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path: root/src/script/lua_api/l_env.cpp
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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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* Add forceloadingNovatux2014-01-11
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* Make line_of_sight return blocking node positionstujones112013-12-12
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* Optimize table creationShadowNinja2013-11-30
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* Add minetest.swap_nodeNovatux2013-11-30
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* Fix line_of_sight (AGAIN)sapier2013-11-25
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* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
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* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
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* Add minetest.get_gametime() API function, that returns the number of seconds ↵Novatux2013-09-08
| | | | since the world was created.
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Better snow fall, finite liquid transform, leveled nodes apiproller2013-07-28
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* Weather supportproller2013-07-27
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* LuaVoxelManip: Fix minor bug with set_lighting, remove coordinate params for ↵kwolekr2013-06-29
| | | | light and liquid updates
* Apply various fixes to several thingskwolekr2013-06-27
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* LuaVoxelManip: Separate VoxelManip data get/set from emerging/blitting data ↵kwolekr2013-06-27
| | | | back to map
* Add Lua on_mapgen_init callback, and minetest.set_mapgen_params APIkwolekr2013-06-27
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* Add minetest.get_mapgen_object to APIkwolekr2013-06-27
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* Add LuaVoxelManipkwolekr2013-06-27
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* Fix missing find_path and line_of_sightsapier2013-06-01
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)