| Commit message (Collapse) | Author | Age |
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This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
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* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
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* HPChange Reason: Fix push after free, and type being overwritten
Fixes #8227 and #8344
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* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
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(#8288)"
This reverts commit 01cd63bd3bca0192dab2834faf414b022706a77e.
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Reverts 5dab7426451842793b183fbd961ad2ae83c8acbd
"[CSM] Add functions to create particles and particlespawners."
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Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
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* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
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* CSM: add requested CSM_RF_READ_PLAYERINFO
This new CSM limit permit to limit PLAYERINFO read from server.
It affects get_player_names call
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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Update Android.mk
Remove 'src/client' from include_directories
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* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
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Defaulting to hiding in order to help with Debian/etc distribution.
This could be changed at a later date.
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Breaks backwards compatibility for good
Bump protocol version
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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* Return intersection point in node coordinates.
* Clarify 'intersection_point' documentation
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* Replace auth.txt with SQLite auth database
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Error on missing parameter.
Warning when using a method on the incorrect type of LuaVoxelManip.
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* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
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* Fix world deletion
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& Satisfy LINT
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* Modernize lua read (part 1): C++ templating assurance
Implement the float reader
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* Fix isNan on setYaw Lua call
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* Allow right-clicking on attached LuaEntities
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