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path: root/src/script/lua_api/l_env.cpp
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* Add return list of individual counts to find_node_in_areaTeTpaAka2015-06-13
* Add core.find_nodes_with_meta() script APIkwolekr2015-05-05
* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Change find_surface_nodes_in_area to find_nodes_in_area_under_airCraig Robbins2015-02-27
* Add find_surface_nodes_in_area LUA call which permit to only get the nodes wh...Loic Blot2015-02-27
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObje...Loic Blot2015-02-17
* Performance Improvement: Use a cache which caches result for getFacePositions.Loic Blot2015-02-16
* Add ability to delete MapBlocks from mapkwolekr2015-01-15
* LuaVoxelManip: Remove blank allocatorkwolekr2014-12-29
* LuaVoxelManip: Add option to allocate blank datakwolekr2014-12-27
* Add support for NoiseParams in minetest.get_perlin() and add docs on NoisePar...kwolekr2014-12-12
* Add flags and lacunarity as new noise parameterskwolekr2014-12-07
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Fix object reference pushing functions when called from coroutinesShadowNinja2014-10-07
* Add LuaVoxelManip methods: get_node_at() and set_node_at()kwolekr2014-09-01
* Fix seg fault if popping from empty stack (L-system trees)Craig Robbins2014-08-23
* Mod profiling supportsapier2014-08-19
* Use "core" namespace internallyShadowNinja2014-05-08
* Remove liquid_finite and weatherproller2014-04-18
* Pass pointed_thing to on_punch and minetest.register_on_punchnode callbacksShadowNinja2014-01-23
* Add forceloadingNovatux2014-01-11
* Make line_of_sight return blocking node positionstujones112013-12-12
* Optimize table creationShadowNinja2013-11-30
* Add minetest.swap_nodeNovatux2013-11-30
* Fix line_of_sight (AGAIN)sapier2013-11-25
* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
* Add minetest.get_gametime() API function, that returns the number of seconds ...Novatux2013-09-08
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Better snow fall, finite liquid transform, leveled nodes apiproller2013-07-28
* Weather supportproller2013-07-27
* LuaVoxelManip: Fix minor bug with set_lighting, remove coordinate params for ...kwolekr2013-06-29
* Apply various fixes to several thingskwolekr2013-06-27
* LuaVoxelManip: Separate VoxelManip data get/set from emerging/blitting data b...kwolekr2013-06-27
* Add Lua on_mapgen_init callback, and minetest.set_mapgen_params APIkwolekr2013-06-27
* Add minetest.get_mapgen_object to APIkwolekr2013-06-27
* Add LuaVoxelManipkwolekr2013-06-27
* Fix missing find_path and line_of_sightsapier2013-06-01
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
ucn, elem ucn = (units_cnt[unitid] or 0) local ulim=(unitlim or UNITS_THRESH) if ucn >= ulim then atlog("[lines][scheduler] discarding enqueue for",handler,"(limit",ulim,") because unit",unitid,"has already",ucn,"schedules enqueued") return false end while true do elem = queue[cnt] if not elem or elem.t > qtime then table.insert(queue, cnt, { t=qtime, e=handler, d=evtdata, u=unitid, }) units_cnt[unitid] = ucn + 1 return true end cnt = cnt+1 end end -- See enqueue(). Same meaning, except that rwtime is relative to now. function sched.enqueue_in(rwtime, handler, evtdata, unitid, unitlim) local ctime = ln.rwt.get_time() local rwtime_s = ln.rwt.to_secs(rwtime) sched.enqueue(ctime + rwtime_s, handler, evtdata, unitid, unitlim) end -- Discards all schedules for unit "unitid" (removes them from the queue) function sched.discard_all(unitid) local i = 1 while i<=#queue do if queue[i].u == unitid then table.remove(queue,i) else i=i+1 end end units_cnt[unitid] = 0 end ln.sched = sched