| Commit message (Collapse) | Author | Age |
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Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
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* 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
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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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* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
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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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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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Since local servers and local favorites have no ping value (these
are only provided by the server) we shouldn't load a broken
image filename.
Fixes #5238
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chatcommand. (#5252)
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We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
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(#5153)
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The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
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These are needed to go from things like entity yaw to a vector
and vice versa.
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This function returns the box corners of the smallest box
that includes the two given coordinates.
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Add show_statusline_on_connect setting
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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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* Add search to advanced settings
* Press enter again to go to next result
* Use keyword based search, auto select best option
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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When the new set of biomes was added in MTGame the 'spread' for heat
and humidity noise parameters was increased to 1000, i forgot to update
settingtypes.txt and minetest.conf.
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* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
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