| Commit message (Collapse) | Author | Age |
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Breaks backwards compatibility for good
Bump protocol version
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This stops get_node_drops from returning an empty string when using drop = "" and instead returns the supposed empty table instead {}
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adds `entity_independent_selectionbox` to minetest.features
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* Replace auth.txt with SQLite auth database
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* /privs: Check if player exists
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Remove now redundant setting show_statusline_on_connect
Improve documentation of `minetest.get_server_status`
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Require 'basic_privs' priv
Only the online players are listed.
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* CSM/SSM: Add on_mods_loaded callback
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* Remove “you hacker you!” from node description
* Prevent placement of ignore in builtin
* Prevent giving of "unknown" explicitly
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Allow changing the velocity of objects relatively to their current velocity
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* is_area_protected: Rename from intersects_protection
Return first protected position
Clarify docs: Mods may overwrite the function
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(#7055)
Delay was converted from the param string and not the delay value, thus never using the actual given delay value when used in combination with other string values in the param, in this case reconnect and the shutdown messsage.
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minetest.override_item still passes to core
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Called when a client fails to supply the correct password for the account it's attempting to login as.
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Prevents falling node entities entering the ignore at a world edge and
resting on unloaded nodes 16 nodes below, unreachable, undiggable and
still being processed by 'on step' because they don't revert to nodes.
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* Add minetest.is_player
* First use for is_player
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Replace minetest.* with core.* in 1 file
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* Make chat command help slightly more accurate
* Slightly more accurate privilege help
* Simplify command/priv help
* More command/priv help tweaks
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A useful function that applies 'core.is_protected()' to a 3D lattice of
points evenly spaced throughout a defined volume, with a parameter for
the maximum spacing of points.
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* Add player deletion method to auth handler (fixes #6653)
* Support iterating over the auth database
There was no way to do this previously and a recent commit
broke doing this the "hacky" way by accessing `core.auth_table`.
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If you give modders the ability to do something, they will...
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Change default mode to 'quick' as 'full' can lock up a server for a
long time.
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Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
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* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
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* Do not grant all privs to admins.
* Default give_to_admin to give_to_singleplayer
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Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
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* Customizeable maximal breath for players
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* Abort set_item when it does nothing
* Do not adjust dropped item size linearly
Instead use cube root because the item count is proportional to the volume, not to the length.
* Make the item rotate slower when it's bigger
Bigger items chafe more on the ground, so they can't rotate as fast as small ones
* Fix items flying in air
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