| Commit message (Collapse) | Author | Age |
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mod storage is located into user_path / client / mod_storage
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* 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
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abort() doesn't benefit from the high level abstractions from FATAL_ERROR.
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These names are reserved for the compiler/library implementations.
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- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
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Improve schematic file-saving interface
Add ability to create temporary test files
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Minor misc. NodeResolver cleanups
Prefix faux content type constants for testing with t_ to avoid
confusion or name collisions
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Split unit tests into separate files under src/unittest/
Give better unittest diagnostics
Clean up some code
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