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path: root/builtin/profiler/instrumentation.lua
Commit message (Expand)AuthorAge
* Use defined evaluation order in profilerJude Melton-Houghton2021-12-19
* Add on_deactivate callback for luaentities (#10723)hecks2021-01-02
* Profiler: Fix wrong function name for entitiessfan52020-02-23
* Add luacheck to check builtin (#7895)rubenwardy2019-08-06
* Fix profiler crash by builtin since eea1fda (#8239)Paul Ouellette2019-02-16
* Profiler: Fix var args not being passed to callback register functionrubenwardy2017-10-14
* Use a settings object for the main settingsShadowNinja2017-05-06
* Builtin/profiler: Replace game profiler (#4245)Tim2016-07-12
pan> * HPChange Reason: Fix push after free, and type being overwritten Fixes #8227 and #8344 * Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28 | | | | | Update Android.mk Remove 'src/client' from include_directories * Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22 | | | Use sizeof where applicable for mt_snprintf * Modernize lua read (part 2 & 3): C++ templating assurance (#7410)Loïc Blot2018-06-30 | | | | | | | | | * Modernize lua read (part 2 & 3): C++ templating assurance Implement the boolean reader Implement the string reader Also remove unused & unimplemented script_error_handler Add a reader with default value * Add online content repositoryrubenwardy2018-04-19 | | | | Replaces mods and texture pack tabs with a single content tab * Add reasons to on_dieplayer and on_hpchangeAndrew Ward2018-03-28 | * Move `setlocale` from Lua to C++.red-0012018-02-08 | * [CSM] Don't Load the package library (#6944)red-0012018-01-22 | | | Already removed by a latter step in CSM init so this just saves on pointless work. * [CSM] Don't load the IO library. (#6087)red-0012018-01-04 | | | | | | | | | * [CSM] Don't load the IO library. * Rename the function to match the Lua API function name and add a missing `const` * Add a comment to explain some strange code and fix the other issues pointed out by shadowninja. * ServerEnv: Clean up object lifecycle handling (#6414)sfan52017-09-15 | | | | * ServerEnv: Clean up object lifecycle handling * Modernize source code: last part (#6285)Loïc Blot2017-08-20 | | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes * Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-0012017-06-30 | | | | | | | | | | | | | | | | | | that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment * C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19 | | | | * C++11 cleanup on constructors dir script * Fix a warning pointed by GCC 7.1Loic Blot2017-05-18 | | | | lua_tonumber overflow in snprintf (12 bytes and only 10 can be written) * [CSM] Add event on_place_node API lua (#5548)Vincent Glize2017-04-29 | | | | * [CSM] Add event on_place_node API lua * [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 * Make minetest abort on lua panicRogier2016-12-24 | | | | | | | 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. * Fix C++11 compilabilityest312016-01-23 | | | | Previous commits broke it... :( * Fix Lua scripting synchronizationkwolekr2015-11-01 | | | | | | | For several years now, the lua script lock has been completely broken. This commit fixes the main issue (creation of a temporary rather than scoped object), and fixes a subsequent deadlock issue caused by nested script API calls by adding support for recursive mutexes. * Fix server crashing on Lua errorsShadowNinja2015-10-31 | | | | | | | | Previously, the server called FATAL_ERROR when a Lua error occured. This caused a (mostly useless) core dump. The server now simply throws an exception, which is caught and printed before exiting with a non-zero return value. This also fixes a number of instances where errors were logged multiple times. * Push error handler afresh each time lua_pcall is usedKahrl2015-08-27 | | | | | Fixes "double fault" / "error in error handling" messages (issue #1423) and instead shows a complete backtrace. * Use numeric indices and raw table access with LUA_REGISTRYINDEXKahrl2015-08-27 | * SAPI: Track last executed mod and include in error messageskwolekr2015-08-12 | * Improve Script CPP API diagnosticskwolekr2015-08-05 | * Fix code style from recent commits and add misc. optimizationskwolekr2015-07-02 | * Add Lua errors to error dialogrubenwardy2015-06-29 | * Fix uninitialized variable errorest312015-06-02 | | | | | If you run minetest with valgrind, you'll quickly notice uninitialized jump depend error messages that point to s_base.cpp:131. This commit fixes those. * Add mod securityShadowNinja