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* Change i++ to ++iDavid Jones2015-08-25
* Fix inventory replace bugest312015-08-19
* Remove compile warningest312015-06-25
* Add MoveSomewhere inventory actionest312015-06-23
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Clean up rollbackShadowNinja2014-11-19
* Make players check inventory modification properlyShadowNinja2014-10-01
* Fix locking bugs and make inventory deserialization errors more specificShadowNinja2014-09-21
* Compare values instead of pointers in Inventory::operator==Kahrl2014-01-11
* Add operator!= to Inventory(List), make operator== a const methodKahrl2014-01-11
* Fix invalid listname and listsize not handled correctly in set_sizesapier2013-11-16
* Change ContentFeatures array to a vectorKahrl2013-07-14
* Dont write player files all the timePilzAdam2013-06-28
* Prevent infinite loop with invalid Inventory formatkwolekr2013-03-27
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Remove "Unknown inventory identifier" deserialization errors, because they ca...Perttu Ahola2012-09-04
* Add InventoryList width property & allow custom crafting grids.Ilya Zhuravlev2012-09-01
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix loading of legacy chestsPerttu Ahola2012-06-03
* NodeMetaRef:{to,from}_table and lua_api.txt additionsPerttu Ahola2012-06-03
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* tool and ToolItem apply item aliasesKahrl2012-01-22
* Client-side prediction of inventory changes, and some inventory menu fixesKahrl2012-01-22
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Add InvRef and InvStack (currently untested and unusable)Perttu Ahola2012-01-02
* Make ToolItem and MaterialItem to convert names by aliases at creation time t...Perttu Ahola2011-12-04
* Convert CraftItems directly to the name pointed by alias; necessary due to lu...Perttu Ahola2011-12-04
* Show infotext for unknown items placed on groundPerttu Ahola2011-12-03
* Rename "NodeItem"/"ToolItem"/"CraftItem" to "node"/"tool"/"craft"Perttu Ahola2011-12-02
* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
* Fix loading of legacy MaterialItems (was loaded as a quite random type)Perttu Ahola2011-12-01
* Fix conditional bug in inventoryGiuseppe Bilotta2011-12-01
* Load count 0 in itemstring as 1Perttu Ahola2011-12-01
* Remove content_inventory.{h,cpp}Perttu Ahola2011-11-29
* CraftItem rework and Lua interfaceKahrl2011-11-29
* Fix stuff in inventory.{cpp,h}Perttu Ahola2011-11-29
* Add IDropAction and related stuffKahrl2011-11-29
* Crafting definition in scriptsPerttu Ahola2011-11-29
* Improve item serializationPerttu Ahola2011-11-29
* Allow inputting nodename of MaterialItem in ItemSpec::checkItemPerttu Ahola2011-11-29
* Clean InventoryItem interface a bitPerttu Ahola2011-11-29
* Improved MaterialItem (stores nodename)Perttu Ahola2011-11-29
* Remove burn time definitions from FurnaceNodeMetadataPerttu Ahola2011-11-29
* Move cook result properly to ContentFeaturesPerttu Ahola2011-11-29
* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Move tool stuff to tool.{h,cpp}Perttu Ahola2011-11-29
> // prefer_character mode in.Key = irr::KEY_COMMA; in.Char = L'G'; k = KeyPress(in, true); UASSERTEQ_STR(k.sym(), "KEY_KEY_G"); } void TestKeycode::testCompare() { // Basic comparison UASSERT(KeyPress("5") == KeyPress("KEY_KEY_5")); UASSERT(!(KeyPress("5") == KeyPress("KEY_NUMPAD_5"))); // Matching char suffices // note: This is a real-world example, Irrlicht maps XK_equal to irr::KEY_PLUS on Linux irr::SEvent::SKeyInput in; in.Key = irr::KEY_PLUS; in.Char = L'='; UASSERT(KeyPress("=") == KeyPress(in)); // Matching keycode suffices irr::SEvent::SKeyInput in2; in.Key = in2.Key = irr::KEY_OEM_CLEAR; in.Char = L'\0'; in2.Char = L';'; UASSERT(KeyPress(in) == KeyPress(in2)); }