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* Fix a little regression on SendActiveObjectMessages which send all TOCLIENT_A...Loic Blot2015-03-17
* Revert "Server::step throw is never catched. Replace it with an errorstream +...kwolekr2015-03-16
* Server::step throw is never catched. Replace it with an errorstream + assertLoic Blot2015-03-16
* Move TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD and TOCLIENT_ACTIVE_OBJECT_MESSAGES to...Loic Blot2015-03-16
* SendPlayerHPOrDie everytime at client connection, damage enabled or not, this...Loic Blot2015-03-15
* Replace NetworkPacket pointers to referencesLoic Blot2015-03-13
* Prepare Protocol v25 init & authentication.Loic Blot2015-03-13
* Rename some packet and handlers to <packet>_Legacy name for compat layer betw...Loic Blot2015-03-13
* Use the new Player::isDead function when it's the caseLoic Blot2015-03-13
* Respect game mapgen flags and save world noise paramsngosang2015-03-07
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Server.cpp Use std::list instead of std::vector for playSound, fillMediaCache...Loic Blot2015-03-05
* Server::AsyncRunStep: buffered_messages now uses std::vector instead of std::...Loic Blot2015-03-05
* Performance improvement: Use std::list instead of std::vector for request_med...Loic Blot2015-03-05
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
* ClientInterface::getClientIDs doesn't need a std::list. Use a std::vector for...Loic Blot2015-03-04
* We always know playerSAO when calling SendInventory. Using it instead of sear...Loic Blot2015-03-04
* Send Position packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
* ASyncRunStep doesn't need to lock when do setTimeOfDaySpeed.Loic Blot2015-03-04
* Send Inventory packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
* Remove unused m_wielded_item_not_sentLoic Blot2015-03-03
* Send Breath packet on event, don't check it at each AsyncRunStepLoic Blot2015-03-03
* Send Player HP when setHP (or a setHP caller) is called instead of looping an...Loic Blot2015-03-03
* Fix some memory leaks on packet sending.Loic Blot2015-02-21
* Move hex.h to util/Loic Blot2015-02-21
* Move sha1.hpp and base64.hpp to util/Loic Blot2015-02-21
* Fix unused (and so, broken) enable_rollback_recording. This option must be re...Loic Blot2015-02-18
* [Patch 2/4] Network rework: packet writing, sending and cleanupsLoic Blot2015-02-16
* Replace getPlayer(playername) by getPlayer(peer_id) in some possible cases. o...Loic Blot2015-02-10
* Network Layer 7 rework (Packet handling)Loic Blot2015-02-10
* Give full breath after deathSmallJoker2015-02-05
* Fix a crash (assert) when client set serial version < 24 in INITLoic Blot2015-01-27
* Fix uninitialized variable Server::m_next_sound_idKahrl2015-01-24
* Send real port to server listShadowNinja2015-01-23
* Performance fixes.onkrot2015-01-13
* NodeResolver: Perform callback immediately if node registration phase finishedkwolekr2015-01-04
* Fix map parameter load orderkwolekr2014-12-30
* Expose mapgen parameters on scripting initkwolekr2014-12-29
* Fix -Wtype-limits warnings and remove disabling of -Wtype-limitsCraig Robbins2014-12-29
* Redefine NodeResolver interface and replace with callback mechanismkwolekr2014-12-27
* Use std::string::empty() instead of size() where applicableAnton2014-12-12
* Fix typo in mapblock.hCraig Robbins2014-12-12
* Add space between client names in status text (client)Muhammad Rifqi Priyo Susanto2014-12-07
* Clean up rollbackShadowNinja2014-11-19
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Serverlist: announce mg_name from map_meta.txt instead of minetest.confKahrl2014-11-10
* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
* Split up mapgen.cppkwolekr2014-11-01
* Add NodeResolver and clean up node name -> content ID resolution systemkwolekr2014-10-26
* Recalculate normals for cached meshes.RealBadAngel2014-10-21