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* Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
| | | | | | Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
| | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
* Limit range of ABM timer initial value randomizationPerttu Ahola2012-01-03
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* Initialize ABM timer to random value to spread processingPerttu Ahola2012-01-02
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* Fix ABM trigger chance being often way too highPerttu Ahola2012-01-02
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* Add EnvRef:get_objects_inside_radius(pos, radius)Perttu Ahola2011-12-28
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* Add ABM required neighbor checkPerttu Ahola2011-12-03
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* Fix player double damagePerttu Ahola2011-12-02
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* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
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* Make players be again visible from a long distancePerttu Ahola2011-12-02
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* Players are more like objects + related stuffPerttu Ahola2011-12-01
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* Player-is-SAO WIPPerttu Ahola2011-12-01
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* Add ServerActiveObject::removingFromEnvironment()Perttu Ahola2011-12-01
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* Fix player getting reset to 0,0 at connect if being far from 0,0Perttu Ahola2011-11-30
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* Fix active_object_count and active_object_count_wider not getting updated ↵Perttu Ahola2011-11-29
| | | | between ABM calls causing huge amounts of DMs and rats and stuff
* Silly MSVC doesn't know how to handle type conversions for parameters of ↵Perttu Ahola2011-11-29
| | | | pow(). Help it.
* Comment out debug output in ServerEnvironment::activateBlockPerttu Ahola2011-11-29
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* Handle ActiveBlockModifier intervals properly, down to 1sPerttu Ahola2011-11-29
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* Replace old active block random node modifying things with actual ↵Perttu Ahola2011-11-29
| | | | ActiveBlockModifiers
* Make blocks to be loaded from disk when the active block area reaches themPerttu Ahola2011-11-29
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* Fix player getting thrown underground after connectingPerttu Ahola2011-11-29
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* Make lighting update occur immediately after ClientActiveObject addition to ↵Perttu Ahola2011-11-29
| | | | make objects show up much more responsively
* Optimize active block modifier stuff (was left horribly unoptimized after ↵Perttu Ahola2011-11-29
| | | | making content ids dynamic)
* Add node definitions in Lua and do not use content_mapnode_init anymore ↵Kahrl2011-11-29
| | | | (except in test.cpp)
* Add reason parameter to setModified and print it out to verbosestream when ↵Perttu Ahola2011-11-29
| | | | saving block
* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter ↵Perttu Ahola2011-11-29
| | | | wrapper in old code
* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Allocate MapBlock::m_node_metadata on heap to allow less header bloatPerttu Ahola2011-11-29
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* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
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* Scripting WIP: Add global environment step function on_stepPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Fix object duplication bugPerttu Ahola2011-10-18
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* Add /clearobjectsPerttu Ahola2011-10-18
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* Made a scheme to get rid of the objects in the worst object flooded blocksPerttu Ahola2011-10-17
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* Attempt to fix objects getting multiplicated by objects getting deactivated ↵Perttu Ahola2011-10-17
| | | | in a different block than where they were loaded and then the original block, from where the static object was removed, not getting saved at unload
* Add a log message to SEnv and make it load objects if there are < 51 of ↵Perttu Ahola2011-10-17
| | | | them, to load blocks that were limited to 50
* Workaround for blocks having a huge amount of active objects; add log ↵Perttu Ahola2011-10-17
| | | | messages related to active objects for investigation
* Improve active object handling log outputceleron552011-10-17
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* Some more profiler stuff to get the hang on what really uses CPUPerttu Ahola2011-10-16
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* Improve debug profiler usage for investigating CPU usage of serverPerttu Ahola2011-10-16
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* Make dungeon masters not shoot the walls with no reasonPerttu Ahola2011-10-16
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* Better player damage prevention when falling on unloaded blocks, not ↵Perttu Ahola2011-10-16
| | | | involving getting stuck in there.
* Use the logger; also, default to not showing much crap in console. Use ↵Perttu Ahola2011-10-16
| | | | --info-on-stderr to enable crap.
* Add peaceful / not peaceful distinction in mobs and the only_peaceful_mobs ↵Perttu Ahola2011-10-16
| | | | setting
* Make dungeon masters though and make oerkkis disappear when they get to you ↵Perttu Ahola2011-10-15
| | | | (because hitting them doesn't work for some unknown reason)
* Improve mobv2Perttu Ahola2011-10-15
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