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* Fix the bouncy node related stuff a bitPerttu Ahola2012-09-01
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* Add bouncy node groupPerttu Ahola2012-09-01
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* Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola2012-09-01
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* fix node timers so on_timer gets the correct positiondarkrose2012-08-12
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* ABM and liquid overload skipPerttu Ahola2012-07-27
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* Fix server build (a missing header)Perttu Ahola2012-07-27
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Implement node timersdarkrose2012-07-23
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* WIP node metadata, node timersKahrl2012-06-03
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* Add a hack to get rid of the rare "ERROR: StaticObjectList::insert(): id ↵Perttu Ahola2012-04-15
| | | | already exists" failure
* Fix ABM handling on block activationPerttu Ahola2012-04-09
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* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
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* Allow group:groupname in ABM definition and implement ↵Perttu Ahola2012-03-31
| | | | minetest.hash_node_position()
* Raise the player fall damage threshold to a much more fun levelPerttu Ahola2012-03-29
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* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
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* Move ClientMap to clientmap.{h,cpp}Perttu Ahola2012-03-16
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* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Clean up log messages everywherePerttu Ahola2012-03-11
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* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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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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