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* Fix findSpawnPos()kwolekr2013-04-21
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* Split HUD code off to hud.cpp, make into a class, extensive Lua HUD modificationkwolekr2013-04-18
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* Lua HUDJonathon Anderson2013-04-18
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* fix various memory leakssapier2013-04-09
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* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
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* Masterserver: report gameid, uptime, cosmetic fixes on server web pageproller2013-03-30
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* New damage system, add damageGroups to ToolCapabilities, bump protocol versionPilzAdam2013-03-29
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* Add Ore infrastructure and l_register_ore()kwolekr2013-03-24
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* Allow spawning particles from the server, from luaJeija2013-03-23
| | | | | | | | | Spawn single particles or make use of ParticleSpawner for many randomly spawned particles. Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner. Increase Protocol Version to 17. Conflicts: src/clientserver.h
* Support game-specific minetest.confPerttu Ahola2013-03-21
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* Common mods supportPerttu Ahola2013-03-21
| | | | | | | Implement "common mods", includeable from {$user,$share}/games/common/$modname by using the game.conf setting common_mods = $modname,$modname2,...
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Fix most warnings, re-fix MSVC compile errorkwolekr2013-02-26
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* Merge pull request #482 from proller/liquidkwolekr2013-02-25
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| * new adjustable finite liquidproller2013-02-24
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* | Add multi-Emerge thread supportkwolekr2013-02-25
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* | Add emerge.cpp, initial EmergeThread changeskwolekr2013-02-25
| | | | | | | | | | | | | | - Neatly placed all emerge related code into a new file, emerge.cpp - Greatly cleaned up the code in EmergeThread::Thread() - Reworked Emerge queue. Now an actual std::queue of v3s16 block positions - Removed the completely unnecessary map of peer ids requesting blocks
* | Update Copyright YearsSfan52013-02-24
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* | Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* new auto masterserverproller2013-02-22
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* Print missing mod dependencies on server startJürgen Doser2013-02-20
| | | | | | | | | i.e., not only the mod with missing dependencies, but also the missing dependencies itself. (This already used to be the case before the mod selection gui was added) Also, mods with unsatisfied dependencies are no longer reported as mods that could not be found.
* Improved Player PhysicsMirceaKitsune2013-02-14
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* Make mapgen factory setup more elegant, add mapgen_v6.hkwolekr2013-01-23
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* Fix compile on certain Linux configurations, reduce spawn point heightkwolekr2013-01-21
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* Finish and clean up mapgen configurationkwolekr2013-01-21
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* Clean up EmergeManager, do initial work on Mapgen configurationkwolekr2013-01-21
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* Readded and optimized mapgen V6kwolekr2013-01-21
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* The new mapgen, noise functions, et al.kwolekr2013-01-21
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* Make WATER_LEVEL configurable, fix slight comparison bug in findSpawnPos()kwolekr2013-01-21
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* Basic support for configuring which mods to load for each worldJürgen Doser2013-01-21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | settings.h: added function to return all keys used in settings, and a function to remove a setting mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods. server.{h,cpp}: server does not load add-on mods that are disabled in the world.mt file. mods are disabled by a setting of the form "load_mod_<modname> = false". if no load_mod_<modname> = ... setting is found, the mod is loaded anyways for backwards compatibilty. server also complains to errorstream about mods with unstatisfied dependencies and about mods that are not installed. guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods and modpacks with little icons in front of their name indicating their status: a checkmark for enabled mods, a cross for disabled mods, a question mark for "new" mods Mods can be enabled/disabled by a checkbox. Mods also show a list of dependencies and reverse dependencies. double-click on a mod in dependency or reverse dependency listbox selects the corresponding mod. Enabling a mod also enables all its dependencies. Disabling a mod also disables all its reverse dependencies. For modpacks, show buttons to enable/disable all mods (recursively, including their dependencies) in it. Button "Save" saves the current settings to the world.mt file and returns to the main menu. Button "Cancel" returns to main menu without saving. basic keyboard controls (if the proper widget has keyboard focus): up/down: scroll through tree of mods left/right: collaps/expand a modpack space: enable/disable the selected mod
* Disable all HP handling if enable_damage is falsePilzAdam2013-01-07
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* Fix buttons not working for Lua-triggered formspecssapier2013-01-07
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* Add TOCLIENT_SHOW_FORMSPEC to display formspecs at client from luasapier2013-01-02
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* Fix hypen used as minus sign (manpages), fix spelling error (server.cpp)Ilya Zhuravlev2012-12-17
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* Added ability to fetch media from remote server (using cURL library)Ilya Zhuravlev2012-12-16
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* ShaderSource and silly example shadersKahrl2012-12-02
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* Run scriptapi_on_shutdown() thread-safely and remove some old crapPerttu Ahola2012-11-30
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* Add shutdown hook interface to Lua APIMatthew I2012-11-30
| | | | | | | | | | Scripts can call minetest.register_on_shutdown() to register a shutdown hook. Document that minetest.register_on_shutdown() callbacks may not be run If the server crashes, it is unlikely that callbacks registered using minetest.register_on_shutdown() will be called.
* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
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* Make strict and non-strict protocol version checking to work more like expectedPerttu Ahola2012-11-29
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* Ranged support of protocol version on server sidePerttu Ahola2012-11-29
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* Support serialization of protocol 13 ContentFeaturesPerttu Ahola2012-11-29
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* Default server step to 0.1s and sync object/player update intervals to itPerttu Ahola2012-11-26
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* Move util/serialize.h out from staticobject.h for smaller header dependenciesPerttu Ahola2012-11-26
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* New PROTOCOL_VERSION scheme (allow client to support a range of versions)Perttu Ahola2012-11-26
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* RealBadAngel's patch which allows the lua api to read pressed player keys. ↵MirceaKitsune2012-11-25
| | | | | | | | | | This should make it possible to change the player's animation based on what he is doing Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
* Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
* Get the mesh working through the memory cache properly. Most credit goes to ↵MirceaKitsune2012-11-25
| | | | | | | | | | celeron55 for the help on this code Get the texture from memory as well Add .x to the list of supported formats Update LUA API documentation
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
| | | | | | | | (obj, md2 and md3 are currently allowed) Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet! If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
* Fix github issue #224Perttu Ahola2012-09-01
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