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* Add function to get server info.red-0012017-05-04
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* Set sky API: Add bool for clouds in front of custom skyboxparamat2017-05-02
| | | | | | | 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).
* Sneak: Improve and fix various thingsSmallJoker2017-05-03
| | | | | | Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
* Sound API: Add fading soundsBrandon2017-05-03
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* Add clouds APIBen Deutsch2017-04-30
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* [CSM] Add event on_place_node API lua (#5548)Vincent Glize2017-04-29
| | | | * [CSM] Add event on_place_node API lua
* [CSM] add screenshot api lua (#5674)Vincent Glize2017-04-29
| | | | * [CSM] add screenshot api lua
* Fix click-digging torches (#5652)you2017-04-28
| | | | 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.
* Allow mesh and nodeboxes to wave like plants or leaves. (#3497)Auke Kok2017-04-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Allow scripts to get the client protocol version in non-debug builds. (#5649)red-0012017-04-27
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* Fix incorrect formspec-tooltip doc, add detail in 'floodable' & 'on_flood' ↵Bluebird2017-04-27
| | | | | | | | | | 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.
* Tiny documentation fix. (#5659)Bluebird2017-04-26
| | | There are plenty of lines longer than 80 characters, and spliting the function declaration across two lines can be momentarily confusing.
* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * 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
* Sneak glitch: Set default to falseparamat2017-04-22
| | | | | | | | 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.
* Add on_flood() callback.Auke Kok2017-04-22
| | | | | | | | | | | | | | | | | | | | | 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.
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Light update for map blocksDániel Juhász2017-04-20
| | | | | | | | | 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.
* Tools: Fix tool digging speed limitHybrid Dog2017-04-19
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* Sneak: Add option for old move codeparamat2017-04-17
| | | | | | 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.
* Implement delayed server shutdown with cancelation (#4664)Loïc Blot2017-04-15
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* [CSM] Add function to set minimap shape (#5569)bigfoot5472017-04-14
| | | | | | | | | | | | | | | | | | | | | | | | * [CSM] Add function to set minimap shape Also deprecates `toggle_shape`. * Oh fish, I messed that one up! * Fix Style * Sorry, I missed something I still had the `luamethod` call in there! * Add getters * Remove extra line * Remove useless variable Please review again @nerzhul . Thanks! * Satisfy nerzhul
* Add documentation for map block format 27 (#5576)Dániel Juhász2017-04-13
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* [CSM] Fix localplayer documentation (#5557)Vincent Glize2017-04-12
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* LocalPlayer api luaVincent Glize2017-04-08
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* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Document that write_json will error on unserializable types. (#5539)raymoo2017-04-08
| | | Previously it was erroneously documented that it would save them as null.
* [CSM] Add event on_connect player API lua (#5540)Vincent Glize2017-04-08
| | | | * Add event on_connect player API lua
* [CSM] Add function to get the server protocol version. (#5529)red-0012017-04-06
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* [CSM] Add support for positional audio. (#5516)red-0012017-04-06
| | | Fixes parts of #5389.
* [CSM] Add local node meta reference. (#5508)red-0012017-04-04
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* First commit for fine pointed (#5485)MarkuBu2017-04-01
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* [CSM] Add function and chat command to disconnect from server. (#5487)red-0012017-04-01
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* Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVELparamat2017-03-30
| | | | | | | Add the missing paramtype2 for param2 controlling the liquid level inside the glasslike_framed drawtype. Add missing documentation of the feature to lua_api.txt. Update and improve comments for drawtype enumerations in nodedef.h.
* Add functions to strip color information. (#5472)Diego Martínez2017-03-28
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* [CSM] Fix errors in and improve the CSM documentation. (#5467)red-0012017-03-28
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* [CSM] Add function to get player names in range (#5435)bigfoot5472017-03-22
| | | * [CSM] Add function to get currently connected player names
* Firelike drawtype: Add missing docs for visual_scale in lua_api.txt (#5434)Paramat2017-03-20
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* Give CSM access to use `core.colorize()` (#5113)red-0012017-03-17
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* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
| | | | | | | | * Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
* lua_api: Document minetest.features (#5311)SmallJoker2017-03-15
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* Add disclaimer to client_lua_api.txt (#5391)rubenwardy2017-03-14
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* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Add `on_punchnode` callbackred-0012017-03-13
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* [CSM] Add `get_node` and `get_node_or_nil`red-0012017-03-13
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* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
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* [CSM] Add local formspecs. (#5094)red-0012017-03-13
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* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
| | | | | | | | | | * 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
* GUI: Allow texture packs to customize the progress bar (#5368)kilbith2017-03-13
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* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
| | | | | | | | | | | This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
| | | | | | | | * Add minetest.spawn_falling_node(pos) * lua_api.txt: Add minetest.spawn_falling_node(pos) * Update minetest.spawn_falling_node(pos)