aboutsummaryrefslogtreecommitdiff
path: root/src/player.cpp
Commit message (Expand)AuthorAge
* Clean up threadingShadowNinja2015-08-23
* minimap: Add ability to disable from serverkwolekr2015-08-13
* Optional reconnect functionalityest312015-07-23
* Remove profiler.h include where it's not needed. Remove some unreachable and ...Loic Blot2015-07-21
* Add list-ringsest312015-06-16
* Fix uninitialized variable Player::local_animation_speedLoic Blot2015-03-28
* Player: Fix a deadlock triggered by previous commit 0e5e49736c0a5fa29bca257ba...Loic Blot2015-03-22
* Protect Player::hud from concurrent modificationsLoic Blot2015-03-22
* Give full breath after deathSmallJoker2015-02-05
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Make players check inventory modification properlyShadowNinja2014-10-01
* Simplify player modification checksShadowNinja2014-10-01
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Fix memory leaks in GenericCAO, ShaderSource and Player classessapier2014-07-02
* Make player files saving againSmallJoker2014-06-29
* Store the maximum player file tries in a constantShadowNinja2014-06-23
* Only try to load from possible player filesShadowNinja2014-06-23
* Only keep players loaded while they're connectedShadowNinja2014-06-23
* Small cleanup of hud add/remove codesapier2014-05-31
* Prevent player jumping into nodes from belowBlockMen2014-01-16
* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Fix various memory access problems detected by valgrindKahrl2013-08-07
* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
* Dont write player files all the timePilzAdam2013-06-28
* Print playername when failing to read playerfile and ignore files starting wi...PilzAdam2013-06-22
* Add drowningPilzAdam2013-06-19
* Add ObjectRef.hud_set_hotbar_itemcount and add TOCLIENT_HUD_SET_PARAMKahrl2013-05-26
* Generalize hud_builtin_enable into hud_set_flagskwolekr2013-04-25
* Move player collisionbox to player classsapier2013-04-25
* Added support to disable built-in HUD elementsDiego Martínez2013-04-24
* Allow modifying movement speed, jump height and gravity per-player via the Lu...MirceaKitsune2013-04-05
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Some kind of middleway values for player acceleration for nowPerttu Ahola2013-02-15
* Restore old acceleration behavior until something is actually agreed on (part 2)Perttu Ahola2013-02-15
* Improved Player PhysicsMirceaKitsune2013-02-14
* Add InventoryList width property & allow custom crafting grids.Ilya Zhuravlev2012-09-01
* minetest.register_on_player_receive_fields()Perttu Ahola2012-07-22
* Allow defining player's inventory form in LuaPerttu Ahola2012-07-19
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* 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
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
* Simple fix for camera blinking black when jumping into ceiling with current s...Perttu Ahola2012-03-29
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Add event manager and use it to trigger soundsPerttu Ahola2012-03-24
* LocalPlayer::getStandingNodePos()Perttu Ahola2012-03-24
* Revert old 4BS/s walk speed for nowPerttu Ahola2012-03-15
* Faster player movement and smaller collision boxPerttu Ahola2012-03-10
aVoxelManip; lua_State* getStack() { return m_luastack; } void realityCheck(); void scriptError(int result, const char *fxn); void stackDump(std::ostream &o); void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; } Environment* getEnv() { return m_environment; } void setEnv(Environment* env) { m_environment = env; } #ifndef SERVER GUIEngine* getGuiEngine() { return m_guiengine; } void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; } #endif void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj); void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason& reason); std::recursive_mutex m_luastackmutex; std::string m_last_run_mod; bool m_secure = false; #ifdef SCRIPTAPI_LOCK_DEBUG int m_lock_recursion_count{}; std::thread::id m_owning_thread; #endif private: static int luaPanic(lua_State *L); lua_State *m_luastack = nullptr; IGameDef *m_gamedef = nullptr; Environment *m_environment = nullptr; #ifndef SERVER GUIEngine *m_guiengine = nullptr; #endif ScriptingType m_type; };