Ekdohibs [Wed, 22 Mar 2017 02:25:16 +0000 (03:25 +0100)]
Fix problems when overriding the hand:
- If the hand can dig a node the item wielded can't, allow to dig it anyway.
- Fix the API callbacks from setting the hand instead of the wielded item.
Add Joystick type detection and Xbox controller support
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
* Proper support for continuation indents in clang format
* make src/wieldmesh.h proper and remove it from whitelist
* Add CLion default build directories in .gitignore
Loic Blot [Thu, 6 Apr 2017 07:10:59 +0000 (09:10 +0200)]
Move LINT process in dedicated shell & fix
Move lint to dedicated shell permit to use it from your shell easily to check what is wrong
Also fix recent regressions in code style
paramat [Sun, 12 Mar 2017 13:26:09 +0000 (13:26 +0000)]
Cavegen/Mgv5/Mgv7: Add optional giant caverns
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
minetest.after(): simplify further, pause in singleplayer (#5500)
Using the `dtime` value entirely, this will stop the clock
if the game is paused in singleplayer. Since most of the
clocks were fixed a long time ago, this should again be
safe to use.
paramat [Wed, 29 Mar 2017 02:40:30 +0000 (03:40 +0100)]
Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
paramat [Thu, 23 Mar 2017 00:18:59 +0000 (00:18 +0000)]
Map generation limit: Make per-world
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
Loïc Blot [Sat, 25 Mar 2017 18:12:18 +0000 (19:12 +0100)]
Add clang format & skip build if no source file modified (#5433)
* [BUILD] Add clang format + build skipping
* Add clang-format tool to check codestyle.
Warning: it check the whole modified file, not the diff part, it's why it's lazy. Please also look if rules are perfect, i take the Linux codestyle from LLVM site
Fix issue #5415
* Skip building project if no file is modified
* Fix a wrong brace to trigger LINT
Loïc Blot [Wed, 22 Mar 2017 20:41:02 +0000 (21:41 +0100)]
Some performance optimizations (#5424)
* Some performance optimizations
This is globally removing some memory useless copy
* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
* pass some stack created strings to static const as they are not modified anywhere
* Camera: return nametags per const ref instead of a list pointer, we only need to read it
* INodeDefManager: getAll should be a result ref writer instead of a return copy
* INodeDefManager: getAlias should return a const std::string ref
* Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
* CNodeDefManager::updateAliases: prevent a idef getall copy
* Profiler: constness
* rollback_interface: create real_name later, and use const ref
* MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
* MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
* MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
paramat [Mon, 13 Mar 2017 21:35:29 +0000 (21:35 +0000)]
Map generation limit: Rewrite
The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.
First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
Loïc Blot [Sun, 19 Mar 2017 12:18:52 +0000 (13:18 +0100)]
Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag