| Commit message (Collapse) | Author | Age |
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Reverted from commit 19960e26c672c6337f8c6ffbe27f2c6bca49750c
(* [CSM] add screenshot api lua)
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* Move files around
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* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
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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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* Code modernization: subfolders
Modernize various code on subfolders client, network, script, threading, unittests, util
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
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* Cleanup various headers to reduce compilation times
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* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
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* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
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This reverts commit bdac12761cd92960c3df83c932aa610f2322215f.
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Original PR: #5747.
This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
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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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We already have the device param as class member
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* Sound: Add pitch option
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* [CSM] Add function to get player privileges + move related help functions to common
* Added @Zeno- const
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Seems the diff mode doesn't work well, PR are detected as working whereas in master it's shown it's problematic (and really problematic). Use same check everywhere
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* [CSM] Add send_chat_message and run_server_chatcommand API functions
* Add client-side chat message rate limiting
* Limit out chat queue size
* [CSM] Add minetest.clear_out_chat_queue API function and .clear_chat_queue chatcommand
* Last fixes/cleanups before merge
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Add node def and item def documentation.
Please be ready for merge!
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* [CSM] add screenshot api lua
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* Fix various performance issues reported by cppcheck + code style (CI)
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
* Fix various iterator post-increment reported by cppcheck
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Bonus: make CI happy with the last rules fix
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Move lint to dedicated shell permit to use it from your shell easily to check what is wrong
Also fix recent regressions in code style
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Fixes parts of #5389.
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Also fix l_client.cpp/h and remove them from whitelist
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* [CSM] Add function to get currently connected player names
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* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
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* 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
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