Commit Graph

6879 Commits

Author SHA1 Message Date
rubenwardy a039d981ac Change README to Markdown format, add LICENSE.txt (#6244) 2017-08-18 10:47:40 +02:00
Loic Blot 951f1201c4
Modernize various files (src/k*, src/l*)
* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
2017-08-18 08:21:01 +02:00
Loic Blot 1d086aee7c
Modernize various files (part 2)
* range-based for loops
* emplace_back instead of push_back
* code style
* C++ headers instead of C headers
* Default operators
* empty stl function
2017-08-18 08:07:59 +02:00
Loic Blot 55ab4264dc
Modernize various files
* range-based for loops
* emplace_back instead of push_back
* code style
* C++ headers instead of C headers
* Default operators
* empty stl function
2017-08-18 07:44:52 +02:00
Loïc Blot 13e995b811 Modernize src/c* src/d* and src/e* files (#6263)
* Modernize src/c* src/d* and src/e* files

* default operator
* redundant init
* delete default constructors on CraftDefinition childs (never used)
* fix some missing init values
* const ref fix reported by clang-tidy
* ranged-based for loops
* simple conditions & returns
* empty stl function instead of size
* emplace_back stl function instead of push_back + construct temp obj
* auto for some iterators
* code style fixes
* c++ stl headers instead of C stl headers (stdio.h -> cstdio)
2017-08-17 23:02:50 +02:00
Loïc Blot 921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loïc Blot c738d1eeab clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)
* 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
2017-08-17 20:23:54 +02:00
Loïc Blot 9bd18874a1 Reduce dedicated server step to 0.09 (#6252)
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
2017-08-17 19:16:02 +02:00
Loic Blot 8432efa308
Typo fix in compat code from commit 1d8d01074f 2017-08-17 19:15:12 +02:00
Loic Blot b204bc4da9
clientmap, clientmedia: code modernization
* 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
2017-08-17 08:26:52 +02:00
Loic Blot 3e80bf933f
l_server, clientenvironment, clientiface: code modernization
* use range-based for loops
* use refs on some exceptions & one setter
2017-08-17 08:11:39 +02:00
Vitaliy 9c8fec83af New lighting curve (#5279)
* New lighting curve

* Make polynomial lighting curve

* Update default lighting settings
2017-08-17 00:23:20 +02:00
Loïc Blot 1d8d01074f ClientInterface: add a function to verify (correctly) if user limit was reached (#6258)
* 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)
2017-08-16 23:48:29 +02:00
Loïc Blot 85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
Loic Blot 816bca32ac
client.cpp: modernize code
* Range based for loops
* Empty operator on stl containers
2017-08-16 08:53:52 +02:00
Loic Blot 90dfafcda2
cavegen.cpp, chat.cpp: modernize code 2017-08-16 08:26:04 +02:00
Loïc Blot 9dd0f952e0 Modernize client code (#6250)
* 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
2017-08-15 20:30:30 +02:00
Loic Blot 64c7a689ad
bab.cpp: code modernization
* Use for range based loops
* Simplify some tests
* Code style fixes
2017-08-15 09:39:58 +02:00
Loic Blot 342e9336ae
server.cpp: code modernization
* 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
2017-08-15 09:30:31 +02:00
Loic Blot 618e0dd417
Lint fix on localplayer.h 2017-08-15 09:15:04 +02:00
paramat 940bd93e88 Advanced settings: Re-organise mapgen settings for ease of use
Add a comment about the auto-generated minetest.conf.example possibly
appearing in the bin folder.
2017-08-14 12:53:12 +01:00
Dániel Juhász 71b02d626f Make dropped items colorable 2017-08-14 12:52:13 +01:00
Hybrid Dog 4493d47a51 L-system: Fix leaves cutting through stems 2017-08-14 12:38:21 +01:00
Loic Blot 3eb9ff555f
Player::getSpeed/setSpeed use const refs 2017-08-14 10:56:06 +02:00
Loic Blot ab9f3b92f2
Player class: disable copy 2017-08-14 10:52:59 +02:00
Loic Blot 182bd6ab45
Various server.cpp cleanups
* Modernize many for loops
* Use constness on many loops
* use empty function on many strings tests
* various code style fixes
2017-08-14 01:06:12 +02:00
Loic Blot 5d06ecb366
Server::AsyncRunStep + Server::sendAddNode: modernize code
* 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
2017-08-14 00:44:45 +02:00
Loic Blot 725a0f56db
LocalPlayer::accelerateHorizontal: cleanups
* Properly use v3f default constructor
* v3f d_wanted = target_speed - m_speed; and d_wanted = target_speed * 0.1f - m_speed * 0.1f; can be factorized to d_wanted = (target_speed - m_speed) * 0.1f; => d_wanted *= 0.1f;
2017-08-13 23:08:17 +02:00
Loic Blot d65d6160d8
Cleanup LocalPlayer::applyControl
* 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
2017-08-13 23:02:32 +02:00
Wuzzy 2ea26e655d Add slippery group for nodes (players/items slide) 2017-08-13 21:39:08 +01:00
SmallJoker 4381fe0a0a Trigger on_rightclick regardless on the formspec meta field
Document behaviour for older clients.
2017-08-13 21:37:30 +01:00
Wuzzy fa7fe40509 Add short description for disabled texture packs 2017-08-13 21:35:53 +01:00
TeTpaAka 028c9f899f Change “Use” key name to “Special” 2017-08-13 21:35:42 +01:00
Fixer e44f13aecb Full viewing range key message clarified
To make it sound less confusing to players
2017-08-12 19:37:53 +01:00
Ben Deutsch 9ef9c72e5a Remove cloud_height setting
With the cloud API, the cloud_height setting has become obsolete
and replaceable by a mod. It, and supporting code, can be
removed.
2017-08-12 19:37:53 +01:00
Hybrid Dog 7e23532bc2 Abort if static_spawnpoint is an invalid setting instead of just giving an error log 2017-08-12 19:37:53 +01:00
paramat 3aab517775 Mgv5: Make spawn position search more reliable 2017-08-12 19:37:53 +01:00
Loic Blot bb1c711586
ServerEnvironment::step: modernize loops
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
2017-08-11 09:57:27 +02:00
paramat a4048e4e2e Mgv7: Raise spawn point by 1 node for no mountain case 2017-08-09 11:06:33 +01:00
paramat 3d0e8a691f Step height: Add as a player object property
Add settable player step height using the existing object property.
Breaks compatibility with old clients, add to protocol version 35.
2017-08-09 11:06:22 +01:00
Jens Rottmann 7cd1251d83 Minimap: Leaner minimap arrow makes it easier to see the direction
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.
2017-08-09 11:04:09 +01:00
Wuzzy f3394095a1 Key change menu: Expose more keys 2017-08-09 11:00:24 +01:00
Juozas 837328fbac Fix error not printed to console when no name is provided
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
2017-08-09 02:04:06 +01:00
Zeno- b9ab51dd81 Update credits (#6228) 2017-08-09 00:11:41 +10:00
SmallJoker 154b61ac5e Singleplayer: Pause game in the key change dialog
Fixes #6201. @t0ny2 pointed to the right place. Thanks!
2017-08-07 15:29:46 +02:00
JRottm 8325d7f482 Start off newly generated worlds early at sunrise, 5:15am (#6211)
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.

It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
2017-08-05 21:08:21 +02:00
Jens Rottmann 248a1a8d65 Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.

The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
2017-08-05 12:38:11 +02:00
Jens Rottmann 0c893ea123 Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:

Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.

Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.

Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
2017-08-05 12:38:11 +02:00
Thomas--S e63df5ce80 Sort box corners correctly 2017-08-04 21:57:50 +02:00
Wuzzy 86c0b27c33 Update minetest.conf.example for keymap_slot* 2017-08-04 21:52:32 +02:00