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* Implement formspecdarkrose2012-07-22
* Actually fix facedir-rotated nodes placed using minetest.env:place_node()Perttu Ahola2012-07-21
* Make lava buckets work as fuel in minimal gamedarkrose2012-07-21
* Allow defining player's inventory form in LuaPerttu Ahola2012-07-19
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* Revert back proper crack texturePerttu Ahola2012-06-16
* Allow node cracking animations of any lengthPerttu Ahola2012-06-16
* Update field names to non-deprecated ones in node definition prototypePerttu Ahola2012-06-16
* Use new field names and reorder fields a bit in minimal gamePerttu Ahola2012-06-16
* Node texture animationPerttu Ahola2012-06-16
* Add experimental_tester_tool_1.png to minimal game (was accidentally left out)Perttu Ahola2012-06-08
* Allow groups in crafting recipesPerttu Ahola2012-06-06
* Add after_destruct and cache the existence of on_construct, on_destruct and a...Perttu Ahola2012-06-05
* place_node, dig_node and punch_node; an in-game tester tool; remove old codePerttu Ahola2012-06-05
* Add InvRef:is_empty(listname) and make chests/furnaces not diggable if not em...darkrose2012-06-03
* fix locked chest to not destroy denied items (minimal game)darkrose2012-06-03
* Add fire visualization to minimal furnace menuPerttu Ahola2012-06-03
* Use proper furnace cook timePerttu Ahola2012-06-03
* Lua implementation of furnace with visible active statedarkrose2012-06-03
* Implement locked chest; add after_place_node and after_dig_node node callbacksPerttu Ahola2012-06-03
* minetest.get_craft_resultPerttu Ahola2012-06-03
* Implement sign using form field protocolPerttu Ahola2012-06-03
* Properly create metadata inventories in minimalPerttu Ahola2012-06-03
* Random node metadata thingsPerttu Ahola2012-06-03
* Attempt to begin to implement chests and furnace in Lua (with problems)Perttu Ahola2012-06-03
* Add missing mapgen.lua to games/minimalPerttu Ahola2012-04-06
* experimental:soundblock dig_immediate=3Perttu Ahola2012-04-06
* Make the minimal development test somewhat playable by adding ore generation ...Perttu Ahola2012-04-05
* Fix sound direction and add experimental:soundblock alias sb in minimal for t...Perttu Ahola2012-04-04
* initial_properties field in entity definitionPerttu Ahola2012-03-31
* Add minetest.get_connected_players()Perttu Ahola2012-03-30
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on player...Perttu Ahola2012-03-30
* Modify minimal/give_initial_stuff to always give stuffPerttu Ahola2012-03-29
* Rework tool_capabilities a bit (maxwear->uses, scale dig time according to le...Perttu Ahola2012-03-29
* Make mapgen use mapgen_* node aliases rather than the LEGN macroPerttu Ahola2012-03-28
* Add PseudoRandom in Lua APIPerttu Ahola2012-03-28
* Add minetest.after(time, func)Perttu Ahola2012-03-27
* Add default_grass_footstep.1.ogg as a test sound in minimalPerttu Ahola2012-03-27
* Add games/minimal/game.confPerttu Ahola2012-03-26
* Move games/minetest to games/minimal and update README.txtPerttu Ahola2012-03-26
* Make server world selection not brain dead and use gameid 'minetest' instead ...Perttu Ahola2012-03-25
* Lua API for playing soundsPerttu Ahola2012-03-24
* Add sound.digPerttu Ahola2012-03-24
* Add sounds, tune thingsPerttu Ahola2012-03-24
* Add event manager and use it to trigger soundsPerttu Ahola2012-03-24
* Update Lua API documentation and move it into doc/lua_api.txtPerttu Ahola2012-03-22
* Fix various things being too fast to break by handPerttu Ahola2012-03-20
* Flatten share/ and user/ in the source and for the RUN_IN_PLACE buildPerttu Ahola2012-03-20
an class="hl opt">; LoadVar(S,size); if (size==0) return NULL; else { char* s=luaZ_openspace(S->L,S->b,size); LoadBlock(S,s,size); return luaS_newlstr(S->L,s,size-1); /* remove trailing '\0' */ } } static void LoadCode(LoadState* S, Proto* f) { int n=LoadInt(S); f->code=luaM_newvector(S->L,n,Instruction); f->sizecode=n; LoadVector(S,f->code,n,sizeof(Instruction)); } static Proto* LoadFunction(LoadState* S, TString* p); static void LoadConstants(LoadState* S, Proto* f) { int i,n; n=LoadInt(S); f->k=luaM_newvector(S->L,n,TValue); f->sizek=n; for (i=0; i<n; i++) setnilvalue(&f->k[i]); for (i=0; i<n; i++) { TValue* o=&f->k[i]; int t=LoadChar(S); switch (t) { case LUA_TNIL: setnilvalue(o); break; case LUA_TBOOLEAN: setbvalue(o,LoadChar(S)!=0); break; case LUA_TNUMBER: setnvalue(o,LoadNumber(S)); break; case LUA_TSTRING: setsvalue2n(S->L,o,LoadString(S)); break; default: error(S,"bad constant"); break; } } n=LoadInt(S); f->p=luaM_newvector(S->L,n,Proto*); f->sizep=n; for (i=0; i<n; i++) f->p[i]=NULL; for (i=0; i<n; i++) f->p[i]=LoadFunction(S,f->source); } static void LoadDebug(LoadState* S, Proto* f) { int i,n; n=LoadInt(S); f->lineinfo=luaM_newvector(S->L,n,int); f->sizelineinfo=n; LoadVector(S,f->lineinfo,n,sizeof(int)); n=LoadInt(S); f->locvars=luaM_newvector(S->L,n,LocVar); f->sizelocvars=n; for (i=0; i<n; i++) f->locvars[i].varname=NULL; for (i=0; i<n; i++) { f->locvars[i].varname=LoadString(S); f->locvars[i].startpc=LoadInt(S); f->locvars[i].endpc=LoadInt(S); } n=LoadInt(S); f->upvalues=luaM_newvector(S->L,n,TString*); f->sizeupvalues=n; for (i=0; i<n; i++) f->upvalues[i]=NULL; for (i=0; i<n; i++) f->upvalues[i]=LoadString(S); } static Proto* LoadFunction(LoadState* S, TString* p) { Proto* f; if (++S->L->nCcalls > LUAI_MAXCCALLS) error(S,"code too deep"); f=luaF_newproto(S->L); setptvalue2s(S->L,S->L->top,f); incr_top(S->L); f->source=LoadString(S); if (f->source==NULL) f->source=p; f->linedefined=LoadInt(S); f->lastlinedefined=LoadInt(S); f->nups=LoadByte(S); f->numparams=LoadByte(S); f->is_vararg=LoadByte(S); f->maxstacksize=LoadByte(S); LoadCode(S,f); LoadConstants(S,f); LoadDebug(S,f); IF (!luaG_checkcode(f), "bad code"); S->L->top--; S->L->nCcalls--; return f; } static void LoadHeader(LoadState* S) { char h[LUAC_HEADERSIZE]; char s[LUAC_HEADERSIZE]; luaU_header(h); LoadBlock(S,s,LUAC_HEADERSIZE); IF (memcmp(h,s,LUAC_HEADERSIZE)!=0, "bad header"); } /* ** load precompiled chunk */ Proto* luaU_undump (lua_State* L, ZIO* Z, Mbuffer* buff, const char* name) { LoadState S; if (*name=='@' || *name=='=') S.name=name+1; else if (*name==LUA_SIGNATURE[0]) S.name="binary string"; else S.name=name; S.L=L; S.Z=Z; S.b=buff; LoadHeader(&S); return LoadFunction(&S,luaS_newliteral(L,"=?")); } /* * make header */ void luaU_header (char* h) { int x=1; memcpy(h,LUA_SIGNATURE,sizeof(LUA_SIGNATURE)-1); h+=sizeof(LUA_SIGNATURE)-1; *h++=(char)LUAC_VERSION; *h++=(char)LUAC_FORMAT; *h++=(char)*(char*)&x; /* endianness */ *h++=(char)sizeof(int); *h++=(char)sizeof(size_t); *h++=(char)sizeof(Instruction); *h++=(char)sizeof(lua_Number); *h++=(char)(((lua_Number)0.5)==0); /* is lua_Number integral? */ }