Aleksey Vorona [Wed, 2 Mar 2016 18:13:11 +0000 (10:13 -0800)]
Fix a mistake in the world format documentation
Fixed a minor mistake that made it appear as if the inventory
is serialized multiple times - once per each variable. In fact
it is serialized once per each node.
Duane Robertson [Sat, 27 Feb 2016 02:41:13 +0000 (20:41 -0600)]
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.
paramat [Sun, 21 Feb 2016 13:28:34 +0000 (13:28 +0000)]
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
orwell96 [Mon, 1 Feb 2016 18:29:53 +0000 (19:29 +0100)]
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.
est31 [Mon, 22 Feb 2016 16:43:42 +0000 (17:43 +0100)]
Android: hardcode leveldb revision
Newest leveldb commit breaks build.
With no fix in sight, there is no other way
than to fall back to the last working leveldb
revision, and hardcode it.
Jeija [Thu, 18 Feb 2016 10:38:47 +0000 (11:38 +0100)]
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.
ShadowNinja [Thu, 18 Feb 2016 21:06:07 +0000 (16:06 -0500)]
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
paramat [Wed, 17 Feb 2016 02:39:21 +0000 (02:39 +0000)]
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()
Auke Kok [Sun, 24 Jan 2016 03:53:27 +0000 (19:53 -0800)]
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.
Kahrl [Sun, 7 Feb 2016 03:24:24 +0000 (04:24 +0100)]
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().
paramat [Thu, 4 Feb 2016 01:03:31 +0000 (01:03 +0000)]
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
Diego Martinez [Thu, 4 Feb 2016 12:58:44 +0000 (09:58 -0300)]
builtin: Fix `print` crashing on nil "holes".
The engine implementation of `print` packs the varargs into a
table and passes the table directly to `table.concat`. If you
pass any value not supported by `table.concat` (particularly
`nil`), the server crashes. This is unexpected behavior, as
`print` is supposed to be able to work with anything.
This patch changes the implementation so it first converts
all arguments using `tostring`, which fixes the issue and
makes the custom `print` function compatible with the stock
Lua behavior.
paramat [Sun, 31 Jan 2016 04:23:46 +0000 (04:23 +0000)]
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
Duane Robertson [Sun, 31 Jan 2016 08:59:15 +0000 (02:59 -0600)]
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.
Auke Kok [Thu, 21 Jan 2016 09:07:38 +0000 (01:07 -0800)]
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.
Auke Kok [Sun, 24 Jan 2016 07:06:26 +0000 (23:06 -0800)]
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.
est31 [Thu, 28 Jan 2016 22:53:58 +0000 (23:53 +0100)]
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.