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* Consistent HP and damage types (#8167)SmallJoker2019-02-10
| | | | | Remove deprecated HUDs and chat message handling. Remove unused m_damage variable (compat break). HP: s32 for setter/calculations, u16 for getter.
* Fix on_successful_save -> onSuccessfulSaveLoïc Blot2019-01-04
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* Fix various player save issues (performance penalty on sql backends + bugs)Loïc Blot2019-01-04
| | | | | | | * PostgreSQL & SQLite3 doesn't setModified(false) on RemotePlayer, then player is saved on each server save call. This results in heavy useless writes. * PostgreSQL & SQLite3 ack engine meta write whereas db commit hasn't been performed. If commit failed write has failed. We mustn't notify engine write is done. * serializing player meta must not setModified(false) because it didn't ensure write has been done * add RemotePlayer::on_successfull_save callback to do the flag update on a successful save
* Player file directory must be only created when using file backend.Loïc Blot2019-01-04
| | | | Also ensure on each player save that the directory exists
* Add Lua methods 'set_rotation()' and 'get_rotation()' (#7395)CoderForTheBetter2018-11-28
| | | | * Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
| | | | * Replace auth.txt with SQLite auth database
* Add player:get_meta(), deprecate player attributes (#7202)rubenwardy2018-04-06
| | | | * Add player:get_meta(), deprecate player attributes
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Move files around
an> static int l_is_attached(lua_State *L); static int l_is_touching_ground(lua_State *L); static int l_is_in_liquid(lua_State *L); static int l_is_in_liquid_stable(lua_State *L); static int l_get_liquid_viscosity(lua_State *L); static int l_is_climbing(lua_State *L); static int l_swimming_vertical(lua_State *L); static int l_get_physics_override(lua_State *L); static int l_get_override_pos(lua_State *L); static int l_get_last_pos(lua_State *L); static int l_get_last_velocity(lua_State *L); static int l_get_last_look_vertical(lua_State *L); static int l_get_last_look_horizontal(lua_State *L); static int l_get_key_pressed(lua_State *L); static int l_get_breath(lua_State *L); static int l_get_pos(lua_State *L); static int l_get_movement_acceleration(lua_State *L); static int l_get_movement_speed(lua_State *L); static int l_get_movement(lua_State *L); // hud_add(self, id, form) static int l_hud_add(lua_State *L); // hud_rm(self, id) static int l_hud_remove(lua_State *L); // hud_change(self, id, stat, data) static int l_hud_change(lua_State *L); // hud_get(self, id) static int l_hud_get(lua_State *L); LocalPlayer *m_localplayer = nullptr; public: LuaLocalPlayer(LocalPlayer *m); ~LuaLocalPlayer() = default; static void create(lua_State *L, LocalPlayer *m); static LuaLocalPlayer *checkobject(lua_State *L, int narg); static LocalPlayer *getobject(LuaLocalPlayer *ref); static LocalPlayer *getobject(lua_State *L, int narg); static void Register(lua_State *L); };