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* Move PlayerSAO to dedicated filesLoic Blot2020-04-11
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* Move serveractiveobject & unitsaoLoic Blot2020-04-11
| | | | | Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
* Work around LuaJIT issues on aarch64 (#9614)sfan52020-04-08
| | | | - Move the text segment below the 47-bit limit, needed for script_exception_wrapper which must be lightuserdata - Replace CUSTOM_RIDX_SCRIPTAPI with full userdata
* Fix 'the the' typos in comments (#9554)LNJ2020-04-04
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* set_sky improvements, set_sun, set_moon and set_starsJordach2020-03-05
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* Move core.get_connected_players() implementation to C++sfan52020-02-23
| | | | | Keeping the ObjectRefs around in a table isn't ideal and this allows removing the somewhat nonsensical is_player_connected() added in 86ef7147.
* Refactor Script API's log_deprecatedsfan52020-02-23
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* Improve core.sound_play with ephemeral sounds and player exclusionsfan52020-02-01
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* Remove unused weight property from objects (#9320)Wuzzy2020-01-22
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* Add z-index management to HUDPierre-Yves Rollo2019-12-06
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* Change some usages of "deprecated" to "obsolete" (#9062)random-geek2019-10-29
| | | | "Deprecated" means that something is still in use, but is unsupported and needs to be removed. "Obsolete" means it is already out of use.
* Punchwear (improved) (#8959)sfan52019-09-22
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* Do not add group values of zero to group lists. (#8751)Beha2019-08-07
| | | | | | | | | | This fixes an issue where when the engine looked up groups (for example, in ABM node names), NodeDefManager's m_group_to_items would contain nodes with a group value of zero, resulting in nodes with flammable = 0 being burned by a fire mod with a group:flammable checking ABM. It brings consistency to the behaviour described in the api documentation, where zero and nil groups should be the same.
* Move the clamping of hp/breath when their maximums change to ↵Beha2019-07-30
| | | | | read_object_properties(). (#8689) This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
* HTTP API: Allow binary downloads and headers (#8573)SmallJoker2019-06-06
| | | | Add minetest.features.httpfetch_binary_data
* Abort when trying to set a not registered node (#7011)HybridDog2019-03-07
| | | | | | I removed the MapNode constructor which takes a nodename and gives the node's id or CONTENT_IGNORE The code which used this constructor (two places) now handles the situation of not registered nodes correctly: * minetest.set_node and similar functions make minetest crash when a not registered node is passed * reverting a node with rollback aborts if the node is not registered
* 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 various bugs (Anticheat, Lua helpers) (#8013)SmallJoker2019-01-06
| | | | | | | | | | | * Fix various bugs (Anticheat, Lua helpers) Anticheat: Use camera position instead of player position for shoot line calculations Lua helpers: Increase 'i' to not overwrite earlier added table values * Remove lag compensation * * 1.5 for larger selection boxes
* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
| | | | | * Proselytize the network. Use IEEE F32 * Remove unused V2F1000 functions
* Clean up stack after script_get_backtrace (#7854)Michael Muller2018-11-28
| | | | | | | | script_get_backtrace() was leaving its return value on the stack, corrupting subsequent lua operations for functions that did not immediately return. This problem can specifically be observed in the case of multiple "groupcaps" entries, each of which provides the legacy "maxwear" property. These cause a backtrace and thus pollute the stack for the following lua_next() call.
* Raycast: export exact pointing location (#6304)Dániel Juhász2018-08-16
| | | | | * Return intersection point in node coordinates. * Clarify 'intersection_point' documentation
* Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22
| | | Use sizeof where applicable for mt_snprintf
* Lua templating reading (part 4): s16, v2s16, v2f (#7512)Loïc Blot2018-07-08
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* Modernize lua read (part 2 & 3): C++ templating assurance (#7410)Loïc Blot2018-06-30
| | | | | | | | | * Modernize lua read (part 2 & 3): C++ templating assurance Implement the boolean reader Implement the string reader Also remove unused & unimplemented script_error_handler Add a reader with default value
* Fix segfault in player migration and crash in log_deprecatedSmallJoker2018-05-14
| | | | Makes log_deprecated work when triggered from no function
* Optional alpha channel support for entitiesstujones112018-03-29
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* Getv3intfield: Fix logic of return boolparamat2018-03-09
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* c_converter: Function template for numeric fields, add v3s16 default (#7090)SmallJoker2018-03-03
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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Make hud_get return aligment, offset and size. (#7006)lisacvuk2018-02-04
| | | | | | * Make hud_get return aligment and offset. * Return size aswell.
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
| | | | | | * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now.
* Connected Nodeboxes: Add `disconnected` boxesThomas--S2018-01-03
| | | | | | | | | | | | | | | The `disconnected_*` boxes are the opposites of the `connect_*` ones, i.e. when a node has no suitable neighbours on the respective side, the according disconnected box is drawn. * disconnected_top * disconnected_bottom * disconnected_front * disconnected_left * disconnected_back * disconnected_right * disconnected (when there is *no* neighbour) * disconnected_sides (when there are *no* neighbours to the sides)
* Fix rounding error in g/set_node caused by truncation to floatrubenwardy2017-12-26
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* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
| | | | | | | | | | | | | Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
* Hint at problematic code when logging deprecated callssfan52017-11-27
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* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* Player eye height: Make this a settable player object propertyparamat2017-11-06
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* Improvements/fixes for noise parameter input in advanced settingsMuhammad Rifqi Priyo Susanto2017-10-23
| | | | | | | | | | | | | | | | Formspec input for each individual noise parameter and flag. Allow noise flags to be set in advanced settings, previously only settable in minetest.conf. Standardise 'group format' for noise parameters set in minetest.conf, as only these support noise flags. However the older 'single line' format is still accepted to support existing minetest.conf files. Therefore auto-generate minetest.conf.example with noise parameters in 'group format'. Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or 'noise_params_3D', the dimension number is displayed in the advanced settings edit page.
* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
| | | | | | | | | | | | * Add no_static_save property to luaentites to not save them statically. This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead. * Use positive meaning for static_save object property * Invert meaning also for the LUA parameter Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'. * Extend push_object_properties()
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
| | | | * Customizeable maximal breath for players
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
| | | | | | The 'glow' value is added to the ambient light value. Negative 'glow' disables light's effect on object colour, for faking self-lighting, UI-style entities, or programmatic colouring in mods.
* Implement client node dig predictionAuke Kok2017-09-11
| | | | | | | | Dig prediction allows clients to remove dug nodes without waiting for server acknowledgement. This patch allows mods to override dig prediction, it can either be turned off or a different "prediction node" can be selected.
* Object properties: Fix loss of custom selectionboxSmallJoker2017-09-10
| | | | Only adjust it to the collisionbox value when the collisionbox was really set.
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
| | | | | Default enabled for no change in default behaviour. Remove 'zoom' privilege.
* Overlays for wield and inventory images (#6107)Dániel Juhász2017-08-25
| | | | * Overlays for wield and inventory images
* Make entity selection and collision boxes independently settable (#6218)stujones112017-08-24
| | | | * Make entity selection and collision boxes independently settable
* Respect object property hp_max field for players (#6287)SmallJoker2017-08-23
| | | | | | | | | | | * Respect object property hp_max field for players This allows modders to configure the maximal HP per player * Statbars: Downscale bar to full 20 HP when exceeding this value Add default max HP for players and breath constants to builtin Document the constants * Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
* Modernize source code: last part (#6285)Loïc Blot2017-08-20
| | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once