| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Move included json code to jsoncpp subdirectory
This is needed to avoid having to specify the minetest src directory
as a system include when fixing the json includes.
* Fix json includes
They used "", so that the compiler searches the project's directory
first. The result was that when compiling with a system jsoncpp,
the project's own version of json.h was still included, instead of
the system version.
The includes now use <>, so a system location, or one specified with
'-Ilocation' is searched only.
* Fix for jsoncpp deprecated function warning
When compiling with a newer version of jsoncpp (and
ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning
about a deprecated function that minetest uses.
|
|
|
|
|
|
|
|
|
| |
(#4430)
This fallback to std::map & std::set for older compilers
Use UNORDERED_SET as an example in decoration and ore biome sets
Use UNORDERED_MAP as an example in nameidmapping
|
|
|
|
|
|
| |
l_request_insecure_environment didn't ignore all whitespace in the
secure.trusted_mods config option.
Replaces std::remove with std::remove_if and the isspace function.
|
|
|
|
|
| |
Modifications by est31: grammar fixes in doc + error messages and
a little style fix, no functional change.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
|
|
|
|
|
|
| |
- Move mapgen creation logic out of EmergeManager and into Mapgen
- Internally represent mapgen type as an enum value, instead of a string
- Remove the need for a MapgenFactory per mapgen
|
|
|
|
| |
Deprecate get_look / set_look pitch / yaw
|
| |
|
|
|
|
|
|
| |
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
|