| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
|
| |
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
|
|
|
|
| |
- 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
|
| |
|
| |
|
|
|
|
|
| |
Keeping the ObjectRefs around in a table isn't ideal and this allows
removing the somewhat nonsensical is_player_connected() added in 86ef7147.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
"Deprecated" means that something is still in use, but is unsupported and needs to be removed.
"Obsolete" means it is already out of use.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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).
|
|
|
|
| |
Add minetest.features.httpfetch_binary_data
|
|
|
|
|
|
| |
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
|
|
|
|
|
| |
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)
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
* Remove unused V2F1000 functions
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
* Return intersection point in node coordinates.
* Clarify 'intersection_point' documentation
|
|
|
| |
Use sizeof where applicable for mt_snprintf
|
| |
|
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
Makes log_deprecated work when triggered from no function
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* 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 and offset.
* Return size aswell.
|
|
|
|
|
|
| |
* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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)
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
* Move files around
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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 maximal breath for players
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Only adjust it to the collisionbox value when the collisionbox was really set.
|
|
|
|
|
| |
Default enabled for no change in default behaviour.
Remove 'zoom' privilege.
|
|
|
|
| |
* Overlays for wield and inventory images
|
|
|
|
| |
* Make entity selection and collision boxes independently settable
|
|
|
|
|
|
|
|
|
|
|
| |
* 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 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
|
|
|
|
| |
* Migrate cpp headers to pragma once
|