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path: root/src/script/scripting_game.cpp
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* [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
* Add ModMetadata API (#5131)Loïc Blot2017-02-08
| | | | | | | * 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
* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* Add Lua interface to HTTPFetchRequestJeija2016-02-22
| | | | | | | | | | This allows mods to perform both asynchronous and synchronous HTTP requests. Mods are only granted access to HTTP APIs if either mod security is disabled or if they are whitelisted in any of the the secure.http_mods and secure.trusted_mods settings. Adds httpfetch_caller_alloc_secure to generate random, non-predictable caller IDs so that lua mods cannot spy on each others HTTP queries.
* Add LuaSecureRandomest312015-11-08
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* Improve Script CPP API diagnosticskwolekr2015-08-05
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* Add AreaStore data structureest312015-07-27
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* Add mod securityShadowNinja2015-05-16
| | | | Due to compatibility concerns, this is temporarily disabled.
* Add support for the PCG32 PRNG algo (and associated script APIs)kwolekr2015-03-22
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* Use "core" namespace internallyShadowNinja2014-05-08
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* Organize builtin into subdirectoriesShadowNinja2014-05-07
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* Add proper lua api deprecated handlingsapier2014-04-29
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* Remove dependency on marshal and many other async changesShadowNinja2014-04-27
| | | | | | | | | | | | This makes a number of changes: * Remove the dependency on marshal by using string.dump and loadstring. * Use lua_tolstring rather than having Lua functions pass string lengths to C++. * Move lua_api/l_async_events.* to cpp_api/s_async.*, where it belongs. * Make AsyncWorkerThread a child of ScriptApiBase, this removes some duplicate functionality. * Don't wait for async threads to shut down. (Is this safe? Might result in corruption if the thread is writing to a file.) * Pop more unused items from the stack * Code style fixes * Other misc changes
* Add Settings interface for LuaPilzAdam2013-09-10
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14