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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)
2013-05-03Optional dependencies and properly handle mod name conflicts againKahrl
2013-04-23Add minetest.get_player_ip()ShadowNinja
2013-04-23Add option to not prepend "Server -!- " to messages sent with ↵ShadowNinja
minetest.chat_send_player()
2013-04-07Add param2 field for ores, some minor fixes and misc. code cleanupkwolekr
2013-04-07Add Mapgen V7, reorganize biomeskwolekr
2013-03-31Add Ore generation flags, implement ore absolute heightkwolekr
2013-03-30Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixeskwolekr
2013-03-24Add more error checking to l_register_orekwolekr
2013-03-24Add Ore infrastructure and l_register_ore()kwolekr
2013-03-23Allow spawning particles from the server, from luaJeija
Spawn single particles or make use of ParticleSpawner for many randomly spawned particles. Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner. Increase Protocol Version to 17. Conflicts: src/clientserver.h
2013-03-13fix typo invalid for loop endsapier
2013-03-11Move l_get_all_craft_recipes to scriptapi_craftsapier
2013-03-11Migrate to STL containers/algorithms.Ilya Zhuravlev
2013-03-05Added method to get all registered recipes for item(node)RealBadAngel
2013-03-05split scriptapi.cppsapier
Remerge some files in order to reduce number of additional files Make necessary changes for split, rename files, reorganize some bits
2013-02-27Fix nodeplacement predictionPilzAdam
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2013-02-24Add seed parameter for default and L-system treesRealBadAngel
2013-02-19Disable placement prediction for nodes that use on_rightclickJeija
2013-02-06Add Perlin noise map Lua APIkwolekr
2013-01-26Merge pull request #447 from sapier/add_lua_log_parameter_checkkwolekr
BUGFIX: check parameters for minetest.log lua function
2013-01-26check parameters for minetest.log lua functionsapier
2013-01-21add support for saving settings by lua command (server doesn't autosave on exit)sapier
2013-01-21Finish and clean up mapgen configurationkwolekr
2013-01-21Clean up EmergeManager, do initial work on Mapgen configurationkwolekr
2013-01-21Readded and optimized mapgen V6kwolekr
2013-01-21Add initial Lua biomedef support, fixed biome selectionkwolekr
2013-01-21The new mapgen, noise functions, et al.kwolekr
2013-01-21stop MSVC++ from generating dumb warningskwolekr
2013-01-07Fix buttons not working for Lua-triggered formspecssapier
2013-01-07L-Systems treegen update.RealBadAngel
2013-01-02Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from ↵Perttu Ahola
the C++ side with proper script-defined initialization/destruction
2013-01-02Add InvRef:get_location()Perttu Ahola
2013-01-02Add TOCLIENT_SHOW_FORMSPEC to display formspecs at client from luasapier
2012-12-30L-System treegenRealBadAngel
2012-12-02Smooth day-night transitionsPerttu Ahola
2012-11-30Add shutdown hook interface to Lua APIMatthew I
Scripts can call minetest.register_on_shutdown() to register a shutdown hook. Document that minetest.register_on_shutdown() callbacks may not be run If the server crashes, it is unlikely that callbacks registered using minetest.register_on_shutdown() will be called.
2012-11-25RealBadAngel's patch which allows the lua api to read pressed player keys. ↵MirceaKitsune
This should make it possible to change the player's animation based on what he is doing Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
2012-11-25A bunch of fixesMirceaKitsune
No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
2012-11-25Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune
with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-25Complete the attachment framework.MirceaKitsune
The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
2012-11-25Framework for the attachment system, new object property which allows ↵MirceaKitsune
changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
2012-11-25Get the new animation framework properly workingMirceaKitsune
Store start and end frames as v2f Also move bone animations to their own function instead of object properties
2012-11-25Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune
Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
2012-11-25Allow the LUA API to set animations to meshes as well as the animation ↵MirceaKitsune
speed. Also update animations only when needed. Support for animation blending, though for some reason it doesn't work. Don't enable animation transitions by default for many reaosons Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit Same system for bone rotation, plus a few other things I missed
2012-11-25Add a subfolder for models and transfer models from server to clientMirceaKitsune
(obj, md2 and md3 are currently allowed) Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet! If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
2012-11-25Properly read the mesh from LUA.MirceaKitsune
Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
2012-11-03Merge pull request #243 from xyzz/liquid_renewablePilzAdam
Add liquid_renewable property, allow non-renewable liquids.