| Commit message (Collapse) | Author | Age |
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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* Also remove 1 non declared but defined functions
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* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
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`round` -> `myround`
Remove superflous `floor` calls
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This is a u8 not a u16
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Cause: 351cc2e79a7d78f7ec97ff9b33e4f0bad4042b19
A rebase issue missed a rename from playerSAO to playersao.
Tested.
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- If the hand can dig a node the item wielded can't, allow to dig it anyway.
- Fix the API callbacks from setting the hand instead of the wielded item.
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Fix multiple death messages (#3565) and damage server logs after death.
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* Update server min protocol version to v24
It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt
v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14
* Drop protocol v23 and lesser code
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* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
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* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
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* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
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* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
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This re-applies 2 commits that were reverted.
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
Send sqrt(visual_scale) to old clients.
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
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This reverts commit cdc538e0a242167cd7031d40670d2d4464b87f2c.
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Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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Breath is now handled server side. Changing this behaviour required some modifications to core:
* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
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(instead of the last incoming sequence number...)
Fixes #4848
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* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
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Fixes #4878
Also remove an artificial viewing range reduction that
(presumably) was added to compensate for miscomputed
viewing ranges, and that doesn't seem to be needed any
more (thanks to lhofhansl).
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settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
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This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
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* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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* ClientEnvironment now uses UNORDERED MAP for active objects
* Use RemotePlayer and LocalPlayer everywhere it's possible
* Minor code style fixes
* Drop Client::getBreath() unused function
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* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
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* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
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Also remove some unused parameters/functions
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Added the following chat coreside features
* Chat messages length limit
* Message rate limiting
* Message rate kicking
Note:
* handleChat now takes RemotePlayer pointer instead of u16 to remove useless
lookups
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Adds several new ways that the plantlike drawtype mesh can be changed.
This requires paramtype2 = "meshoptions" to be set in the node
definition. The drawtype for these nodes should be "plantlike".
These modifications are all done using param2. This field is now
a complex bitfield that allows some or more of the combinations to
be chosen, and the mesh draw code will choose the options based as
neeeded for each plantlike node.
bit layout:
bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant
mesh shape:
0 - ordinary plantlike plant ("x" shaped)
1 - ordinary plant, but rotated 45 degrees ("+" shaped)
2 - a plant with 3 faces ("*" shaped)
3 - a plant with 4 faces ("#" shaped)
4 - a plant with 4 faces ("#" shaped, leaning outwards)
5 through 7 are unused and reserved for future mesh shapes.
bit 3 (0x8) causes the plant to be randomly offset in the x,z
plane. The plant should fall within the 1x1x1 nodebox if regularly
sized.
bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause
the plant mesh to fill out 1x1x1, and appear slightly larger. Texture
makers will want to make their plant texture 23x16 pixels to have the
best visual fit in 1x1x1 size.
bit 5 (0x20) causes each face of the plant to have a slight negative
Y offset in position, descending up to 0.125 downwards into the node
below. Because this is per face, this causes the plant model to be
less symmetric.
bit 6 (0x40) through bit 7 (0x80) are unused and reserved for
future use.
!(https://youtu.be/qWuI664krsI)
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