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path: root/src/script/lua_api/l_env.cpp
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* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* [CSM] Add flavour limits controlled by server (#5930)Loïc Blot2017-07-18
| | | | | | | | | | | | | | | | | | | | * [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
* Expose getPointedThing to LuaDániel Juhász2017-07-07
| | | | | | 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).
* find_nodes_in_area: Extend maximal count to U32_MAX (#5277)SmallJoker2017-06-19
| | | | | | | Extend documentation, limit area volume Remove u16 count limitation * Prevent integer overflow, replace minp/maxp with pos1/pos2
* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Add option to also check the center to `find_node_near` (#5255)red-0012017-05-04
| | | | | * Add option to also check the center to `find_node_near`
* Rename Scripting API files for consistencyShadowNinja2017-04-25
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* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
| | | | | | | | | | | | * 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
* Light update for map blocksDániel Juhász2017-04-20
| | | | | | | | | This is not really different from the light update of a voxel manipulator. This update does not assume that the lighting was correct before, therefore it is useful for correction. Also expose this function to the Lua API for light correction, and allow voxel manipulators not to update the light.
* [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)Loïc Blot2017-03-17
| | | | | | * [CSM] Add core.get_timeofday & core.get_day_count env calls * [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * 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
* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
| | | | | * Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
* Emergeblocks: Fix occasional crashRogier2016-10-16
| | | | | | | Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
| | | | | | | | | | | * 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
* Change internal type for seeds to s32kwolekr2016-06-04
| | | | | This fixes value truncation (and therefore incompatibility) on platforms with an LP32 data model, such as VAX or MS-DOS.
* Pathfinder: Fix styleest312016-05-01
| | | | | | | | | | | * Fix naming style for methods and classes: Use camelCase for methods and PascalCase for classes as code style demands it. And use sneak_case for methods that are not member of a class. * Replace "* " with " *" for Pointers * Same for references * Put function body opening braces on new line * Other misc minor non functional style improvements
* Add consistent monotonic day counter - get_day_count()Auke Kok2016-03-09
| | | | | | | | | | | | | | | | | | | | | | | | I've written several experimental bits of code that revolve around the need for a consistent calendar, but implementing one is extremely hard in mods due to time changes and mods overriding core.get_timeofday(), which will conflict. The second part of the problem is that doing this from a mod requires constant maintenance of a settings file. An implementation in core is trivial, however, and solves all of these problems at virtually no cost: No extra branches in server steps, and a single branch when minetest.set_time_of_day(), which is entirely reasonable. We store the day_count value in env_meta.txt. The use case is obvious: This change allows mods to create an actual virtual calendar, or properly account for seasonal changes, etc.. We add a "/days" chatcommand that displays the current day count. No permissions are needed. It can only retrieve the day count, not modify it.
* Add minetest.register_lbm() to run code on block load onlyest312016-03-07
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* Add '/clearobjects quick'Kahrl2016-02-11
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* Add callback parameter for core.emerge_area()kwolekr2015-11-02
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* SAPI: Move core.get_us_time() to Util modulekwolekr2015-10-26
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* SAPI: Mark all Lua API functions requiring envlockkwolekr2015-10-25
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* Add /emergeblocks command and core.emerge_area() Lua APIkwolekr2015-09-23
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* Push error handler afresh each time lua_pcall is usedKahrl2015-08-27
| | | | | Fixes "double fault" / "error in error handling" messages (issue #1423) and instead shows a complete backtrace.
* SEnv: Remove static_exists from ActiveObjects in deleted blockskwolekr2015-08-16
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* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
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* Improve Script CPP API diagnosticskwolekr2015-08-05
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* Add return list of individual counts to find_node_in_areaTeTpaAka2015-06-13
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* Add core.find_nodes_with_meta() script APIkwolekr2015-05-05
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* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
| | | | | We are only iterating sequentially, we don't need a set here Also use a vector reference instead of a copy
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Change find_surface_nodes_in_area to find_nodes_in_area_under_airCraig Robbins2015-02-27
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* Add find_surface_nodes_in_area LUA call which permit to only get the nodes ↵Loic Blot2015-02-27
| | | | which touch air. This permit to massively improve performance for mods like plantlife
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ↵Loic Blot2015-02-17
| | | | ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
* Performance Improvement: Use a cache which caches result for getFacePositions.Loic Blot2015-02-16
| | | | | | | | | | | This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected. In the callgrind map, you will see original: * 3.3M calls to std::list for 9700 calls to getFacePositions In the modified version, you will see: * 3.3K calls to std::list for 6900 call to getFacePositions Callgrind map is here: #2321 it's a huge performance improvement to l_find_node_near
* Add ability to delete MapBlocks from mapkwolekr2015-01-15
| | | | Also add a Lua API and chatcommand for this
* LuaVoxelManip: Remove blank allocatorkwolekr2014-12-29
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* LuaVoxelManip: Add option to allocate blank datakwolekr2014-12-27
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* Add support for NoiseParams in minetest.get_perlin() and add docs on ↵kwolekr2014-12-12
| | | | NoiseParams to lua_api.txt
* Add flags and lacunarity as new noise parameterskwolekr2014-12-07
| | | | | | | Add 'absolute value' option to noise map functions Extend persistence modulation to 3D noise Extend 'eased' option to noise2d_perlin* functions Some noise.cpp formatting fixups
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Fix object reference pushing functions when called from coroutinesShadowNinja2014-10-07
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* Add LuaVoxelManip methods: get_node_at() and set_node_at()kwolekr2014-09-01
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* Fix seg fault if popping from empty stack (L-system trees)Craig Robbins2014-08-23
| | | | | | | | | | | | | | | | | | See: https://github.com/minetest/minetest/issues/1525 Background Wuzzy2: If you attempt to spawn a L-system tree with minetest.spawn_tree, you can make Minetest crash if it is attempted to pop an empty stack. ShadowNinja: This shouldn't cause a segmentation fault, but it should throw a Lua error Commit Description This commit throws a Lua error instead of causing a segmentation fault. The server will still "crash" but will include a Lua backtrace. L-Systems fix randomness Unless a random seed is provided (via Lua treedef) seed the PRNG with a different seed for each tree Resolves: https://github.com/minetest/minetest/issues/1469 Fix l-system crash when treedef random_level not set by Lua
* Mod profiling supportsapier2014-08-19
| | | | | | | | | Config settings: profiling = true/false (gather statistics) detailed_profiling = true/false (break mod times to callbacks) Chat commands: save_mod_profile saves current statistics in debug.txt and shows on console (on default loglevel)
* Use "core" namespace internallyShadowNinja2014-05-08
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* Remove liquid_finite and weatherproller2014-04-18
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* Pass pointed_thing to on_punch and minetest.register_on_punchnode callbacksShadowNinja2014-01-23
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