| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
|
|
|
|
| |
* Migrate cpp headers to pragma once
|
|
|
|
| |
* Cleanup various headers to reduce compilation times
|
|
|
|
| |
Also rename helper to lbm_map instead of container_map
|
|
|
|
|
|
| |
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Enhance ABM performance a little bit by removing two std::set copy
* ActiveBlockModifier::getTriggerContents now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors is now purely virtual
* Little code style fix
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
|
|
|
|
|
|
| |
* [CSM] Add core.get_timeofday & core.get_day_count env calls
* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|