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* [CSM] Add event on_connect player API lua (#5540)Vincent Glize2017-04-08
| | | | * Add event on_connect player API lua
* Pass clang-format on 14 trivial header files fixesLoic Blot2017-04-07
| | | | Also remove them from whitelist
* Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVELparamat2017-03-30
| | | | | | | Add the missing paramtype2 for param2 controlling the liquid level inside the glasslike_framed drawtype. Add missing documentation of the feature to lua_api.txt. Update and improve comments for drawtype enumerations in nodedef.h.
* Block access to the `io` libraryred-0012017-03-19
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* [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)Loïc Blot2017-03-17
| | | | | | * [CSM] Add core.get_timeofday & core.get_day_count env calls * [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Add enable_client_modding param (default: false)nerzhul2017-03-13
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* [CSM] Add `on_punchnode` callbackred-0012017-03-13
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* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
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* [CSM] Improve security for client-sided mods (#5100)red-0012017-03-13
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* [CSM] Add local formspecs. (#5094)red-0012017-03-13
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* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
| | | | | | | | | | * squashed: CSM: Implement register_globalstep * Re-use fatal error mechanism from server to disconnect client on CSM error * Little client functions cleanups * squashed: CSM: add core.after function * core.after is shared code between client & server * ModApiUtil get_us_time feature enabled for client
* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
| | | | | | * Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * 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
* Tell on_punch to expect a return valueDuane Robertson2017-02-01
| | | | | The return value should be interpreted as a boolean saying whether the lua on_punch function handled damage or the system needs to.
* Make entity on_punch have same signature and behaviour as player on_punchsapier2017-01-28
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Remove os.exit from the Lua secure sandbox (#5090)Loïc Blot2017-01-21
| | | | | os.exit will exit not using proper resource liberation paths. Mods should call the proper exit mod using our API
* Added lua tracebacks to some errors where you have been blind to what… (#5043)sapier2017-01-15
| | | | * Added lua tracebacks to some errors where you have been blind to what actually went wrong
* Make minetest abort on lua panicRogier2016-12-24
| | | | | | | Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
* Security: Fix resolving of some relative pathsShadowNinja2016-12-20
| | | | | | | | | | | | | Trying to resolve a path with RemoveRelativePathComponents that can't be resolved without leaving leading parent components (e.g. "../worlds/foo" or "bar/../../worlds/foo") will fail. To work around this, we leave the relative components and simply remove the trailing components one at a time, and bail out when we find a parent component. This will still fail for paths like "worlds/foo/noexist/../auth.txt" (the path before the last parent component must not exist), but this is fine since you won't be able to open a file with a path like that anyways (the O.S. will determine that the path doesn't exist. Try `cat /a/../etc/passwd`).
* Mod security: Allow read-only access to all mod pathsShadowNinja2016-12-20
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* Fix secure io.linesShadowNinja2016-11-24
| | | | | It used to drop all of the return values from the insecure version of the function.
* Fix secure io.open without modeShadowNinja2016-11-24
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* Fix memory leak in ::safeLoadFile (#4730)Zeno-2016-11-05
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* Emergeblocks: Fix occasional crashRogier2016-10-16
| | | | | | | Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions
* Make plantlike drawtype more funAuke Kok2016-08-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* couple of memory leaks fixes.David Carlier2016-08-10
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* Server: Add reason for leave to `on_leaveplayer` callbacksDiego Martinez2016-06-11
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* Remove unused code in s_security.cpp (#4172)Zeno-2016-05-30
| | | Note that the macro CHECK_FILE_ERR implements the code removed
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* s_env.{cpp, h} cleanupsest312016-03-07
| | | | | | * Replace string by-val passing with const reference * Fix code style * Remove redundant `int table` definition and indentation level
* Add minetest.register_lbm() to run code on block load onlyest312016-03-07
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* Use LuaErrors in security check macrosShadowNinja2016-03-07
| | | | | Throwing a LuaError calls destructors as it propagates up the stack, wheres lua_error just executes a longjmp.
* Remove debug.getupvalue from the Lua sandbox whitelistShadowNinja2016-03-03
| | | | This function could be used to steal insecure environments from trusted mods.
* Fix C++11 compilabilityest312016-01-23
| | | | Previous commits broke it... :(
* Add on_secondary_use when right clicking an item in the airAlex Ford2015-12-02
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* Add callback parameter for core.emerge_area()kwolekr2015-11-02
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* Fix Lua scripting synchronizationkwolekr2015-11-01
| | | | | | | For several years now, the lua script lock has been completely broken. This commit fixes the main issue (creation of a temporary rather than scoped object), and fixes a subsequent deadlock issue caused by nested script API calls by adding support for recursive mutexes.
* Fix server crashing on Lua errorsShadowNinja2015-10-31
| | | | | | | | Previously, the server called FATAL_ERROR when a Lua error occured. This caused a (mostly useless) core dump. The server now simply throws an exception, which is caught and printed before exiting with a non-zero return value. This also fixes a number of instances where errors were logged multiple times.
* Remove some abort() callsest312015-10-26
| | | | abort() doesn't benefit from the high level abstractions from FATAL_ERROR.
* ABMs: Make catch-up behaviour optionalparamat2015-10-18
| | | | | Default is true for backwards compatibility Update lua_api.txt
* Add new ContentParamType2 "CPT2_DEGROTATE"est312015-10-04
| | | | | | | | | This might break some mods, but it is important for all uses of the param2 to be documented. This doesn't need a serialisation version or network protocol version change, as old clients will still work on new servers, and it is bearable to have new clients getting non rotated plants on old servers.
* 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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* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
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* Display Lua memory usage at the time of Out-of-Memory errorkwolekr2015-08-10
| | | | Also misc. minor cleanups
* Improve Script CPP API diagnosticskwolekr2015-08-05
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