| Commit message (Collapse) | Author | Age |
... | |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Update server min protocol version to v24
It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt
v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14
* Drop protocol v23 and lesser code
|
|
|
|
| |
This removes the hacky server_dedicated pseudo-setting.
|
| |
|
|
|
|
| |
Fixes #5413
|
|
|
|
| |
GameRunData is passed on many game functions, or one of its attributes whereas it's a member of the class. Remove it from functions arguments and call object directly from concerned functions.
This will reduce a little bit the Game class loop usage & very little bit the memory usage (due to non creation of pointer/references)
|
| |
|
| |
|
|
|
| |
This fixes issue #5404
|
|
|
|
|
|
| |
* [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
|
|
|
|
| |
Github merge conflict resolution is not the best with indent
|
|
|
|
|
|
|
|
| |
* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
|
|
|
| |
mod storage is located into user_path / client / mod_storage
|
|
|
|
|
|
|
|
|
|
| |
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
|
|
|
|
|
|
|
|
|
|
| |
Sneaking won't actually hover you in the air, releasing shift guarantees not
falling down (same as in MC).
Sneak-jump no longer goes higher than a normal jump (^ was required for this).
Sneaking no longer avoids fall damage.
You can sneak on partial nodes (slabs, sideways slabs) correctly.
Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4).
Can't jump when sneaking out as far as possible (breaks the sneak ladder).
|
| |
|
| |
|
| |
|
|
|
| |
Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
|
| |
|
|
|
|
|
|
| |
* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
|
|
|
|
| |
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Prevents the server from sending TOCLIENT_BREATH packets
every 0.5seconds, if there is no reason to.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
|
|
|
|
| |
Replace slow ItemStack get_definitions with registered_nodes one's and cached playername as it's used multiple times. Also removed local item = itemstack:peek_item() as it is never used.
|
| |
|
|
|
| |
Add a new step to check memleaks on our current unit tests suite
|
| |
|
|
|
|
|
| |
Affects only sandstone dungeons. Nodebox stairs made from
'sandstone_block' look better because every step is undivided.
|
|
|
|
|
|
|
|
|
|
|
|
| |
If you happen to have a font_path setting that is incorrect,
minetest will just attempt to start the gui without a valid
font which leads to a segfault later on.
We can attempt to load the fallback font path fairly easy,
but if that fails we should give up with a proper error message
and not a weird segfault later. This forces an abort() if
the fallback fails as well, and prints a useful error
message to the console.
|