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path: root/src/environment.cpp
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2013-08-14Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl
2013-08-13Dont write directly to files but rather write and copy a tmp filePilzAdam
2013-08-11Decoration: Fix schematic probability mess with new MTS file versionkwolekr
2013-08-06Add support for different drowning damage and allow drowning in other nodetypesBlockMen
2013-08-04Change large amount of objects to be configurable via a setting in ↵Novatux
minetest.conf (max_objects_per_block).
2013-08-03Fix anticheatPerttu Ahola
2013-07-20Add set_breath and get_breath to lua API.RealBadAngel
2013-07-07Fix many formspec menu bugssapier
2013-06-28Dont write player files all the timePilzAdam
2013-06-22Print playername when failing to read playerfile and ignore files starting ↵PilzAdam
with .
2013-06-19Add drowningPilzAdam
2013-06-18Show number of objects in client environment in profiler (F6)Kahrl
2013-06-12Play player_damage.ogg when recieving damage and additionally play ↵PilzAdam
player_falling_damage.ogg when recieving falling damage
2013-06-03Add and implement setting max_clearobjects_extra_loaded_blocks.Kahrl
Now Environment::clearAllObjects() unloads unused blocks in an interval defined by max_clearobjects_extra_loaded_blocks (default 4096).
2013-05-25Move scriptapi to separate folder (by sapier)sapier
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
2013-05-19Fix lava damage on player's upper bodykwolekr
2013-05-19Fix nearly all warningskwolekr
2013-05-06fix static data not beeing stored correctly on deactivationsapier
2013-04-24Improve getFree*ActiveObjectId to reduce common case cpu usage drasticalysapier
2013-04-06Add Dijkstra A* and A* without prefetching pathfind algorithmssapier
2013-04-05Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune
Lua API.
2013-03-28Closed add object <-> object collision handlingsapier
2013-03-11Migrate to STL containers/algorithms.Ilya Zhuravlev
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2013-02-14Improved Player PhysicsMirceaKitsune
2013-01-21The new mapgen, noise functions, et al.kwolekr
2013-01-11fixes node timer bug (fixes #407).Jürgen Doser
Previously, when a block was activated, on_timer callbacks where called with the relative position of the node inside the block, instead of the absolute position of the node.
2013-01-02Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from ↵Perttu Ahola
the C++ side with proper script-defined initialization/destruction
2012-12-02Smooth day-night transitionsPerttu Ahola
2012-11-26Default server step to 0.1s and sync object/player update intervals to itPerttu Ahola
2012-11-26Move util/serialize.h out from staticobject.h for smaller header dependenciesPerttu Ahola
2012-11-26Proper versioning of new network-serialized stuffPerttu Ahola
2012-11-25Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune
Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-09-09Add dtime_s to entity activationPerttu Ahola
2012-09-09Fix ServerActiveObject stuffPerttu Ahola
2012-09-09Fix wielditem entity drawtype brightness controlPerttu Ahola
2012-09-01Fix the bouncy node related stuff a bitPerttu Ahola
2012-09-01Add bouncy node groupPerttu Ahola
2012-09-01Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola
2012-08-12fix node timers so on_timer gets the correct positiondarkrose
2012-07-27ABM and liquid overload skipPerttu Ahola
2012-07-27Fix server build (a missing header)Perttu Ahola
2012-07-27Experimental-ish rollback functionalityPerttu Ahola
2012-07-23Implement node timersdarkrose
2012-06-05Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola
GPLv2/later, by agreement of major contributors
2012-06-03WIP node metadata, node timersKahrl
2012-04-15Add a hack to get rid of the rare "ERROR: StaticObjectList::insert(): id ↵Perttu Ahola
already exists" failure
2012-04-09Fix ABM handling on block activationPerttu Ahola
2012-03-31Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola