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* Mapgen: Refactor mapgen creation and managementkwolekr2016-07-03
| | | | | | - Move mapgen creation logic out of EmergeManager and into Mapgen - Internally represent mapgen type as an enum value, instead of a string - Remove the need for a MapgenFactory per mapgen
* Player: New get_look, set_look APIraymoo2016-06-24
| | | | Deprecate get_look / set_look pitch / yaw
* Make node timers more efficientEkdohibs2016-06-11
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* Server: Add reason for leave to `on_leaveplayer` callbacksDiego Martinez2016-06-11
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* Biome API: Add per-biome riverbed material and depthparamat2016-06-05
| | | | | | Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
* 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.
* Add minetest.check_password_entry callbackest312016-05-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | Gives a convenient way to check a player's password. This entirely bypasses the SRP protocol, so should be used with great care. This function is not intended to be used in-game, but solely by external protocols, where no authentication of the minetest engine is provided, and also only for protocols, in which the user already gives the server the plaintext password. Examples for good use are the classical http form, or irc, an example for a bad use is a password change dialog inside formspec. Users should be aware that they lose the advantages of the SRP protocol if they enter their passwords for servers outside the normal entry box, like in in-game formspec menus, or through irc /msg s, This patch also fixes an auth.h mistake which has mixed up the order of params inside the decode_srp_verifier_and_salt function. Zeno-: Added errorstream message for invalid format when I committed
* Remove unused code in s_security.cpp (#4172)Zeno-2016-05-30
| | | Note that the macro CHECK_FILE_ERR implements the code removed
* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
| | | | | | | | | | | | | | | | | | | | | | | | | Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client.
* Add base64 encoding and decoding to the lua api. (#3919)red-0012016-05-27
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* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
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* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
* 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 option to not send pre v25 init packetest312016-03-15
| | | | | | | | | | | | | | | | | The legacy init packet (pre v25) sends information about the client's password that a server could use to log in to other servers if the username and password are the same. All the other benefits of SRP of protocol v25 are missed if the legacy init packet is still sent during connection creation. This patch adds an option to not send the v25 init packet. Not sending the v25 packet means breaking compat with pre v25 servers, but as the option is not enabled by default, no servers are affected unless the user explicitly flips the switch. More than 90% of the servers on the serverlist support post v25 protocols. The patch also fixes a bug with greying out of non compliant servers being done wrongly, the min and max params were mixed.
* Much better API for auth.{cpp, h}est312016-03-15
| | | | | | | | * No function overloading * Adhere coding style and with method names following lowercase_underscore_style * Use std::string in external API, handling these is much more fun
* Allow nodes to specify which sides to connect to.Auke Kok2016-03-12
| | | | | | | | | | | | | | | | NDT_CONNECTED attempts to connect to any side of nodes that it can connect to, which is troublesome for FACEDIR type nodes that generally may only have one usable face, and can be rotated. We introduce a node parameter `connect_sides` that is valid for any node type. If specified, it lists faces of the node (in "top", "bottom", "front", "left", "back", "right", form, as array) that connecting nodeboxes can connect to. "front" corresponds to the south facing side of a node with facedir = 0. If the node is rotatable using *simple* FACEDIR, then the attached face is properly rotated before checking. This allows e.g. a chest to be attached to only from the rear side.
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* 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 AreaStore custom ID APIShadowNinja2016-03-07
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* Implement AreaStore serializationShadowNinja2016-03-07
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* Move AreaStore container selection logic into getOptimalImplementationShadowNinja2016-03-07
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* Move AreaStore to utilShadowNinja2016-03-07
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* Simplify AreaStore ID managementShadowNinja2016-03-07
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* s_env.{cpp, h} cleanupsest312016-03-07
| | | | | | * Replace string by-val passing with const reference * Fix code style * Remove redundant `int table` definition and indentation level
* Add minetest.register_lbm() to run code on block load onlyest312016-03-07
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* Use LuaErrors in security check macrosShadowNinja2016-03-07
| | | | | Throwing a LuaError calls destructors as it propagates up the stack, wheres lua_error just executes a longjmp.
* Require minetest.request_http_api to be called from the mod's main scopeJeija2016-03-03
| | | | Fixes #3764
* Fix main menu being unable to set secure settingsShadowNinja2016-03-03
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* Remove debug.getupvalue from the Lua sandbox whitelistShadowNinja2016-03-03
| | | | This function could be used to steal insecure environments from trusted mods.
* Fix minetest.request_insecure_environment() always returning nilJeija2016-02-26
| | | | Fixes #3765
* Add Lua interface to HTTPFetchRequestJeija2016-02-22
| | | | | | | | | | This allows mods to perform both asynchronous and synchronous HTTP requests. Mods are only granted access to HTTP APIs if either mod security is disabled or if they are whitelisted in any of the the secure.http_mods and secure.trusted_mods settings. Adds httpfetch_caller_alloc_secure to generate random, non-predictable caller IDs so that lua mods cannot spy on each others HTTP queries.
* Ignore spaces in secure.trusted_mods settingJeija2016-02-19
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* Require request_insecure_environment to be called from the mod's main scopeShadowNinja2016-02-19
| | | | | | | | | | | | | Previously you could steal a secure environment from a trusted mod by wrapping request_insecure_environment with some code like this: local rie_cp = minetest.request_insecure_environment local stolen_ie function minetest.request_insecure_environment() local ie = rie_cp() stolen_ie = stolen_ie or ie return ie end
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Add '/clearobjects quick'Kahrl2016-02-11
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* Don't print whole json data buffer to errorstream on errorest312016-01-28
| | | | | | `errorstream` must not be overly verbose as clientside it is directly printed onto the ingame chat window. These days, the serverlist can contain > 200k bytes, so better print it to warningstream if the data buffer is too long.
* Fix C++11 compilabilityest312016-01-23
| | | | Previous commits broke it... :(
* Allow per-tiles culling.Auke Kok2016-01-20
| | | | | | | | | | | | | | | | | | | | | | | | Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp.
* Show infotext with description for item entitiesRealBadAngel2016-01-18
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* Make ItemStack:set_count(0) clear the item stacksfan52016-01-15
| | | | fixes minetest/minetest_game#786
* Liquids: Flow into and destroy 'floodable' nodesparamat2016-01-07
| | | | | Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
* Revert "Add support for using arbitrary meshes as items"Sapier2015-12-29
| | | | | | This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7. Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
* Add support for using arbitrary meshes as itemsSapier2015-12-29
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* Fix lua object:get_properties() being brokenSapier2015-12-21
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* Fix missing popest312015-12-20
| | | | | | | | | | | Previous commit 70ea5d552e283bd5bce3278cbf3819bd87ba2602 "Add support for limiting rotation of automatic face movement dir entitys" by sapier has broken minetest's feature to open worlds. This was due to a missing stack pop operation. Thanks to @oleastre for reporting this bug and suggesting the fix.
* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
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* Add option to give every object a nametagBlockMen2015-12-15
| | | | or change the nametag text of players
* Fix threshold typeest312015-12-07
| | | | | | | | | | | Fix the type of the threshold value for mapgen. The commit a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 "Fix spelling of noise_threshold" has changed it to be read as int, but it can have non-integral values too. Thanks to @kwolekr for pointing this out.
* Mapgen: Add propagate_shadow bool to calcLightingparamat2015-12-07
| | | | | | | | | | To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
* Fix spelling of noise_thresholdJun Zhang2015-12-06
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