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Commit message (Expand)AuthorAge
* Improve timeout calculationsapier2014-08-22
* Store the maximum player file tries in a constantShadowNinja2014-06-23
* Support for scalable font and gui elementssapier2014-06-22
* Remove liquid_finite and weatherproller2014-04-18
* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add support for IPv6proller2013-06-23
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Initially split utility.h to multiple files in util/Perttu Ahola2012-06-17
* Clean up constants.h a bitPerttu Ahola2012-06-16
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Set the BS constant to be floating-point; this removes the need for floating ...Perttu Ahola2011-11-29
* Collected and moved existing camera infrastructure from game.cpp to camera.cp...Kahrl2011-09-08
* lava!Perttu Ahola2011-08-15
* fixed not finding data dir if installedConstantin Wenger2011-08-12
* small comment updatePerttu Ahola2011-05-18
* mapgen work-in-progressPerttu Ahola2011-03-02
* mapgen stuffPerttu Ahola2011-02-05
* map generation framework under development... not quite operational at this p...Perttu Ahola2011-01-30
* Mainly some texture tweakingPerttu Ahola2011-01-24
* minecraft-style water done (but no texture animation or sound)Perttu Ahola2011-01-17
* old water removed, some fixes here and therePerttu Ahola2011-01-17
* Initial commit of mapgen v.2. Lacks configuration and saving to disk.Perttu Ahola2011-01-16
* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
* changes to handing of digging (non backwards-compatible i guess)Perttu Ahola2010-12-23
* fixed crack animation timing in clientPerttu Ahola2010-12-23
* some work-in-progressPerttu Ahola2010-12-22
* Cracking blocks while diggingPerttu Ahola2010-12-21
* framework for modifying texturesPerttu Ahola2010-12-20
* day/night working client sidePerttu Ahola2010-12-19
* tinkering aroundPerttu Ahola2010-12-14
* commit before content-tile separationPerttu Ahola2010-12-13
* better waterPerttu Ahola2010-11-30
* license stuffPerttu Ahola2010-11-29
* Windows bug fixesPerttu Ahola2010-11-29
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
* block send priority queuePerttu Ahola2010-11-27
* Working version before block send priorization updatePerttu Ahola2010-11-27
* Initial filesPerttu Ahola2010-11-27
EnumString es_TileAnimationType[]; void read_content_features (lua_State *L, ContentFeatures &f, int index); void push_content_features (lua_State *L, const ContentFeatures &c); void push_nodebox (lua_State *L, const NodeBox &box); void push_box (lua_State *L, const std::vector<aabb3f> &box); void push_palette (lua_State *L, const std::vector<video::SColor> *palette); TileDef read_tiledef (lua_State *L, int index, u8 drawtype); void read_soundspec (lua_State *L, int index, SimpleSoundSpec &spec); NodeBox read_nodebox (lua_State *L, int index); void read_server_sound_params (lua_State *L, int index, ServerSoundParams &params); void push_dig_params (lua_State *L, const DigParams &params); void push_hit_params (lua_State *L, const HitParams &params); ItemStack read_item (lua_State *L, int index, IItemDefManager *idef); struct TileAnimationParams read_animation_definition(lua_State *L, int index); ToolCapabilities read_tool_capabilities (lua_State *L, int table); void push_tool_capabilities (lua_State *L, const ToolCapabilities &prop); void read_item_definition (lua_State *L, int index, const ItemDefinition &default_def, ItemDefinition &def); void push_item_definition (lua_State *L, const ItemDefinition &i); void push_item_definition_full (lua_State *L, const ItemDefinition &i); void read_object_properties (lua_State *L, int index, ServerActiveObject *sao, ObjectProperties *prop, IItemDefManager *idef); void push_object_properties (lua_State *L, ObjectProperties *prop); void push_inventory_list (lua_State *L, Inventory *inv, const char *name); void read_inventory_list (lua_State *L, int tableindex, Inventory *inv, const char *name, Server *srv, int forcesize=-1); MapNode readnode (lua_State *L, int index, const NodeDefManager *ndef); void pushnode (lua_State *L, const MapNode &n, const NodeDefManager *ndef); void read_groups (lua_State *L, int index, ItemGroupList &result); void push_groups (lua_State *L, const ItemGroupList &groups); //TODO rename to "read_enum_field" int getenumfield (lua_State *L, int table, const char *fieldname, const EnumString *spec, int default_); bool getflagsfield (lua_State *L, int table, const char *fieldname, FlagDesc *flagdesc, u32 *flags, u32 *flagmask); bool read_flags (lua_State *L, int index, FlagDesc *flagdesc, u32 *flags, u32 *flagmask); void push_flags_string (lua_State *L, FlagDesc *flagdesc, u32 flags, u32 flagmask); u32 read_flags_table (lua_State *L, int table, FlagDesc *flagdesc, u32 *flagmask); void push_items (lua_State *L, const std::vector<ItemStack> &items); std::vector<ItemStack> read_items (lua_State *L, int index, Server* srv); void push_soundspec (lua_State *L, const SimpleSoundSpec &spec); bool string_to_enum (const EnumString *spec, int &result, const std::string &str); bool read_noiseparams (lua_State *L, int index, NoiseParams *np); void push_noiseparams (lua_State *L, NoiseParams *np); void luaentity_get (lua_State *L,u16 id); bool push_json_value (lua_State *L, const Json::Value &value, int nullindex); void read_json_value (lua_State *L, Json::Value &root, int index, u8 recursion = 0); /*! * Pushes a Lua `pointed_thing` to the given Lua stack. * \param csm If true, a client side pointed thing is pushed * \param hitpoint If true, the exact pointing location is also pushed */ void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm = false, bool hitpoint = false); void push_objectRef (lua_State *L, const u16 id); void read_hud_element (lua_State *L, HudElement *elem); void push_hud_element (lua_State *L, HudElement *elem); bool read_hud_change (lua_State *L, HudElementStat &stat, HudElement *elem, void **value); void push_collision_move_result(lua_State *L, const collisionMoveResult &res);