| Commit message (Collapse) | Author | Age |
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I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.
The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.
An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.
We store the day_count value in env_meta.txt.
The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..
We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
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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.
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This makes the functions a bit faster since they don't
have to recreate the tables every invocation, and makes
the code more readable.
Also, document `wallmounted_to_dir`.
The function was implemented but not documented in `lua_api.txt`.
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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.
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Add new node property 'floodable', default false
Define "air" as floodable = true in C++ and lua
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Simplified the regex used, added comments and changed the error message
to contain the correct mod name.
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The player name is now added in the field "dropped_by" on the created
entity.
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Fixes #3280
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The callback can now be invoked with either the player object or name as
the first parameter, and with either a table or a list of strings, like
this:
minetest.check_player_privs(player_name, { shout = true, fly = true })
minetest.check_player_privs(player_name, "shout", "fly")
minetest.check_player_privs(player, { shout = true, fly = true })
minetest.check_player_privs(player, "shout", "fly")
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- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
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1. Check for entity addition success in spawn_item implementation
2. Check for success in item_drop callback, so that the player
doesn't lose the item if they are outside bounds and try to drop it.
3. When existing player joins game, check that their position is inside
map bounds. If not, set their position to the return value of findSpawnPos().
4. Make findSpawnPos() respect the border
2 fixes a lua crash if a player drops an item outside map bounds.
3 fixes an assertion crash if a player leaves when being outside map bounds,
and then rejoins.
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* abort if theres no active timer
* only reduce the timer.time of all timers when its necessary
* move updating timers_to_add into a seperate function
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Now logs
ACTION[ServerThread]: player sets time to 6:03
instead of
ACTION[ServerThread]: player sets time to 6:3
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* The time command now accepts parameters in the form <hour>:<minute>,
and if invoked with no parameters returns the current time in said format.
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Items dropped into unloaded map space will crash game so here's a fix...
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Don't ident too much, and add a comment.
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existing one.
On calling clear_redistered_biomes the registered_biomes table is cleared
by creating a new empty table, but the pointer is not updated to point to
the new one. So after calling more register_biome, the registered_biome
table always contains 0 items, which is an error. Instead, the table is
cleared by removing all its items so the pointer (minetest.registered_*)
remains valid.
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reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
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with Hotbar
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Add optional core.pos_to_string decimal place rounding
Move core.string_to_pos to builtin/common/misc_helpers.lua for consistency
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Also add a Lua API and chatcommand for this
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