| Commit message (Collapse) | Author | Age |
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These arguments are used at least by MTG beds and homedecor_common. A deprecation warning is shown to safely remove it in a future release.
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Treat 'none' values as 'nil'
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Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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Features:
* Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes()
* New HUD elements for displaying minimap with custom size and placing
* New minimap mode for displaying a texture instead of the map
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Fixes some other third person camera specific attachments.
Implements a single new flag for entities to be forced visible in first person mode.
Old mods do not need to be updated to use the new flag and are fully backwards compatible.
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
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* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
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Fixes #9761
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see also 91eef646a59575bd9ae792e257bb6ad12fafc0b1
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Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
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The API implementation is shared between CSM and SSM.
Functions should retrieve a plain env when they do not
need any server-specific functions.
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Fix memory leak (unused allocation)
Fix star rendering
Rename sky color struct
Fix stars on android
Remove extraneous .data() from android star draw
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Keeping the ObjectRefs around in a table isn't ideal and this allows
removing the somewhat nonsensical is_player_connected() added in 86ef7147.
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Makes 'get_wield_item' to return the "main" ItemStack
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This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.
Raises protocol version to 38 to ensure correct backwards-compatible code.
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The intended usecase is knockback, but there's potential for more.
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This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
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read_object_properties(). (#8689)
This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
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* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
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* HPChange Reason: Fix push after free, and type being overwritten
Fixes #8227 and #8344
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Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
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* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
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* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
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* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
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* Modernize lua read (part 1): C++ templating assurance
Implement the float reader
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* Fix isNan on setYaw Lua call
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* Allow right-clicking on attached LuaEntities
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