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path: root/src/script/lua_api/l_object.cpp
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* Exposing the zoom key to Lua API (#9903)Lars Müller2020-06-13
| | | Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
* Server class code cleanups (#9769)Loïc Blot2020-05-07
| | | | | | | | | | | | | | | | | | | * 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.
* Sky API: Rename *_tint to fog_*_tint for consistencySmallJoker2020-05-05
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* set_fov: Add support for time-based transitions (#9705)ANAND2020-05-02
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* Forbid object:attach(obj, ...) (#9762)Loïc Blot2020-04-27
| | | Fixes #9761
* script: Move SAO usability check so that it covers all functions (#9698)sfan52020-04-18
| | | see also 91eef646a59575bd9ae792e257bb6ad12fafc0b1
* scriptapi: Some small optimizations to value pushing (#9669)sfan52020-04-14
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* Drop content_sao.{cpp,h}Loic Blot2020-04-11
| | | | | | | 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
* Move PlayerSAO to dedicated filesLoic Blot2020-04-11
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* Move serveractiveobject & unitsaoLoic Blot2020-04-11
| | | | | Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
* scriptapi: Sort out ServerEnvironment / Environment distinction properlysfan52020-04-11
| | | | | | The API implementation is shared between CSM and SSM. Functions should retrieve a plain env when they do not need any server-specific functions.
* Fix star visilibity and documentation (since 946c03c6)Jordan Snelling2020-03-08
| | | | | | | Fix memory leak (unused allocation) Fix star rendering Rename sky color struct Fix stars on android Remove extraneous .data() from android star draw
* set_sky improvements, set_sun, set_moon and set_starsJordach2020-03-05
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* Move core.get_connected_players() implementation to C++sfan52020-02-23
| | | | | Keeping the ObjectRefs around in a table isn't ideal and this allows removing the somewhat nonsensical is_player_connected() added in 86ef7147.
* Script API: Check that SAOs are still usable before attempting to use themsfan52020-02-11
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* Punchwear (improved) (#8959)sfan52019-09-22
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* Wieldhand: Specify which ItemStack to use (#8961)SmallJoker2019-09-21
| | | Makes 'get_wield_item' to return the "main" ItemStack
* Add support for per-player FOV overrides and multipliersAnand S2019-09-19
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* Inventory: Send dirty lists where appropriate (#8742)SmallJoker2019-08-24
| | | | | This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time. Raises protocol version to 38 to ensure correct backwards-compatible code.
* Implement adding velocity to player from Luasfan52019-08-10
| | | | The intended usecase is knockback, but there's potential for more.
* Unify wield item handling (#8677)SmallJoker2019-08-07
| | | | This moves the wield item functions to Player and the tool utils for range calculation Also 'local_inventory' was removed due to redundancy in Client
* Move the clamping of hp/breath when their maximums change to ↵Beha2019-07-30
| | | | | read_object_properties(). (#8689) This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
* Fix forgotten PlayerSAO cast in a90f2efSmallJoker2019-05-21
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* Check for out-of-bounds breath when setting breath_max (#8493)ANAND ツ2019-05-21
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* Force send a mapblock to a player (#8140)sofar2019-04-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Add node field to PlayerHPChangeReason table (#8368)Paul Ouellette2019-04-11
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