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* Add ModStorageAPI to client side modding (#5396)Loïc Blot2017-03-16
| | | mod storage is located into user_path / client / mod_storage
* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Move object nametags to cameraRealBadAngel2016-02-18
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* Biomes: Remove referenced biomes from Decorations on clearkwolekr2015-04-16
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* Clean up rollbackShadowNinja2014-11-19
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* Recalculate normals for cached meshes.RealBadAngel2014-10-21
| | | | | | Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
* Create new instance of mesh every time it's required (Solves #703)Perttu Ahola2014-01-06
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* ShaderSource and silly example shadersKahrl2012-12-02
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
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* Add event manager and use it to trigger soundsPerttu Ahola2012-03-24
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* celeron55's sound system initial frameworkPerttu Ahola2012-03-24
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* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
| | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* CraftItem rework and Lua interfaceKahrl2011-11-29
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* Crafting definition in scriptsPerttu Ahola2011-11-29
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* Node definition namesPerttu Ahola2011-11-29
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* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
node/tool/item/whatever types