| Commit message (Collapse) | Author | Age |
| |
|
|
|
| |
Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
* Add minetest.spawn_falling_node(pos)
* lua_api.txt: Add minetest.spawn_falling_node(pos)
* Update minetest.spawn_falling_node(pos)
|
| |
|
|
|
|
|
|
| |
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
|
| |
|
|
|
|
| |
chatcommand. (#5252)
|
| |
|
|
|
|
| |
(#5153)
|
|
|
|
|
| |
These are needed to go from things like entity yaw to a vector
and vice versa.
|
|
|
|
|
| |
Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
|
| |
|
| |
|
|
|
| |
Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
|
|
|
|
|
| |
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
|
| |
|
| |
|
|
|
| |
core.auth_table is not supposed to be accessed directly.
|
|
|
|
|
| |
If the object pos is over limit, 'add entity' will not add an entity,
causing 'obj' to be nil.
|
| |
|
|
|
|
|
|
|
| |
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
|
|
|
| |
This will only happen if the formname matches or if formname is "".
|
| |
|
|
|
|
|
|
|
|
|
|
| |
If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.
This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes #4778 which was about the error:
ServerError: Lua: Runtime error from mod '' in callback item_OnPlace():
/usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value)
The issue was a regression of commit 649448a2a91fbf3e944b2f2e739f4e2292af1df0
"Rename nodeupdate and nodeupdate_single and make them part of the official API"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API.
As nodeupdate has been used by Minetest Game and in mods despite of not
being part of the official API, we ease the transition by still supporting
it for the 0.4.15 release. After the release, the two functions can be removed.
The removal will not violate the stability promise, as that promise only
includes the official and documented API.
Also, make some formerly global functions local. They most likely haven't
been used by mods, therefore they won't get stubs with deprecation warnings,
hard erroring directly.
|
|
|
|
|
|
|
|
| |
Original commit by t4im, rebased and developed by paramat.
Fix CONTENT_IGNORE being replaced by falling nodes or causing large
areas of sand to collapse into itself.
Format some conditional code for clarity.
Add and clarify some comments.
|
|
|
|
|
|
|
| |
- interact
- shout
- privs
- basic_privs
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
The fallback vector is in case 'wallmounted to dir' is nil due
to voxelmanip placing a wallmounted node without resetting a
pre-existing param2 value that is out-of-range for wallmounted.
The fallback vector corresponds to param2 = 0.
|
|
|
|
|
| |
Adds a flag to forceload_block which lets you turn off persistence for
that forceload.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Add 'core.LIGHT_MAX = 14' to builtin/game/constants.lua with the intention
to replace misplaced 'default.LIGHT_MAX = 14' in Minetest Game.
Add comment in light.h requiring the constant be changed in both places.
Add lighting bug warning to note in lua_api.txt.
There are hundreds of mod uses of 15 which causes a lighting bug.
|
| |
|
|
|
|
|
| |
Prevents duplicate names: 'NickName', 'nickname', 'NICKNAME'.
Skips already registered users, so they can connect as usual.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
core.check_player_privs accepts as first argument a name or player object, but just tested for a string.
This caused crashes inside builtin, when being passed any unexpected types.
This provides a better (duck-typing like) test, better error reporting.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Use the setting "profiler.load" to enable profiling.
Other settings can be found in settingtypes.txt.
* /profiler print [filter] - report statistics to in-game console
* /profiler dump [filter] - report statistics to STDOUT and debug.txt
* /profiler save [format [filter]] - saves statistics to a file in your worldpath
* txt (default) - same treetable format as used by the dump and print commands
* csv - ready for spreadsheet import
* json - useful for adhoc D3 visualizations
* json_pretty - line wrapped and intended json for humans
* lua - serialized lua table of the profile-data, for adhoc scripts
* /profiler reset - reset all gathered profile data.
This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.
[filter] allows limiting the output of the data via substring/pattern matching against the modname.
Note: Serialized data structures might be subject to change with changed or added measurements.
csv might be the most stable, due to flat structure.
Changes to the previous version include:
* Updated and extended API monitoring
* Correct calculation of average (mean) values (undistorted by idleness)
* Reduce instrumentation overhead.
* Fix crashes related to missing parameters for the future and occasional DIV/0's.
* Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
* Prevent modname clashes with internal names.
* Measure each instrumentation individually and label based on registration order.
* Labeling of ABM's and LBM's for easier classification.
Giving several ABM's or LBM's the same label will treat them as one.
Missing labels will be autogenerated based on name or registration order.
* Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
* Profile the profiler to measure instrumentation overhead.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This allows a nodedef to specify a fixed value for param2 to be
used for all normal placements.
There are several uses for this:
- nodes that require param2 to be set to a non-zero value for
internal mod use. E.g. leafdecay could use this to detect that
leaves are played by players.
- force wallmounted or facedir value at placement at placement
This overrides any player look direction or other on-the-fly
param2 setting during placement.
|