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* Add disclaimer to client_lua_api.txt (#5391)rubenwardy2017-03-14
* Add `get_wielded_item`red-0012017-03-13
* [CSM] Add `on_punchnode` callbackred-0012017-03-13
* [CSM] Add `get_node` and `get_node_or_nil`red-0012017-03-13
* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
* [CSM] Add local formspecs. (#5094)red-0012017-03-13
* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
* GUI: Allow texture packs to customize the progress bar (#5368)kilbith2017-03-13
* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
* FormSpec: Add position and anchor elements (#5284)adelcoding12017-03-04
* Fix the documentation for `minetest.is_yes` (#5276)red-0012017-02-20
* Correct lua_api.txt docs related to meta (#5198)rubenwardy2017-02-10
* Add ModMetadata API (#5131)Loïc Blot2017-02-08
* Add per-stack descriptions using ItemStack Metadatarubenwardy2017-02-04
* Add ItemStack key-value meta storagerubenwardy2017-02-04
* Add multiply texture modifiersapier2017-01-30
* from_table: Fix crash for missing inventory or fieldSmallJoker2017-01-28
* Make entity on_punch have same signature and behaviour as player on_punchsapier2017-01-28
* Implement player attribute backend (#4155)Loïc Blot2017-01-27
* core: Add dir_to_yaw and yaw_to_dir helpersAuke Kok2017-01-23
* Vector: Add vector.sort(a, b): return box edgesAuke Kok2017-01-23
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
* Add chatcommand unregister and override API (#5076)Elijah Duffy2017-01-20
* Add particle animation, glowsfan52017-01-18
* Add minetest.player_exists() (#5064)rubenwardy2017-01-18
* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
* lua_api.txt: Add registered_chatcommands to global tablesLNJ2017-01-05
* Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2017-01-04
* Add 2D sheet animation for nodessfan52017-01-02
* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
* Various anticheat improvementssfan52016-12-26
* Bump version to 0.4.15sfan52016-12-22
* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
* Fix incorrect docs about minetest.hud_replace_builtin (#4833)Amaz2016-12-02
* Very small documentation fix. (#4830)Bluebird2016-12-02
* Lua_api.txt: Clarify use of looping soundsparamat2016-12-01
* Allow restricting detached inventories to one playersfan52016-11-28
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
* Lua_api.txt: Naming convention for custom item/entity fieldsWuzzy2016-11-15
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
* Rename nodeupdate and nodeupdate_single and make them part of the official APIest312016-11-14
* Nodeupdate: Remove documentation in lua_api.txtparamat2016-11-12
* Add minetest.get_server_uptime() function to Lua API (#4702)Brandon2016-11-02
State *L); }; /* LuaPseudoRandom */ class LuaPseudoRandom : public ModApiBase { private: PseudoRandom m_pseudo; static const char className[]; static const luaL_Reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next(self, min=0, max=32767) -> get next value static int l_next(lua_State *L); public: LuaPseudoRandom(s32 seed) : m_pseudo(seed) {} // LuaPseudoRandom(seed) // Creates an LuaPseudoRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaPseudoRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaPcgRandom */ class LuaPcgRandom : public ModApiBase { private: PcgRandom m_rnd; static const char className[]; static const luaL_Reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next(self, min=-2147483648, max=2147483647) -> get next value static int l_next(lua_State *L); // rand_normal_dist(self, min=-2147483648, max=2147483647, num_trials=6) -> // get next normally distributed random value static int l_rand_normal_dist(lua_State *L); public: LuaPcgRandom(u64 seed) : m_rnd(seed) {} LuaPcgRandom(u64 seed, u64 seq) : m_rnd(seed, seq) {} // LuaPcgRandom(seed) // Creates an LuaPcgRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaPcgRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaSecureRandom */ class LuaSecureRandom : public ModApiBase { private: static const size_t RAND_BUF_SIZE = 2048; static const char className[]; static const luaL_Reg methods[]; u32 m_rand_idx; char m_rand_buf[RAND_BUF_SIZE]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next_bytes(self, count) -> get count many bytes static int l_next_bytes(lua_State *L); public: bool fillRandBuf(); // LuaSecureRandom() // Creates an LuaSecureRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaSecureRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); };