| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
|
|
| |
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
|
|
|
|
|
|
|
| |
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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).
|
|
|
|
| |
invocations of add_particle{,spawner} (fixes #5108)
|
| |
|
|
|
|
| |
Send texture modifier to clients connecting later too
|
| |
|
|
|
|
|
| |
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
|
|
|
|
| |
* also cleanup some unneeded inclusions
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
| |
Fixes a compiler warning on MSVC
|
| |
|
| |
|
|
|
|
| |
Allow any int value, and properly range check it before casting.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.
This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.
This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
|
|
|
|
|
|
|
| |
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
|
|
|
|
| |
This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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...
|
|
|
| |
Add minetest.get_server_uptime() function to Lua API
|
| |
|
|
|
|
| |
Update lua_api.txt.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
| |
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).
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
(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
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
| |
* 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())
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd
Other improvements:
* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
|
|
|
|
| |
In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
|
| |
|
| |
|