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path: root/src/script/common/c_internal.h
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* Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-0012017-06-30
| | | | | | | | | | | | | | | | | | that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
* Push error handler afresh each time lua_pcall is usedKahrl2015-08-27
| | | | | Fixes "double fault" / "error in error handling" messages (issue #1423) and instead shows a complete backtrace.
* Use numeric indices and raw table access with LUA_REGISTRYINDEXKahrl2015-08-27
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* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
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* Improve Script CPP API diagnosticskwolekr2015-08-05
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* Add proper lua api deprecated handlingsapier2014-04-29
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* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
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* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)