| Commit message (Collapse) | Author | Age |
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* HPChange Reason: Fix push after free, and type being overwritten
Fixes #8227 and #8344
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Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
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"Get core.registered_on_chat_messages" to "Get core.registered_on_player_receive_fields" where `core.registered_on_player_receive_fields` is gotten
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Update Android.mk
Remove 'src/client' from include_directories
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* Return intersection point in node coordinates.
* Clarify 'intersection_point' documentation
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Use sizeof where applicable for mt_snprintf
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* 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
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* CSM/SSM: Add on_mods_loaded callback
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* Allow right-clicking on attached LuaEntities
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Replaces mods and texture pack tabs with a single content tab
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* Implement new travis clang-tidy build step
* This step enable some rules and enforce one rule as error
* This permits to have some C++ quality rules based on clang & clang contributor guidelines
* Fix clang-tidy reported problems on push_back -> emplace_back
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minetest/src/script/cpp_api/s_player.h:27:1: warning: struct 'PlayerHPChangeReason' was previously declared as a class [-Wmismatched-tags]
struct PlayerHPChangeReason;
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Called when a client fails to supply the correct password for the account it's attempting to login as.
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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Already removed by a latter step in CSM init so this just saves on pointless work.
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Fixes #6894
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Fixes #6939
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* [CSM] Don't load the IO library.
* Rename the function to match the Lua API function name and add a missing `const`
* Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
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* Move files around
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* Unkown nodes: Provide position on interact
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Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
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* Set placer to nil instead of a non-functional one
This requires nil checks in core.rotate_node and core.rotate_and_place.
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* ServerEnv: Clean up object lifecycle handling
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* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
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* 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
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* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
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* Migrate cpp headers to pragma once
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* Cleanup various headers to reduce compilation times
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Add LuaEntity on_death callback
This fixes #5474
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Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
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This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
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that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
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* C++11 cleanup on constructors dir script
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(#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
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(#5945)
C++11 implement function deleting, it's generally used to prevent some object copy
In script API use this function removal on ScriptApiBase instead of ScriptApiClient/Server/MainMenu, this affect all ScriptApis
Move DISABLE_CLASS_COPY with constructor, the deleted function permit to replace function in its original place
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This will help to avoid some strange bugs.
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