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ht'>| | | | | | Pointers shall be set to nullptr, not 0, according to the coding standards. By implication they shall be compared with nullptr, not 0, too. Fix this code to match that. * Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22 | | | Use sizeof where applicable for mt_snprintf * Add online content repositoryrubenwardy2018-04-19 | | | | Replaces mods and texture pack tabs with a single content tab * Client eventmanager refactor (#7179)Loïc Blot2018-03-30 | | | | | | | | | | | | | | | | | | | | | * Drop EventManager from GameDef & do some client cleanups * EventManager is only used by Client. Don't expose it on Server & GameDef for nothing * Drop Client::event() in favor of direct calls to getEventManager * Cleanup some event put from new + put to put(new) * MtEvent: add Type(u8) enum * This will enhance event performance & ensure stricter type * Drop MtEvent::checkIs (unused) * clang-tidy reported fixes * Code style * Move event_manager.h to the client directory as it's only used by client Add EventManager unittests + switch to unordered_map as order is not important here Drop a unused function * Cleanup sound manager class (#7158)Loïc Blot2018-03-24 | | | | | | | | | | * Cleanup sound manager client * Use some const refs * Use auto on iterators * Drop unused parameters * Move sound_openal.* to client folder * Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly * Node definition manager refactor (#7016)Dániel Juhász2018-02-10 | | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager * Implement mod communication channels (#6351)Loïc Blot2017-09-26 | | | | | | | | | | Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method * Remove DSTACK support (#6346)Loïc Blot2017-08-30 | | | Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug. * Modernize source code: last part (#6285)Loïc Blot2017-08-20 | | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes * Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16 | | | | * Cleanup various headers to reduce compilation times * C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19 | | | | * C++11 cleanup on constructors dir script * Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26 | | | | MacOSX build fix + cleanups * Add ModStorageAPI to client side modding (#5396)Loïc Blot2017-03-16 | | | mod storage is located into user_path / client / mod_storage * [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 *