| Commit message (Collapse) | Author | Age |
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Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday).
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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Run unused functions reported by cppcheck
This change removes a few (but not all) unused functions.
Some unused helper functions were not removed due to their complexity and potential of future use.
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Features:
* Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes()
* New HUD elements for displaying minimap with custom size and placing
* New minimap mode for displaying a texture instead of the map
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Fixes some other third person camera specific attachments.
Implements a single new flag for entities to be forced visible in first person mode.
Old mods do not need to be updated to use the new flag and are fully backwards compatible.
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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Blacklisted characters are replaced by '_' in the path. The display name is stored in world.mt, and duplicate file names are resolved by adding an incrementing suffix (_1, _2, _3, etc).
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This reverts commit 808eb4c5714da5ac36f4a70653d6b3805060828c.
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plus general improvements to find_node_* functions
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Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
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* LuaItemStack: Add __tostring metamethod
* Clean up LuaItemStack::checkobject
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Change biomemap data type from u8 to u16.
New technical (not practical) maximum is 65535 biomes.
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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closes #9857
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* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
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* Auto delete MetaData when = 0
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(#9739)
fixes #9352
This reverts commit 23c907befea02005e2c0c87fca0131b60aace18a.
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Fixes #9761
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* Script: Enforce type checks if not nil
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* Add server side translations capability
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* Fix configuration caching in log_deprecated
The configured variable was never set to true.
I've set the variables to thread_local because the configuration should be reloaded after reentering the world from mainmenu.
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fixes #9632
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see also 91eef646a59575bd9ae792e257bb6ad12fafc0b1
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* Optimize getObjectsInsideRadius calls
our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.
This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
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ServerEnvironment is a huge class with many accessors. In various places it's not needed
Remove it to reduce the ServerEnvironment view.
Idea here is to reduce size of some of our objects to transport lightweight managers and permit easier testing
Pathfinder is now tied to a generic map, not a ServerMap, it can be
ported to client
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Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
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