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Commits on Aug 5, 2018
  1. Allow use system enet

    proller committed Aug 5, 2018
Commits on Jun 10, 2018
  1. Update external libs

    proller committed Jun 10, 2018
Commits on May 26, 2018
  1. Fix build on ubuntu bionic

    proller committed May 26, 2018
Commits on Jul 26, 2017
  1. Use ccache for building

    proller committed Jul 26, 2017
Commits on Jul 16, 2017
  1. Fix

    proller committed Jul 16, 2017
Commits on Jun 2, 2017
  1. Static view range

    alexxvk authored and proller committed Jun 2, 2017
  2. Remove old code

    alexxvk authored and proller committed Jun 2, 2017
Commits on May 26, 2017
  1. Merge pull request #280 from alexxvk/ninja

    proller committed May 26, 2017
    Enable coloured error messages when using Ninja.
Commits on May 25, 2017
Commits on Apr 29, 2017
Commits on Apr 16, 2017
  1. windows: update libs

    proller committed Apr 16, 2017
  2. android fixes

    proller committed Apr 16, 2017
Commits on Apr 15, 2017
  1. update submodules

    proller committed Apr 15, 2017
Commits on Dec 29, 2016
  1. update submodules

    proller committed Dec 29, 2016
  2. Use the outgoing split sequence number for every outgoing packet (#4864)

    Rogier-5 authored and nerzhul committed Dec 29, 2016
    (instead of the last incoming sequence number...)
    
    Fixes #4848
  3. Buildbot: Update Gettext version (#4971)

    sfan5 authored and nerzhul committed Dec 29, 2016
Commits on Dec 28, 2016
  1. Redo light.cpp.

    sofar committed Dec 9, 2016
    Remake the light_decode_table.
    
    The table starts out without pre-filled in values since those
    are always discarded by the code apparently. We calculate a
    pseudo curve with gamma power function, and then apply a new
    adjustment table.
    
    The adjustment table is setup to make the default gamma of 2.2
    look decent: not too dark at light level 3 or so, but too dark
    at 1 and below to be playable. The curve is much smoother than
    before and looks reasonable at the whole range, offering a
    pleasant decay of light levels away from lights.
    
    The `display_gamma` setting now actually does something logical:
    the game is darker at values below 2.2, and brighter at values
    above 2.2. At 3.0, the game is very bright, but still has a good
    light scale. At 1.1 or so, the bottom 5 light levels are virtually
    black, but you can still see enough detail at light levels 7-8,
    so the range and spread is adequate.
    
    I must add that my monitor is somewhat dark to begin with, since
    I have a `hc` screen that doesn't dynamic range colors or try to
    pull up `black` pixels for me (it is tuned for accurate color and
    light levels), so this should look even better on more dynamic
    display tunings.
  2. Dont compare short with bool (#4963)

    adrido authored and est31 committed Dec 28, 2016
    Fixes a compiler warning on MSVC
Commits on Dec 27, 2016
  1. update submodules

    proller committed Dec 27, 2016
Commits on Dec 26, 2016
  1. Irrlicht 1.9 support

    sfan5 committed Dec 24, 2016
  2. Various anticheat improvements

    sfan5 committed Dec 22, 2016
    * Calculate maximum interact distance from wielded tool
    * New "interacted_while_dead" cheat_type for the Lua API
    * Disallow dropping items while dead
    * Move player to spawn before resurrecting them
Commits on Dec 24, 2016
  1. Add gradle wrapper (#4954)

    nerzhul committed Dec 24, 2016
    Gradle wrapper permit to use multiple gradle versions across OS versions
  2. Move PP() and PP2() macros to basic_macros.h

    Rogier-5 authored and paramat committed Dec 13, 2016
    Instead of redefining them everywhere.
  3. Process ABMs in a spherical volume instead of cubic

    lhofhansl authored and paramat committed Dec 10, 2016
    Increase active_block_range default to a 3 mapblock radius.
  4. Shaders: Remove unnecessary 'if' statements

    lhofhansl authored and paramat committed Dec 8, 2016
    Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating
    it for each fragment.
    Remove if (fogDistance != 0.0).
  5. Make minetest abort on lua panic

    Rogier-5 authored and paramat committed Jul 25, 2016
    Currently, lua does a regular exit() after a lua panic, which can make
    a problem hard to debug. Invoking FATAL_ERROR() instead will print
    some useful information, and abort() minetest, so that a debugger can
    be used to analyze the situation.
Commits on Dec 23, 2016
Commits on Dec 22, 2016
  1. Continue with 0.4.15-dev

    sfan5 authored and est31 committed Dec 22, 2016
  2. Bump version to 0.4.15

    sfan5 authored and est31 committed Dec 22, 2016