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* Get biome list: Downgrade missing biome message to infostreamparamat2017-03-16
| | | | | | | | | | It is harmless for a biome listed in an ore or decoration registration to be missing. Now that we are registering certain biomes or not based on options (such as floatland biomes), the biome lists in ore and decoration registrations trigger these error messages, avoiding these error messages would need a large amount of duplication of ore and decoration registrations.
* Sneak: Fix various problems with sneakingsfan52017-03-16
| | | | | | | | | | Sneaking won't actually hover you in the air, releasing shift guarantees not falling down (same as in MC). Sneak-jump no longer goes higher than a normal jump (^ was required for this). Sneaking no longer avoids fall damage. You can sneak on partial nodes (slabs, sideways slabs) correctly. Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4). Can't jump when sneaking out as far as possible (breaks the sneak ladder).
* lua_api: Document minetest.features (#5311)SmallJoker2017-03-15
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* Use true distance for block priority.Lars Hofhansl2017-03-15
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* Fix undefined references (#5400)Wayward One2017-03-15
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* Fix two nul deref if digging unknown nodes. (#5398)Auke Kok2017-03-15
| | | Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
* Add disclaimer to client_lua_api.txt (#5391)rubenwardy2017-03-14
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* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Add enable_client_modding param (default: false)nerzhul2017-03-13
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* [CSM] Add `on_punchnode` callbackred-0012017-03-13
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* [CSM] Add `get_node` and `get_node_or_nil`red-0012017-03-13
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* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
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* [CSM] storage + fixesLoic Blot2017-03-13
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* [CSM] Improve security for client-sided mods (#5100)red-0012017-03-13
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* [CSM] implement client side mod loading (#5123)Loïc Blot2017-03-13
| | | | | | | | | * client side mods are located in clientmods/ * move builtin/preview.lua to clientmods/preview/init.lua as a preview mod * refactor ModConfiguration class to work properly with client and server using child objects * move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server * remove mods.{cpp,h} unused functions * use UNORDERED_SET instead of std::set in some modspec storages
* [CSM] Add local formspecs. (#5094)red-0012017-03-13
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* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
| | | | | | | | | | * squashed: CSM: Implement register_globalstep * Re-use fatal error mechanism from server to disconnect client on CSM error * Little client functions cleanups * squashed: CSM: add core.after function * core.after is shared code between client & server * ModApiUtil get_us_time feature enabled for client
* [CSM] Add client-sided chat commands (#5092)red-0012017-03-13
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* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
| | | | | | * Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
* [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)red-0012017-03-13
| | | | * squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
* GUI: Allow texture packs to customize the progress bar (#5368)kilbith2017-03-13
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* Save metainfo for falling nodesVladislav Tsendrovskii2017-03-11
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* Enable server side occlusion culling by default.Lars Hofhansl2017-03-11
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* Allow server side occlusion culling.Lars Hofhansl2017-03-11
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* Do not increase breath if at full breath.Auke Kok2017-03-11
| | | | | Prevents the server from sending TOCLIENT_BREATH packets every 0.5seconds, if there is no reason to.
* database-redis: Support password authenticationsfan52017-03-11
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* Climb speed: Increase default setting from 2 to 3paramat2017-03-11
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* Minimap: Optimisenumber Zero2017-03-11
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* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
| | | | | | | | | | | This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
* Optimize item.luatenplus12017-03-10
| | | | Replace slow ItemStack get_definitions with registered_nodes one's and cached playername as it's used multiple times. Also removed local item = itemstack:peek_item() as it is never used.
* GUI: Convert loading screen's progress bar to image (#5362)kilbith2017-03-10
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* CI: Add memleak checking using valgrind (#5350)Loïc Blot2017-03-06
| | | Add a new step to check memleaks on our current unit tests suite
* Update .appdata and .desktop filesJuhani Numminen2017-03-05
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* Dungeons: Use 'block' instead of 'brick' for nodebox stairsparamat2017-03-05
| | | | | Affects only sandstone dungeons. Nodebox stairs made from 'sandstone_block' look better because every step is undivided.
* Font: attempt fallback font, abort if no fonts found.Auke Kok2017-03-05
| | | | | | | | | | | | If you happen to have a font_path setting that is incorrect, minetest will just attempt to start the gui without a valid font which leads to a segfault later on. We can attempt to load the fallback font path fairly easy, but if that fails we should give up with a proper error message and not a weird segfault later. This forces an abort() if the fallback fails as well, and prints a useful error message to the console.
* README.txt: Clarify loading of minetest.confFixer2017-03-05
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* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
| | | | | | | | * Add minetest.spawn_falling_node(pos) * lua_api.txt: Add minetest.spawn_falling_node(pos) * Update minetest.spawn_falling_node(pos)
* FormSpec: Add position and anchor elements (#5284)adelcoding12017-03-04
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* Fixed spelling mistakes (#5312)Bond-0092017-02-27
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* Dungeongen: Add and improve parametersparamat2017-02-26
| | | | | | | | | | | | | | | | | | Add: Bool for 'only_in_ground'. Min and max corridor length. Min and max room size with X, Y, Z components. Min and max large room size with X, Y, Z components. 'only_in_ground = false' allows core mapgens to create structures in air and water using dungeongen. Corridor length parameters replace a fixed random range. Room size parameters replace the former system where one parameter 'roomsize' was added to fixed random ranges. All parameters are set for no change to current dungeon behaviour. Remove some now-redundant and long-unused code.
* Fix crash that can be caused by the shutdown command. (#5292)red-0012017-02-25
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* Fix wrong meta key in item meta on ItemStack constructionrubenwardy2017-02-22
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* Fix the documentation for `minetest.is_yes` (#5276)red-0012017-02-20
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* Fixes for colorwallmounted and colorfacedir nodesDániel Juhász2017-02-18
| | | | | | Correct node placement prediction for attached colorwallmounted nodes. Correct placement direction for colorfacedir and colorwallmounted nodes. Correct detatch mechanism for attached colorwallmounted nodes.
* Voxelmanip: Do not emerge or blit to blocks over map gen limitparamat2017-02-18
| | | | | | | | | | | | | | | Placing a structure that extends into mapblocks that extend past map_gen_limit causes a crash. For example a sapling growing at the world edge which adds leaves beyond the edge, or placing a structure using the lua voxelmanip, or placing a schematic or l-system tree. Do not run the 'load_if_inexistent' block of code if the mapblock is over limit, this also marks the mapblock with the flag VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those mapblocks. This fix therefore uses existing functionality by having the same effect as the 'load_if_inexistent' bool being false.
* Multiplayer menu: fix attempt to open nonexistant imagekilbith2017-02-18
| | | | | | | | Since local servers and local favorites have no ping value (these are only provided by the server) we shouldn't load a broken image filename. Fixes #5238
* Statbars.lua: Cache enable_damage settingtenplus12017-02-18
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* Fix not being able to damage players in minimal (#5266)red-0012017-02-18
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* Use the `ARRLEN` macro in more places and remove an unused macro. (#5260)red-0012017-02-18
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