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* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
* Move ClientMap to clientmap.{h,cpp}Perttu Ahola2012-03-16
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light,...Kahrl2012-03-15
* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Initialize ABM timer to random value to spread processingPerttu Ahola2012-01-02
* Fix ABM trigger chance being often way too highPerttu Ahola2012-01-02
* Add EnvRef:get_objects_inside_radius(pos, radius)Perttu Ahola2011-12-28
* Add ABM required neighbor checkPerttu Ahola2011-12-03
* Fix player double damagePerttu Ahola2011-12-02
* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
* Player-is-SAO WIPPerttu Ahola2011-12-01
* Handle ActiveBlockModifier intervals properly, down to 1sPerttu Ahola2011-11-29
* Replace old active block random node modifying things with actual ActiveBlock...Perttu Ahola2011-11-29
* Make blocks to be loaded from disk when the active block area reaches themPerttu Ahola2011-11-29
* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Add /clearobjectsPerttu Ahola2011-10-18
* mobv2Perttu Ahola2011-10-15
* Removed unused camera_position and camera_direction fields from Client. Moved...Kahrl2011-09-07
* lava!Perttu Ahola2011-08-15
* made screen go slightly blue when underwaterPerttu Ahola2011-07-01
* reorganized a lot of stuff and modified mapgen and objects slightly while doi...Perttu Ahola2011-06-26
* New map generator added (and SQLite, messed up the commits at that time...) (...Perttu Ahola2011-06-25
* tried to reduce unnecessary map saving disk i/o a bitPerttu Ahola2011-06-05
* Reduced server CPU usage on NodeMetadata step()s. Also furnace now cooks whil...Perttu Ahola2011-05-31
* player passwords and privileges in world/auth.txtPerttu Ahola2011-05-29
* a work-in-progress map modified callback interface (committing because i want...Perttu Ahola2011-05-24
* Some work-in-progress stuff and many comment updatesPerttu Ahola2011-05-22
* Preliminary "active block" stuff + set up test code to grow grass.Perttu Ahola2011-05-22
* Fixed a small memory leak in ServerEnvironment and cleaned the code a bitPerttu Ahola2011-05-21
* random comment updatesPerttu Ahola2011-04-30
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
* changed server to do object management at longer intervals (0.5s)Perttu Ahola2011-04-10
* implemented rats in new system to verify that it worksPerttu Ahola2011-04-10
* Some progress on transitioning from MapBlockObject to ActiveObject.Perttu Ahola2011-04-08
* updated scripting api a bitPerttu Ahola2011-02-23
* mainly work on object scripting apiPerttu Ahola2011-02-23
* preliminary lua scripting framework for objectsPerttu Ahola2011-02-21
* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
* Now texture handling is fast. Also now players are saved on disk.Perttu Ahola2011-01-28
* fixed erroneus handling of many players with no peer existing at same timePerttu Ahola2011-01-18
* Players are left on server while server is running. No passwords yet.Perttu Ahola2011-01-15
* added dedicated server build without irrlichtPerttu Ahola2010-12-19
* day/night working client sidePerttu Ahola2010-12-19
* before daynight mesh cachePerttu Ahola2010-12-18
* license stuffPerttu Ahola2010-11-29
opt">, ds.meta) elseif ds then self:set_node(ds) elseif staticdata ~= "" then self:set_node({name = staticdata}) end end, on_step = function(self, dtime) -- Set gravity local acceleration = self.object:getacceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:setacceleration({x = 0, y = -10, z = 0}) end -- Turn to actual node when colliding with ground, or continue to move local pos = self.object:getpos() -- Position of bottom center point local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Avoid bugs caused by an unloaded node below local bcn = core.get_node_or_nil(bcp) local bcd = bcn and core.registered_nodes[bcn.name] if bcn and (not bcd or bcd.walkable or (core.get_item_group(self.node.name, "float") ~= 0 and bcd.liquidtype ~= "none")) then if bcd and bcd.leveled and bcn.name == self.node.name then local addlevel = self.node.level if not addlevel or addlevel <= 0 then addlevel = bcd.leveled end if core.add_node_level(bcp, addlevel) == 0 then self.object:remove() return end elseif bcd and bcd.buildable_to and (core.get_item_group(self.node.name, "float") == 0 or bcd.liquidtype == "none") then core.remove_node(bcp) return end local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} -- Check what's here local n2 = core.get_node(np) local nd = core.registered_nodes[n2.name] -- If it's not air or liquid, remove node and replace it with -- it's drops if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then core.remove_node(np) if nd and nd.buildable_to == false then -- Add dropped items local drops = core.get_node_drops(n2.name, "") for _, dropped_item in pairs(drops) do core.add_item(np, dropped_item) end end -- Run script hook for _, callback in pairs(core.registered_on_dignodes) do callback(np, n2) end end -- Create node and remove entity if core.registered_nodes[self.node.name] then core.add_node(np, self.node) if self.meta then local meta = core.get_meta(np) meta:from_table(self.meta) end end self.object:remove() core.check_for_falling(np) return end local vel = self.object:getvelocity() if vector.equals(vel, {x = 0, y = 0, z = 0}) then local npos = self.object:getpos() self.object:setpos(vector.round(npos)) end end }) local function spawn_falling_node(p, node, meta) local obj = core.add_entity(p, "__builtin:falling_node") if obj then obj:get_luaentity():set_node(node, meta) end end function core.spawn_falling_node(pos) local node = core.get_node(pos) if node.name == "air" or node.name == "ignore" then return false end local obj = core.add_entity(pos, "__builtin:falling_node") if obj then obj:get_luaentity():set_node(node) core.remove_node(pos) return true end return false end local function drop_attached_node(p) local nn = core.get_node(p).name core.remove_node(p) for _, item in pairs(core.get_node_drops(nn, "")) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, z = p.z + math.random()/2 - 0.25, } core.add_item(pos, item) end end function builtin_shared.check_attached_node(p, n) local def = core.registered_nodes[n.name] local d = {x = 0, y = 0, z = 0} if def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" then -- The fallback vector here is in case 'wallmounted to dir' is nil due -- to voxelmanip placing a wallmounted node without resetting a -- pre-existing param2 value that is out-of-range for wallmounted. -- The fallback vector corresponds to param2 = 0. d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0} else d.y = -1 end local p2 = vector.add(p, d) local nn = core.get_node(p2).name local def2 = core.registered_nodes[nn] if def2 and not def2.walkable then return false end return true end -- -- Some common functions -- function core.check_single_for_falling(p) local n = core.get_node(p) if core.get_item_group(n.name, "falling_node") ~= 0 then local p_bottom = {x = p.x, y = p.y - 1, z = p.z} -- Only spawn falling node if node below is loaded local n_bottom = core.get_node_or_nil(p_bottom) local d_bottom = n_bottom and core.registered_nodes[n_bottom.name] if d_bottom and (core.get_item_group(n.name, "float") == 0 or d_bottom.liquidtype == "none") and (n.name ~= n_bottom.name or (d_bottom.leveled and core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and (not d_bottom.walkable or d_bottom.buildable_to) then n.level = core.get_node_level(p) local meta = core.get_meta(p) local metatable = {} if meta ~= nil then metatable = meta:to_table() end core.remove_node(p) spawn_falling_node(p, n, metatable) return true end end if core.get_item_group(n.name, "attached_node") ~= 0 then if not builtin_shared.check_attached_node(p, n) then drop_attached_node(p) return true end end return false end -- This table is specifically ordered. -- We don't walk diagonals, only our direct neighbors, and self. -- Down first as likely case, but always before self. The same with sides. -- Up must come last, so that things above self will also fall all at once. local check_for_falling_neighbors = { {x = -1, y = -1, z = 0}, {x = 1, y = -1, z = 0}, {x = 0, y = -1, z = -1}, {x = 0, y = -1, z = 1}, {x = 0, y = -1, z = 0}, {x = -1, y = 0, z = 0}, {x = 1, y = 0, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 0, z = -1}, {x = 0, y = 0, z = 0}, {x = 0, y = 1, z = 0}, } function core.check_for_falling(p) -- Round p to prevent falling entities to get stuck. p = vector.round(p) -- We make a stack, and manually maintain size for performance. -- Stored in the stack, we will maintain tables with pos, and -- last neighbor visited. This way, when we get back to each -- node, we know which directions we have already walked, and -- which direction is the next to walk. local s = {} local n = 0 -- The neighbor order we will visit from our table. local v = 1 while true do -- Push current pos onto the stack. n = n + 1 s[n] = {p = p, v = v} -- Select next node from neighbor list. p = vector.add(p, check_for_falling_neighbors[v]) -- Now we check out the node. If it is in need of an update, -- it will let us know in the return value (true = updated). if not core.check_single_for_falling(p) then -- If we don't need to "recurse" (walk) to it then pop -- our previous pos off the stack and continue from there, -- with the v value we were at when we last were at that -- node repeat local pop = s[n] p = pop.p v = pop.v s[n] = nil n = n - 1 -- If there's nothing left on the stack, and no -- more sides to walk to, we're done and can exit if n == 0 and v == 11 then return end until v < 11 -- The next round walk the next neighbor in list. v = v + 1 else -- If we did need to walk the neighbor, then -- start walking it from the walk order start (1), -- and not the order we just pushed up the stack. v = 1 end end end -- -- Global callbacks -- local function on_placenode(p, node) core.check_for_falling(p) end core.register_on_placenode(on_placenode) local function on_dignode(p, node) core.check_for_falling(p) end core.register_on_dignode(on_dignode) local function on_punchnode(p, node) core.check_for_falling(p) end core.register_on_punchnode(on_punchnode) -- -- Globally exported functions -- -- TODO remove this function after the 0.4.15 release function nodeupdate(p) core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead") core.check_for_falling(p) end -- TODO remove this function after the 0.4.15 release function nodeupdate_single(p) core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead") core.check_single_for_falling(p) end