| Commit message (Collapse) | Author | Age |
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* Do not grant all privs to admins.
* Default give_to_admin to give_to_singleplayer
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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
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* Customizeable maximal breath for players
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* Abort set_item when it does nothing
* Do not adjust dropped item size linearly
Instead use cube root because the item count is proportional to the volume, not to the length.
* Make the item rotate slower when it's bigger
Bigger items chafe more on the ground, so they can't rotate as fast as small ones
* Fix items flying in air
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* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
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Default enabled for no change in default behaviour.
Remove 'zoom' privilege.
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* Add register_on_priv_grant/revoke, and on_grant/revoke to privs. Call from /grant and /revoke
* Call on_grant and on_revoke callbacks from set_privs
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New code structure
Use setting movement_gravity
Reset age on merge
Set merge radius to 1.0m
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* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
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error log
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that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
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* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
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* Fix and improve params consistency
* Move parenthesis requirement to descriptions
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* [CSM] Add function to get player privileges + move related help functions to common
* Added @Zeno- const
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Allow players to clear their own inventory or that of another player with /clearinv command. server privilege is required to clear another player's inventory, no privileges are required to clear your own inventory.'
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This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
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* 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
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Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
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The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
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Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
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* 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
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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.
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* Add minetest.spawn_falling_node(pos)
* lua_api.txt: Add minetest.spawn_falling_node(pos)
* Update minetest.spawn_falling_node(pos)
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Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
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chatcommand. (#5252)
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(#5153)
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These are needed to go from things like entity yaw to a vector
and vice versa.
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Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
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