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* Improve getFree*ActiveObjectId to reduce common case cpu usage drasticalysapier2013-04-24
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* Add Dijkstra A* and A* without prefetching pathfind algorithmssapier2013-04-06
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* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* Closed add object <-> object collision handlingsapier2013-03-28
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Improved Player PhysicsMirceaKitsune2013-02-14
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* The new mapgen, noise functions, et al.kwolekr2013-01-21
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* fixes node timer bug (fixes #407).Jürgen Doser2013-01-11
| | | | | | Previously, when a block was activated, on_timer callbacks where called with the relative position of the node inside the block, instead of the absolute position of the node.
* Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from ↵Perttu Ahola2013-01-02
| | | | the C++ side with proper script-defined initialization/destruction
* Smooth day-night transitionsPerttu Ahola2012-12-02
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* Default server step to 0.1s and sync object/player update intervals to itPerttu Ahola2012-11-26
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* Move util/serialize.h out from staticobject.h for smaller header dependenciesPerttu Ahola2012-11-26
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* Proper versioning of new network-serialized stuffPerttu Ahola2012-11-26
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* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Add dtime_s to entity activationPerttu Ahola2012-09-09
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* Fix ServerActiveObject stuffPerttu Ahola2012-09-09
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* Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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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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