| Commit message (Collapse) | Author | Age |
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* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
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Added the following chat coreside features
* Chat messages length limit
* Message rate limiting
* Message rate kicking
Note:
* handleChat now takes RemotePlayer pointer instead of u16 to remove useless
lookups
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Deprecate get_look / set_look pitch / yaw
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Adds initial ingame gamepad support to minetest.
Full Formspec support is not implemented yet and
can be added by a later change.
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Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
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* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
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This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.
Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.
The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.
This change includes a contribution by @kahrl who has improved ncurses
library detection.
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* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
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Enable the server to request the client to reconnect.
This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
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ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position
Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset
Global:
minetest.get_gen_notify
minetest.get_noiseparams
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Also fix a memory leak
Fix overloaded virtual warning in Player::move()
Remove some trailing whitespace
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0e5e49736c0a5fa29bca257bafc02d7c7a7171c9
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Sometimes HUD can be modified by ServerThread and EmergeThread results in a crash on client side because the HUD is not correct
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doesn't breath.
Add Player::isDead function to check player is dead
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NDEBUG is defined), replace those usages with persistent alternatives
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- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
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with .
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Lua API.
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This should make it possible to change the player's animation based on what he is doing
Correct lua api version number
Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe.
Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
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