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2016-10-05Replace various std::map with UNORDERED_MAP + various cleanupsLoic Blot
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd Other improvements: * Use the defined ItemGroupList when used * make Client::checkPrivilege const * inline some trivial functions * Add ActiveObjectMap typedef * Add SettingsEntries typedef
2016-10-05Make some maps unordered to improve performanceLoic Blot
* This permit to improve performance on C++11 builds * use some existing typedefs in tools maps * minor code style changes
2016-09-08Make getStackMax return the correct maximal stack sizeSmallJoker
2016-08-10Lua->C getintfield() use lua_tointeger (#4408)Tomas
previously function used tonumber which returned float this caused errors in large numbers and resulted in obj-def-handlers being invalid when retrived from lua tables in c
2016-08-10Fixes for compiling with a newer (system) jsoncpp (#4429)Rogier-5
* Move included json code to jsoncpp subdirectory This is needed to avoid having to specify the minetest src directory as a system include when fixing the json includes. * Fix json includes They used "", so that the compiler searches the project's directory first. The result was that when compiling with a system jsoncpp, the project's own version of json.h was still included, instead of the system version. The includes now use <>, so a system location, or one specified with '-Ilocation' is searched only. * Fix for jsoncpp deprecated function warning When compiling with a newer version of jsoncpp (and ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning about a deprecated function that minetest uses.
2016-03-12Allow nodes to specify which sides to connect to.Auke Kok
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.
2016-03-12Nodebox: Allow nodeboxes to "connect"Auke Kok
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
2016-02-22Add Lua interface to HTTPFetchRequestJeija
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.
2016-01-20Allow per-tiles culling.Auke Kok
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.
2016-01-18Show infotext with description for item entitiesRealBadAngel
2016-01-07Liquids: Flow into and destroy 'floodable' nodesparamat
Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
2015-12-29Revert "Add support for using arbitrary meshes as items"Sapier
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
2015-12-29Add support for using arbitrary meshes as itemsSapier
2015-12-21Fix lua object:get_properties() being brokenSapier
2015-12-20Fix missing popest31
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.
2015-12-19Add support for limiting rotation of automatic face movement dir entitysSapier
2015-12-15Add option to give every object a nametagBlockMen
or change the nametag text of players
2015-11-07Add support for audio feedback if placing node failedBlockMen
2015-10-31Fix server crashing on Lua errorsShadowNinja
Previously, the server called FATAL_ERROR when a Lua error occured. This caused a (mostly useless) core dump. The server now simply throws an exception, which is caught and printed before exiting with a non-zero return value. This also fixes a number of instances where errors were logged multiple times.
2015-10-25Add option to disable backface culling for modelsBlockMen
- Disabled by default (except players) - Fixes #2984
2015-10-17Fix crash regression when invsize formspec gets usedest31
The invsize formspec element is outdated. Even though, it is still supported, only a deprecation warning is shown, introduced by commit [1]. The lua context passed to the log_deprecated method added by commit [1] is NULL for the invsize deprecation warning, as its run on the client and not the server. Commit [1] has removed checks for NULL inside the log_deprecated method, resulting in a crash when a formspec with an invsize element is parsed. This commit puts the check back. Fixes #3260. Referenced commits: [1]: b5acec0a3c5701c53854ff7afdf4008863e6e8df "Add proper lua api deprecated handling" [2]: 7b8d372947aae232ddf598155e972bb4dda157a "Use warningstream for deprecated field messages and refactor log_deprecated"
2015-10-15Use warningstream for deprecated field messages and refactor log_deprecatedShadowNinja
2015-08-27Push error handler afresh each time lua_pcall is usedKahrl
Fixes "double fault" / "error in error handling" messages (issue #1423) and instead shows a complete backtrace.
2015-08-27Use numeric indices and raw table access with LUA_REGISTRYINDEXKahrl
2015-08-12SAPI: Track last executed mod and include in error messageskwolekr
2015-08-10Display Lua memory usage at the time of Out-of-Memory errorkwolekr
Also misc. minor cleanups
2015-08-05Improve Script CPP API diagnosticskwolekr
2015-08-05Fix tiling issues for PLANTLIKE and FIRELIKE with FSAARealBadAngel
2015-07-16Fix relief mapping issuesRealBadAngel
2015-07-02Fix code style from recent commits and add misc. optimizationskwolekr
2015-05-28Add some missing getter functions to the lua APITeTpaAka
ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
2015-05-17SAPI/Noise: Add PerlinNoiseMap:getMapSlice() functionkwolekr
This adds the ability to grab 'slices' of noise calculated by PerlinNoiseMap. Retrieving smaller slices of noise from the computation result as needed optimizes memory usage while maintaining a reasonable amount of CPU overhead.
2015-05-16SAPI: Accept either ARGB8 table or ColorString to specify colorskwolekr
2015-05-16Add mod securityShadowNinja
Due to compatibility concerns, this is temporarily disabled.
2015-05-15Add push_ARGB8 to script/common/c_converterTeTpaAka
2015-05-09Schematics: Add per-node force placement optionkwolekr
2015-05-08Fix missing Y component assignment in check_v3fkwolekr
2015-05-07Remove duplicate lua_getfield() in c_converter.cppKevin Ott
Fixes #2678
2015-05-06Fix error messages for type-checking Lua reading functionsShadowNinja
2015-04-19Add 'persistence' alias for Lua noiseparams and validate more vector parameterskwolekr
2015-04-16Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
2015-04-01Move globals from main.cpp to more sane locationsCraig Robbins
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
2015-03-27Clean up and tweak build systemShadowNinja
* Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
2015-03-07Don't use luaL_checkstring to read node names, it's only for argumentsShadowNinja
This caused confusing error messages like "argument #4 to set_node is not a string."
2015-03-07For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins
NDEBUG is defined), replace those usages with persistent alternatives
2015-01-04Remove freezemelt (the remainder of proller nonsense)kwolekr
2014-12-27Redefine NodeResolver interface and replace with callback mechanismkwolekr
2014-12-10Move get_schematic and read_schematic to l_mapgen.cppkwolekr
2014-12-10Remove get_noiseparams function. read_noiseparams should be used from now onkwolekr
2014-12-07Add flags and lacunarity as new noise parameterskwolekr
Add 'absolute value' option to noise map functions Extend persistence modulation to 3D noise Extend 'eased' option to noise2d_perlin* functions Some noise.cpp formatting fixups