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* Remove lots of debug output from modmgrsapier2013-07-12
* Fix serverdescription and name not beeing saved to local serverlistsapier2013-07-12
* Add VoxelArea:position, VoxelArea:iter and VoxelArea:iterpKahrl2013-07-11
* Worldlist fixessapier2013-07-11
* Fix serverlistsapier2013-07-09
* Public server checkboxproller2013-07-10
* Revert "Fix serverlist not beeing escaped correctly"kwolekr2013-07-08
* Fix header not beeing shown except on singleplayer tabsapier2013-07-08
* Fix serverlist not beeing escaped correctlysapier2013-07-08
* fix crash on play/start with empty world listsapier2013-07-08
* Make sure that coordinates passed to /teleport are actual numbersPilzAdam2013-07-08
* Move math.hypot() to misc_helpers.lua and fix zero-division errorShadowNinja2013-07-07
* Lua main menu: Fix world creation dialogkwolekr2013-07-07
* Set numeric locale in Lua in main menuPilzAdam2013-07-08
* Fix many formspec menu bugssapier2013-07-07
* Fix parseColor, change remaining colorkeys to new format, fix Contributor listSfan52013-07-07
* Handle 0 vectors in vector.normalize()ShadowNinja2013-07-07
* Add vector helpersShadowNinja2013-07-07
* Use hexadecimal RRGGBB instead of colorkeys, rename getColor to parseColorSfan52013-07-06
* Lua main menu: Fix crash on init lua error, mapgen dropdown index, and new wo...kwolekr2013-07-03
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Remove unnecessary debug output in node_dig()PilzAdam2013-07-02
* Infinite tools in creative modeLord89James2013-07-02
* Add Lua VoxelArea methods: contains, containsp, containsikwolekr2013-06-28
* Add voxelarea.lua helper to builtinkwolekr2013-06-28
* Add Lua on_mapgen_init callback, and minetest.set_mapgen_params APIkwolekr2013-06-27
* Restore old output format of dump()Diego Martínez2013-06-18
* Fix crash in dump() when index is a tablekhonkhortisan2013-06-15
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
* Fix minetest.featuresPilzAdam2013-05-01
* Add a Way of checking for specific Feature with Lua Adds minetest.get_feature...Sfan52013-05-01
* Add option to not prepend "Server -!- " to messages sent with minetest.chat_s...ShadowNinja2013-04-23
* Use system wide LuaJIT if aviable.RealBadAngel2013-04-08
* Only enqueue falling nodes if they really want to fallPilzAdam2013-04-05
* unkn own block -> unkn own nodekhonkhortisan2013-04-05
* Add private messaging with /msgShadowNinja2013-04-05
* Use the nodebox as selection box if it's not set manuallyDiego Martínez2013-04-05
* Add a delay to nodeupdate()PilzAdam2013-04-05
* Return an ItemStack in minetest.item_place() if nodes' on rightclick doesnt r...PilzAdam2013-04-02
* Don't grant priveleges to non-existent players.0gb.us2013-03-30
* Fix node replacement in not-quite-loaded chunks0gb.us2013-03-29
* Allow falling nodes to pass through solid "buildable_to" nodes.Splizard2013-03-19
* Prevent passing nil to unpack() in minetest.afterPilzAdam2013-03-19
* Allow minetest.after to take a variable number of argumentsJeija2013-03-17
* Allow any character in formspec strings with escape charkwolekr2013-03-05
* Fix pickup of dropped items when the player only takes a part of themPilzAdam2013-03-03
* Drop nodes as items when dugged and no room in inventory and dont remove drop...PilzAdam2013-02-21
* Dont drop tools on rightclickPilzAdam2013-02-19
* Set numeric locale for LuaIlya Zhuravlev2013-02-18
* Fix minetest.item_place_node() and minetest.item_drop() to always return an I...PilzAdam2013-02-13
encies:") .. "]" .. "textlist[0,4.375;5,1.8;world_config_optdepends;" .. soft_deps .. ";0]" .. "button[3.25,7;2.5,0.5;btn_config_world_save;" .. fgettext("Save") .. "]" .. "button[5.75,7;2.5,0.5;btn_config_world_cancel;" .. fgettext("Cancel") .. "]" if mod and mod.name ~= "" and not mod.is_game_content then if mod.is_modpack then local rawlist = data.list:get_raw_list() local all_enabled = true for j = 1, #rawlist, 1 do if rawlist[j].modpack == mod.name and not rawlist[j].enabled then all_enabled = false break end end if all_enabled then retval = retval .. "button[5.5,0.125;2.5,0.5;btn_mp_disable;" .. fgettext("Disable MP") .. "]" else retval = retval .. "button[5.5,0.125;2.5,0.5;btn_mp_enable;" .. fgettext("Enable MP") .. "]" end else if mod.enabled then retval = retval .. "checkbox[5.5,-0.125;cb_mod_enable;" .. fgettext("enabled") .. ";true]" else retval = retval .. "checkbox[5.5,-0.125;cb_mod_enable;" .. fgettext("enabled") .. ";false]" end end end if enabled_all then retval = retval .. "button[8.75,0.125;2.5,0.5;btn_disable_all_mods;" .. fgettext("Disable all") .. "]" else retval = retval .. "button[8.75,0.125;2.5,0.5;btn_enable_all_mods;" .. fgettext("Enable all") .. "]" end retval = retval .. "tablecolumns[color;tree;text]" .. "table[5.5,0.75;5.75,6;world_config_modlist;" retval = retval .. modmgr.render_modlist(data.list) retval = retval .. ";" .. data.selected_mod .."]" return retval end local function enable_mod(this, toset) local mod = this.data.list:get_list()[this.data.selected_mod] if mod.is_game_content then -- game mods can't be enabled or disabled elseif not mod.is_modpack then if toset == nil then mod.enabled = not mod.enabled else mod.enabled = toset end else local list = this.data.list:get_raw_list() for i=1,#list,1 do if list[i].modpack == mod.name then if toset == nil then toset = not list[i].enabled end list[i].enabled = toset end end end end local function handle_buttons(this, fields) if fields["world_config_modlist"] ~= nil then local event = core.explode_table_event(fields["world_config_modlist"]) this.data.selected_mod = event.row core.settings:set("world_config_selected_mod", event.row) if event.type == "DCL" then enable_mod(this) end return true end if fields["key_enter"] ~= nil then enable_mod(this) return true end if fields["cb_mod_enable"] ~= nil then local toset = core.is_yes(fields["cb_mod_enable"]) enable_mod(this,toset) return true end if fields["btn_mp_enable"] ~= nil or fields["btn_mp_disable"] then local toset = (fields["btn_mp_enable"] ~= nil) enable_mod(this,toset) return true end if fields["btn_config_world_save"] then local filename = this.data.worldspec.path .. DIR_DELIM .. "world.mt" local worldfile = Settings(filename) local mods = worldfile:to_table() local rawlist = this.data.list:get_raw_list() local i,mod for i,mod in ipairs(rawlist) do if not mod.is_modpack and not mod.is_game_content then if modname_valid(mod.name) then worldfile:set("load_mod_"..mod.name, tostring(mod.enabled)) else if mod.enabled then gamedata.errormessage = fgettext_ne("Failed to enable mod \"$1\" as it contains disallowed characters. Only chararacters [a-z0-9_] are allowed.", mod.name) end end mods["load_mod_"..mod.name] = nil end end -- Remove mods that are not present anymore for key,value in pairs(mods) do if key:sub(1,9) == "load_mod_" then worldfile:remove(key) end end if not worldfile:write() then core.log("error", "Failed to write world config file") end this:delete() return true end if fields["btn_config_world_cancel"] then this:delete() return true end if fields.btn_enable_all_mods then local list = this.data.list:get_raw_list() for i = 1, #list do if not list[i].is_game_content and not list[i].is_modpack then list[i].enabled = true end end enabled_all = true return true end if fields.btn_disable_all_mods then local list = this.data.list:get_raw_list() for i = 1, #list do if not list[i].is_game_content and not list[i].is_modpack then list[i].enabled = false end end enabled_all = false return true end return false end function create_configure_world_dlg(worldidx) local dlg = dialog_create("sp_config_world", get_formspec, handle_buttons, nil) dlg.data.selected_mod = tonumber(core.settings:get("world_config_selected_mod")) if dlg.data.selected_mod == nil then dlg.data.selected_mod = 0 end dlg.data.worldspec = core.get_worlds()[worldidx] if dlg.data.worldspec == nil then dlg:delete() return nil end dlg.data.worldconfig = modmgr.get_worldconfig(dlg.data.worldspec.path) if dlg.data.worldconfig == nil or dlg.data.worldconfig.id == nil or dlg.data.worldconfig.id == "" then dlg:delete() return nil end dlg.data.list = filterlist.create( modmgr.preparemodlist, --refresh modmgr.comparemod, --compare function(element,uid) --uid match if element.name == uid then return true end end, function(element, criteria) if criteria.hide_game and element.is_game_content then return false end if criteria.hide_modpackcontents and element.modpack ~= nil then return false end return true end, --filter { worldpath= dlg.data.worldspec.path, gameid = dlg.data.worldspec.gameid } ) if dlg.data.selected_mod > dlg.data.list:size() then dlg.data.selected_mod = 0 end dlg.data.list:set_filtercriteria( { hide_game=dlg.data.hide_gamemods, hide_modpackcontents= dlg.data.hide_modpackcontents }) dlg.data.list:add_sort_mechanism("alphabetic", sort_mod_list) dlg.data.list:set_sortmode("alphabetic") return dlg end