aboutsummaryrefslogtreecommitdiff
path: root/cmake/Modules
Commit message (Expand)AuthorAge
* DragonFly BSD is somewhat identical to FreeBSD (#8159)Leonid Bobrov2019-02-03
* Fix libgmp detection (#7488)Leonid Bobrov2018-06-26
* Fix luajit include not being foundrubenwardy2018-05-08
* Initial Haiku support (#6568)miqlas2017-10-30
* Fix cmake library default build problem since moving to lib/Loic Blot2017-04-07
* Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instea...Loïc Blot2017-04-02
* Fixes for compiling with a newer (system) jsoncpp (#4429)Rogier-52016-08-10
* Really fix ncurses lookup on Arch Linuxsfan52016-05-16
* Fix ncurses lookup on Arch LinuxDavid Knapp2016-04-08
* Improve LuaJIT detectionFerdinand Thiessen2015-12-05
* Add server side ncurses terminalest312015-11-06
* FindJson: use PATH_SUFFIXES jsoncpp to find incdirIgor Gnatenko2015-09-26
* Add LibGMPest312015-05-11
* Make Git version detection use VERSION_STRING instead of tagsShadowNinja2015-05-05
* Better version detection for shallow clonesest312015-05-03
* Fix typo in OpenGL ES 2 CMake fileShadowNinja2015-03-27
* Clean up and tweak build systemShadowNinja2015-03-27
* Fix cmake po detection bugest312015-03-23
* Improve FindIrrlicht.cmake moduleMarkus Koschany2015-02-21
* Remove included SQLite3ShadowNinja2015-01-08
* OS X compatibility fixesMartin Doege2014-06-29
* Add CURL_DLL search to show up CURL_DLL in cmake gui and don't silently ignor...sapier2013-11-17
* Show git hash in version string at top left corner of windowKahrl2013-09-28
* Always use builtin JThread librarykwolekr2013-09-15
* build with ogles2 driverproller2013-03-16
* fix link if system json lib existsproller2013-03-05
* new auto masterserverproller2013-02-22
* Prefer shared cURL library instead of the static one.Ilya Zhuravlev2012-12-21
* Tweak CMake files for cURLsfan52012-12-18
* Added ability to fetch media from remote server (using cURL library)Ilya Zhuravlev2012-12-16
* Add OGG_INCLUDE_DIR to SOUND_INCLUDE_DIRSPerttu Ahola2012-03-25
* celeron55's sound system initial frameworkPerttu Ahola2012-03-24
* Flatten share/ and user/ in the source and for the RUN_IN_PLACE buildPerttu Ahola2012-03-20
* Gettext fix for *BSD - require special linkage as glibc is not usedq662011-08-11
* Locale dir should be parallel to global data dirGiuseppe Bilotta2011-07-24
* Bring po update out of cmake againGiuseppe Bilotta2011-07-24
* updated cmakerules to autodetect if gettext can be usedConstantin Wenger2011-07-23
* updatepo cmake ruleGiuseppe Bilotta2011-07-22
* Refactor mo creation/installationGiuseppe Bilotta2011-07-22
* fixed not finding dll for gettext in MSVCConstantin Wenger2011-07-21
* Find correct library for MSVC vs MingW in WinowsGiuseppe Bilotta2011-07-21
* updated some path because the dlls are mostly under bin not libConstantin Wenger2011-07-21
* Refactor and clean up gettext managementGiuseppe Bilotta2011-07-21
* Use system sqlite3/jthread libs if availableGiuseppe Bilotta2011-07-20
* Added libIrrlicht.dll.a to searched library names for non-MSVC windowsPerttu Ahola2011-05-17
* forgot some test code in...Perttu Ahola2011-02-16
* Hopefully fixed some of the errors in cmake's finding of irrlichtPerttu Ahola2011-02-16
* might work good on cmake+msvc nowPerttu Ahola2011-02-15
* Hopefully fixed the problem of IRRLICHT_SOURCE_DIR being not considered when ...Perttu Ahola2011-02-01
* Mainly small build system fixesPerttu Ahola2011-01-09
"hl opt">, } self.object:set_properties(prop) end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, always_collect = self.always_collect, age = self.age }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = core.deserialize(staticdata) if data and type(data) == "table" then self.itemstring = data.itemstring self.always_collect = data.always_collect if data.age then self.age = data.age + dtime_s else self.age = dtime_s end end else self.itemstring = staticdata end self.object:set_armor_groups({immortal = 1}) self.object:setvelocity({x = 0, y = 2, z = 0}) self.object:setacceleration({x = 0, y = -10, z = 0}) self:set_item(self.itemstring) end, on_step = function(self, dtime) self.age = self.age + dtime if time_to_live > 0 and self.age > time_to_live then self.itemstring = '' self.object:remove() return end local p = self.object:getpos() p.y = p.y - 0.5 local nn = core.get_node(p).name -- If node is not registered or node is walkably solid and resting on nodebox local v = self.object:getvelocity() if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then if self.physical_state then local own_stack = ItemStack(self.object:get_luaentity().itemstring) for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do local obj = object:get_luaentity() if obj and obj.name == "__builtin:item" and obj.physical_state == false then local stack = ItemStack(obj.itemstring) if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then local overflow = false local count = stack:get_count() + own_stack:get_count() local max_count = stack:get_stack_max() if count>max_count then overflow = true count = count - max_count else self.itemstring = '' end local pos=object:getpos() pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15 object:moveto(pos, false) local s, c local max_count = stack:get_stack_max() local name = stack:get_name() if not overflow then obj.itemstring = name.." "..count s = 0.2 + 0.1 * (count / max_count) c = s object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.object:remove() return else s = 0.4 c = 0.3 object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) obj.itemstring = name.." "..max_count s = 0.2 + 0.1 * (count / max_count) c = s self.object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.itemstring = name.." "..count end end end end self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0}) self.physical_state = false self.object:set_properties({physical = false}) end else if not self.physical_state then self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = -10, z = 0}) self.physical_state = true self.object:set_properties({physical = true}) end end end, on_punch = function(self, hitter) if self.itemstring ~= '' then local left = hitter:get_inventory():add_item("main", self.itemstring) if not left:is_empty() then self.itemstring = left:to_string() return end end self.itemstring = '' self.object:remove() end, })