| Commit message (Collapse) | Author | Age |
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Add missing documentation of leveled nodebox to lua_api.txt, plus
a little cleaning up nearby.
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Code based on initial implementation by @dsohler.
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Document behaviour for older clients.
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* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
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Extend documentation, limit area volume
Remove u16 count limitation
* Prevent integer overflow, replace minp/maxp with pos1/pos2
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This reverts commit 41b7823057bdaddd760f932dce802719301c3a0f.
This reverts commit 7968f1ddaa67432719d5becdda5ca8bec58faa47.
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* Version changes: current dev version is now 0.4.17
* This change permit to have multi branches with various versions
* Dev version is 0.4.17-dev and next release will be 0.4.17
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This function only removes player meta data,
not player authentication data.
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Add minor bits of missing Lua API documentation.
Remove L-system lighting bug warning.
Clarify 2 lines in node timer documentation.
Fix many Markdown syntax errors in lua_api.txt.
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* [CSM] Add send_chat_message and run_server_chatcommand API functions
* Add client-side chat message rate limiting
* Limit out chat queue size
* [CSM] Add minetest.clear_out_chat_queue API function and .clear_chat_queue chatcommand
* Last fixes/cleanups before merge
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Add node def and item def documentation.
Please be ready for merge!
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Caused by dc5bc6c and them made worse by 5ebf8f9
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* When minimap is disabled in configuration, really disable it
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* Private node metadata that isn't sent to the client
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These caused inability to pass through 2 node high spaces or step up onto slabs
or steps when a new client connected to an older server.
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* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix #5709
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Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
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This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
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* [CSM] Add camera API
roper rebase & squash
* Address nerzhul's review
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* Add option to also check the center to `find_node_near`
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
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* [CSM] Add event on_place_node API lua
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* [CSM] add screenshot api lua
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Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
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We introduce a new value for "waving" - 2:
0 - waving disabled
1 - wave like a plant
2 - wave like a leave
Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.
For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.
I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.
Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.
Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
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docs (#5660)
* Fix incorrect formspec tooltip documentation
* Improve `floodable` and `on_flood` documentation.
The original documentation did not specify that liquids should not themselves be floodable. This is probably something that should be mentioned.
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There are plenty of lines longer than 80 characters, and spliting the function declaration across two lines can be momentarily confusing.
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* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
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The 'sneak glitch' physics override now controls whether a player can
use the new move code replications of the old sneak side-effects:
sneak ladders and 2 node sneak jump. This completes our intention to
replicate the old sneak side-effects in new code and provide them as
an option that is disabled by default.
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This callback is called if a liquid definitely floods a non-air
node on the map. The callback arguments are (pos, oldnode, newnode)
and can return a `bool` value indicating whether flooding the
node should be cancelled (`return true` will prevent the node
from flooding).
Documentation is added, the callback function was tested with a
modified minetest_game.
Note that `return true` will likely cause the node's `on_flood()`
callback to be called every second until the node gets removed,
so care must be taken to prevent many callbacks from using this
return value. The current default liquid update interval is 1.0
seconds, which isn't unmanageable.
The larger aim of this patch is to remove the lava cooling ABM,
which is a significant cost to idle servers that have lava on their
map. This callback will be much more efficient.
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
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Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
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