| Commit message (Collapse) | Author | Age |
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`&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
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In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
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* ServerEnv: Clean up object lifecycle handling
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reached (#6258)
* ClientInterface: add a function to verify (correctly) if user limit was reached
CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception
Switch existing checks to ClientInterface::isUserLimitReached()
Use range-based for loop for getClientIds() used function too
This will fix #6254 (not the memory overhead if init is flooded)
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* Verify HudSetParams input when hotbar textures are set
This fix #6011
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MacOSX build fix + cleanups
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* When minimap is disabled in configuration, really disable it
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
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Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore
Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated`
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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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