| Commit message (Collapse) | Author | Age |
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* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix #5709
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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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Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
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Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
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(#5541)
We are bundling Lua5.1 which has same macro
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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 backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call
Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")
Attributes are saved as a json in the player file in extended_attributes
key
They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
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Send texture modifier to clients connecting later too
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Original credits goes to @Rogier-5
* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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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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Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.
If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
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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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(patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
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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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Deprecate get_look / set_look pitch / yaw
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or change the nametag text of players
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ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position
Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset
Global:
minetest.get_gen_notify
minetest.get_noiseparams
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This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
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searching it via peer_id
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* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
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and testing the state change.
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