02:17 +01:00
Sapier 91bafceee6 Add support for using arbitrary meshes as items 2015-12-29 16:27:06 +01:00
Sapier f14e7bac54 Refactoring and code style fixes in preparation of adding mesh typed items 2015-12-29 16:27:06 +01:00
est31 e2d54c9f92 shutdown when requested from lua in singleplayer too
Before, minetest.request_shutdown didn't shut down
singleplayer instances or server instances from the server tab.

This commit fixes this. Fixes #3489.
2015-12-29 00:40:22 +01:00
est31 8a46c5df1c Database backends: fix bug, and small speedup
-> Redis backend: break from switch to fix bug
-> Dummy and redis backends: reserve the count so that creating the list is faster
2015-12-29 00:39:42 +01:00
Sapier 5de8e026a3 Fix lua object:get_properties() being broken 2015-12-21 00:27:13 +01:00
est31 f192a5bc43 Fix missing pop
Previous commit

70ea5d552e "Add support for limiting rotation of automatic face movement dir entitys"

by sapier has broken minetest's feature to open worlds. This was due to a
missing stack pop operation.

Thanks to @oleastre for reporting this bug and suggesting the fix.
2015-12-20 03:36:47 +01:00
Sapier 70ea5d552e Add support for limiting rotation of automatic face movement dir entitys 2015-12-19 17:00:36 +01:00
Sapier 06632205d8 Android: Implement Autohiding button bars to cleanup screen 2015-12-18 20:35:54 +01:00
Sapier 6a7e1667f6 Android: Fix pressed buttons not beeing cleared on opening menu 2015-12-17 20:43:25 +01:00
BlockMen 9eee3c3f46 Add option to give every object a nametag
or change the nametag text of players
2015-12-15 23:32:19 +01:00
asl97 19f73e4efc Get movement setting instead of hard coded value 2015-12-15 23:20:15 +01:00
paramat c26eb87aec Mgfractal: Add 3D and 4D fractals
3D Mandelbrot/Mandelbar
3D Christmas Tree
3D Mandelbulb
3D Cosine Mandelbulb
4D Mandelbulb
Plus corresponding julia set for each
Add credits for formulas
Rename parameter 'formula' to 'fractal'
Speed optimisations
2015-12-15 04:18:19 +00:00
BlockMen aed10765f2 Fix events on Windows 2015-12-11 23:08:14 +01:00
est31 8e3602f694 Fix some setting documentation
* Horizontal and vertical are used wrongly. Use height and width because
	horizontal/vertical describes different things. Thanks @kilbith for pointing out.
* Update minetest.conf.example and settings_translation_file.cpp
* Correct maximum/minimum copy paste mistake.
2015-12-10 19:08:03 +01:00
ShadowNinja 696148e298 Fix Event implementation
On non-windows platforms this just used a semaphore,
which meant that multiple calls to signal() would
result in wait() returning multiple times.
2015-12-07 13:53:56 -05:00