paramat [Wed, 15 Nov 2017 23:52:31 +0000 (23:52 +0000)]
Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes
No longer decide placement on 'buildable_to' parameter.
Dust nodes only look acceptable placed on cubic nodes.
Modders may not want to make their plantlike decorations 'buildable_to'.
Auke Kok [Thu, 9 Nov 2017 06:40:59 +0000 (22:40 -0800)]
Sounds: Add falling node sounds
Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
Fix issue Minetest crash when custom font path is not exist
We try to use default fallback for both mono and main font when custom font path is not exist. This way, if Minetest is not corrupted, we could avoid crash.
paramat [Wed, 11 Oct 2017 00:06:40 +0000 (01:06 +0100)]
Biome API: Add decoration flags for underground decorations
Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.
Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.
Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
raymoo [Sat, 28 Oct 2017 08:30:50 +0000 (01:30 -0700)]
Fix default item callbacks to work with nil users (#5819)
* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
Lars Hofhansl [Thu, 26 Oct 2017 06:10:33 +0000 (23:10 -0700)]
Reduce server FOV with forward speed
This causes blocks in front of the player to be rendered sooner and
blocks in the periphal view (that would soon be out of view) a bit later.
Overall this leads to smoother rendering as the player is moving around.
Improvements/fixes for noise parameter input in advanced settings
Formspec input for each individual noise parameter and flag.
Allow noise flags to be set in advanced settings, previously only settable
in minetest.conf.
Standardise 'group format' for noise parameters set in minetest.conf, as
only these support noise flags. However the older 'single line' format is
still accepted to support existing minetest.conf files.
Therefore auto-generate minetest.conf.example with noise parameters in
'group format'.
Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or
'noise_params_3D', the dimension number is displayed in the advanced
settings edit page.
Lars Hofhansl [Sun, 1 Oct 2017 01:54:43 +0000 (18:54 -0700)]
Retrieve a small cone of blocks in the direction of the players velocity.
This helps retrieving the right set of blocks when the player is falling,
traveling on cart, or in general traveling in a direction different from
the view direction.
paramat [Mon, 9 Oct 2017 19:13:10 +0000 (20:13 +0100)]
Simple decorations: Make 'place_offset_y' usable with simple decorations
Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
DTA7 [Mon, 2 Oct 2017 23:23:49 +0000 (01:23 +0200)]
Smooth lighting: Fix light leaking through edge-connected corners
For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
Loic Blot [Mon, 9 Oct 2017 22:47:37 +0000 (00:47 +0200)]
NetworkPacket::putRawPacket: resize m_data to datasize + memcpy
In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
paramat [Sun, 8 Oct 2017 20:08:52 +0000 (21:08 +0100)]
Simple decorations: Add 'param2_max' parameter for random param2
If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
Stratum ore: Allow use with no noise for simple horizontal strata
If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Loïc Blot [Sat, 30 Sep 2017 10:00:05 +0000 (12:00 +0200)]
Make Player::peer_id server-side only and add getters and setters (#6478)
* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
Add static_save property to luaentites to not save them statically. (#5112)
* Add no_static_save property to luaentites to not save them statically.
This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead.
* Use positive meaning for static_save object property
* Invert meaning also for the LUA parameter
Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'.
u16 peer_id is used everywhere, to be more consistent and permit some evolutions on this type in the future (i'm working on a PoC), uniformize u16 peer_id to SessionId peer_id
Loïc Blot [Mon, 25 Sep 2017 22:11:20 +0000 (00:11 +0200)]
Implement mod communication channels (#6351)
Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
Positional sound: Limit volume when closer than 1 node
Change OpenAL distance model from AL_INVERSE_DISTANCE to
AL_INVERSE_DISTANCE_CLAMPED to avoid excessive volume when very close
to the sound location, for example MTG doors, and MTG fire sounds which
are combined at an average position and often located in air nodes.
Because AL_REFERENCE_DISTANCE has been reduced to 1 node (the distance
under which gain is clamped), multiply volume by the same factor to keep
sound gains the same as before, since the gain is calculated as:
Biome API: Revert biomes, decos, ores being relative to water level
Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
Biome generation: Fix layers of 'filler' nodes at biome y limits
Error was exposed by commit a1389c38658fe69c3bd25c3099bae9a4e51ed401
'nplaced' was not set to U16_MAX when biome 'stone' was placed, so when
biome was recalculated in a column of stone, the 'nplaced' value
caused a few remaining filler nodes to be placed.
Occurs when the lower biome has a deeper depth of 'top' plus 'filler'
than the upper biome.