Commit Graph

1853 Commits (f9e28285aca43fa72f87684ff9c4cdde90ab022f)

Author SHA1 Message Date
Perttu Ahola 8a93581c8a Run scriptapi_on_shutdown() thread-safely and remove some old crap 2012-11-30 19:41:13 +02:00
Matthew I 6c8fa83ecd Add shutdown hook interface to Lua API
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.
2012-11-30 19:26:51 +02:00
Perttu Ahola ab45133ab4 Add congestion control settings to minetest.conf 2012-11-29 22:13:22 +02:00
Perttu Ahola 7b6d642300 Full protocol 13 compatibility on server side 2012-11-29 22:08:25 +02:00
Perttu Ahola 96a286dcf5 Make strict and non-strict protocol version checking to work more like expected 2012-11-29 22:08:25 +02:00
Perttu Ahola 420de7ad5e Allow server to accept protocol 13 clients altough they don't work too well 2012-11-29 22:08:25 +02:00
Perttu Ahola 8ccdd3bdb4 Ranged support of protocol version on server side 2012-11-29 22:08:25 +02:00
Perttu Ahola 23913f26cd Support serialization of protocol 13 ContentFeatures 2012-11-29 22:08:25 +02:00
Perttu Ahola 9714612999 unit test: TestNodedefSerialization 2012-11-29 22:08:25 +02:00
Perttu Ahola 69cdcea9fc Modify new ObjectProperties format to such that 0.4.3 will eat it 2012-11-29 22:08:25 +02:00
Perttu Ahola 30ec69c7d3 Fix Taoki's messed up generic object command ids 2012-11-29 22:08:25 +02:00
Calinou 655bb526f4 Fix head shifting downards in glass, nodeboxes... 2012-11-28 16:14:52 +04:00
Perttu Ahola 5c26972cdd Fix mesh glitches on MapBlock boundaries 2012-11-27 19:00:09 +02:00
MirceaKitsune 5f798d944e Fix forgotten material properties for meshes (also seems to have been forgotten for cubes previously). This allows transparent png images to work properly 2012-11-27 08:06:13 +02:00
Perttu Ahola 6b927229f5 Default server step to 0.1s and sync object/player update intervals to it 2012-11-26 22:34:59 +02:00
Perttu Ahola e0eaed5fdb Remove unnecessary util/serialize.h from content_mapblock.cpp 2012-11-26 11:56:18 +02:00
Perttu Ahola 5bd638d4a5 Const-correct SharedBuffer::SharedBuffer(const T *t, unsigned int size) 2012-11-26 11:39:52 +02:00
Perttu Ahola eca1c96412 Move util/serialize.h out from staticobject.h for smaller header dependencies 2012-11-26 11:18:34 +02:00
Perttu Ahola 2f5686ca48 Move a function from clientserver.h to clientserver.cpp 2012-11-26 10:31:24 +02:00
Perttu Ahola 4fa4340b95 Proper versioning of new network-serialized stuff 2012-11-26 09:49:31 +02:00
Perttu Ahola 197542c7ec New PROTOCOL_VERSION scheme (allow client to support a range of versions) 2012-11-26 09:49:07 +02:00
Perttu Ahola ab507f83e2 Fix LuaEntitySAO::getClientInitializationData() and bump the related version 2012-11-26 09:10:27 +02:00
Perttu Ahola c8acc373c1 Update ContentFeatures serialization format now as PROTOCOL_VERSION was changed 2012-11-25 21:11:45 +02:00
MirceaKitsune 3d1c481f0b RealBadAngel's patch which allows the lua api to read pressed player keys. 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
2012-11-25 19:14:24 +02:00
MirceaKitsune 756db8174a A bunch of fixes
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
2012-11-25 19:14:24 +02:00
MirceaKitsune fa67b46c04 Allow Vanessa's texture filtering / mipmap patch to work on models, as well as all other node types
Initialize m_bone_posrot too

Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached

Don't make attachments possible to right-click either

Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
2012-11-25 19:14:24 +02:00
MirceaKitsune 4d656963e4 Fix more things I forgot for attached players. Such players will now properly see themselves moving when attached, and the server will read their position accordingly
Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
2012-11-25 19:14:24 +02:00
MirceaKitsune 9259d028ac Update attachments at the ending of the addToScene function for parents. And 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
2012-11-25 19:14:24 +02:00
MirceaKitsune 52fcb0b4b9 Send animations, bone overrides and attachments in entity initialization. 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
2012-11-25 19:14:23 +02:00
MirceaKitsune d7d759b43f Enable client-side attachments, add detachment code 2012-11-25 19:14:23 +02:00
MirceaKitsune ba3fd63e29 Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments 2012-11-25 19:14:22 +02:00
MirceaKitsune 948b5a8be7 Complete the attachment framework.
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.
2012-11-25 18:14:15 +02:00
MirceaKitsune e42eeec8f6 Framework for the attachment system, new object property which allows 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
2012-11-25 18:14:15 +02:00
MirceaKitsune 118285e6ba Get the new animation framework properly working
Store start and end frames as v2f

Also move bone animations to their own function instead of object properties
2012-11-25 18:14:15 +02:00
MirceaKitsune ba4d93027f Joint positioning and rotation code, and fix a problem related to their lua API
Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
2012-11-25 18:14:15 +02:00
MirceaKitsune fb0c431864 Allow the LUA API to set animations to meshes as well as the animation 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
2012-11-25 18:14:15 +02:00
MirceaKitsune 9c8ba42750 Get the mesh working through the memory cache properly. Most credit goes to celeron55 for the help on this code
Get the texture from memory as well

Add .x to the list of supported formats

Update LUA API documentation
2012-11-25 18:14:15 +02:00
MirceaKitsune f9675bd2b4 Add a subfolder for models and transfer models from server to client
(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
2012-11-25 18:14:15 +02:00
MirceaKitsune cb40b3517a Fix material properties and allow lighting. Models should now be affected by light instead of being black 2012-11-25 18:14:15 +02:00
MirceaKitsune 0a020dbcc8 Properly read the mesh from LUA.
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)
2012-11-25 18:14:14 +02:00
MirceaKitsune ac97a7f70e 3D model support for players using Irrlicht. Also ready the basis for mesh support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet. 2012-11-25 18:14:14 +02:00
Perttu Ahola e02b95741b Revert "Don't leak textures all over the place"
This causes textures to be deleted before they are no longer accessed,
resulting in a segmentation fault. This needs to be rewritten in such a way
that textures are deleted when the client disconnects from a server.

This reverts commit 41c00e87d4.
2012-11-25 16:39:07 +02:00
Ilya Zhuravlev bbd990f2cc Fix trees growing into any type of node 2012-11-23 00:36:52 +04:00
xyzz a0b5605db8 Merge pull request #268 from khonkhortisan/image_button
Allow transparent image_buttons
2012-11-22 09:13:18 -08:00
MirceaKitsune 9b9eb23b6d Default anaglyph to 0.1 2012-11-13 19:20:57 +02:00
MirceaKitsune 8b16e5f27d Anaglyph stereo support, created by xyz 2012-11-13 19:20:35 +02:00
xyzz 5292476841 Merge pull request #284 from RealBadAngel/master
Adding backgrounds to formspec
2012-11-12 11:50:58 -08:00
PilzAdam 6e2ba111af Add jordan4ibanez' better digging animation 2012-11-10 17:36:56 +01:00
Vanessa Ezekowitz 46f471c89f added GUI checkboxes in Settings tab for the aforementioned video settings. 2012-11-09 19:12:49 +02:00
Vanessa Ezekowitz 0dd9c14ff8 Added video settings filter options via config file - second try :-)
Set one or more of these in the config to turn the related option on:

mip_map = 1
anisotropic_filter = 1
bilinear_filter = 1
trilinear_filter = 1
2012-11-09 19:12:44 +02:00
Perttu Ahola 0709918bd8 Fix unnecessary network protocol incompatibility in ContentFeatures 2012-11-08 20:43:32 +02:00
RealBadAngel 8e5167d726 Adding background to Formspec 2012-11-08 19:22:37 +01:00
RealBadAngel 8540871ebc Formspec: Draw images before inventories. Allows to use image as background. 2012-11-04 21:18:28 +01:00
PilzAdam 3cab24fbcf Merge pull request #243 from xyzz/liquid_renewable
Add liquid_renewable property, allow non-renewable liquids.
2012-11-03 12:34:44 -07:00
Kahrl 41c00e87d4 Don't leak textures all over the place 2012-11-02 18:45:39 +02:00
Perttu Ahola 2863a3291a Fix flowing liquid animation direction calculation 2012-11-02 18:05:42 +02:00
PilzAdam b701f8a878 Replace pow() with multiplikation to improve speed 2012-11-02 16:24:57 +01:00
Kyle f9087d14a3 Allow transparent image_buttons 2012-10-18 12:06:47 -07:00
Perttu Ahola 9cadaf824b Add dtime_s to entity activation 2012-09-09 17:12:29 +03:00
Perttu Ahola 1cc1b93e65 Fix ServerActiveObject stuff 2012-09-09 16:11:05 +03:00
Perttu Ahola c4f400acd0 Fix wielditem entity drawtype brightness control 2012-09-09 13:26:52 +03:00
Perttu Ahola ac628c9b0a Fix ObjectRef:punch() 2012-09-09 12:05:38 +03:00
Ilya Zhuravlev 926830e0df Add liquid_renewable property. 2012-09-07 20:48:12 +04:00
Matthew I c8895dd43b Prevent world creation if the world already exists 2012-09-05 01:17:44 +03:00
Matthew I 5dd1d354f8 Enforce stricter world names using a blacklist
Blacklisted characters are: / \
2012-09-05 01:17:28 +03:00
Perttu Ahola a0da6bcf43 Add aux1_descends to key change menu 2012-09-05 00:55:19 +03:00
Perttu Ahola 1b63f8d6b9 Version 0.4.3-rc0; increase PROTOCOL_VERSION due to backwards-incompatible InventoryList width field 2012-09-05 00:39:43 +03:00
Perttu Ahola 60932d2bd7 Remove "Unknown inventory identifier" deserialization errors, because they can break forward compatibility 2012-09-04 23:02:56 +03:00
Perttu Ahola ee2d9d973a Reorganize ClientMap rendering code for a bit more performance
- Don't select blocks for drawing in every frame
- Sort meshbuffers by material before drawing
2012-09-04 22:41:03 +03:00
Perttu Ahola 0e6f7a21c6 Fix shift-descend to ladders from a floor 2012-09-03 23:31:51 +03:00
Perttu Ahola cc47ff7c4c Fix moving stuff into a mismatched stack in a "infinite" inventory 2012-09-02 23:01:42 +03:00
Perttu Ahola e1a495ee30 Make inventory GUI do sane things when server-side inventory acts unusually 2012-09-02 22:51:38 +03:00
Perttu Ahola 6495007924 Fix bug in moving a larger sized stack in inventory on top of another
- You have 2 stacks: a with x items and b with y<x items
- Take a with your mouse and place it on b
- Whole stack a moves to b
- (y * 2 - x) items move from b to a
- (x - y) items are left to the mouse cursor
2012-09-02 20:24:45 +03:00
Perttu Ahola b6c12d2aa3 Fix github issue #224 2012-09-01 18:32:15 +03:00
Thomas Lauro 7a14171be4 Fix issue with openal mac os x compile 2012-09-01 18:19:59 +03:00
Perttu Ahola 5194505407 Fix GUIKeyChangeMenu so that '/' can be inserted on a finnish keyboard 2012-09-01 18:03:50 +03:00
Thomas Lauro 3e7957512b A bunch of GUIKeyChangeMenu fixes
- Display message when associating a key already in use
- Fix issue for not beeing able to assign space to an action
- Cleaning up
- Make it build (by celeron55)
2012-09-01 18:03:40 +03:00
Perttu Ahola c0bd96d9b3 Attempt to fix flying gravel and dirt 2012-09-01 13:41:15 +03:00
Sergey Gilfanov 0f7728f84d Smooth transition to the desert biome. 2012-09-01 13:22:07 +03:00
Perttu Ahola c129b3852b Fix the bouncy node related stuff a bit 2012-09-01 13:21:52 +03:00
Perttu Ahola 3b43c69df4 Add bouncy node group 2012-09-01 12:58:37 +03:00
Perttu Ahola b17d3e7ad7 Add disable_jump and fall_damage_add_percent node groups 2012-09-01 12:07:27 +03:00
Ilya Zhuravlev 6a16075912 Add InventoryList width property & allow custom crafting grids. 2012-09-01 10:01:41 +03:00
sfan5 43ebec2be1 Make shift the default descent control on ladders and when flying
"aux1_descends" setting switches to the old descend control.
2012-09-01 09:48:07 +03:00
Perttu Ahola f60227f112 Don't crash in "unexpected multibyte character"; just print it in log. Github #222 2012-09-01 09:23:39 +03:00
Perttu Ahola f3630e95d6 Use proper alpha blit in some more texture modifiers 2012-08-31 18:06:47 +03:00
Perttu Ahola 8887105ffd Properly initialize baseimg for texture modifier [combine:WxH:X,Y=filename:X,Y=filename2 2012-08-31 17:58:55 +03:00
Matthew I 1d7408a7b8 Fix black display inside opaque water
Opaque water's solidness was being set to 2, like a normal node.
When you swim, it is treated like a solid block, and the display
goes black.  Setting it to 1 like transparent water allows you to
see.

It looks somewhat awkward when you swim, look up, and see an opaque
wall of water (the surface), but there isn't much that can be done
about it.  If you made the water transparent so it looked good,
it would defeat the purpose :) .
2012-08-31 17:50:12 +03:00
Matthew I b29d609b0b Move chat commands to Lua and remove servercommand.{cpp,h}
Commands moved:
 /me
 /status
 /time
 /shutdown
 /ban
 /clearobjects
2012-08-12 16:45:58 +03:00
Matthew I 8a3c777c40 Add ban management routines to Lua API
Those functions are:
 * minetest.get_ban_list()
 * minetest.get_ban_description(ip_or_name)
 * minetest.ban_player(name)
 * minetest.unban_player_or_ip(ip_or_name)
2012-08-12 16:45:58 +03:00
Matthew I 548da26ddc Extend Lua API in order to implement chat commands
minetest.get_server_status()
minetest.request_shutdown()
EnvRef:clear_objects()
2012-08-12 16:44:55 +03:00
Matthew I 8e0ac70c4d Remove trailing comma after player list in server status string 2012-08-12 16:44:54 +03:00
Matthew I 1ed559bd24 Allow digging of unknown nodes
This allows the removal of nodes with unknown types.
get_item_callback() (C++) would fail if a node has an unknown type.  Now it
will try using the callback from minetest.nodedef_default in this case.
Also, minetest.node_dig() (Lua) was altered to always allow digging when
the node definition is empty (i.e. unknown node).
2012-08-12 16:04:18 +03:00
Perttu Ahola e3b831e975 Fix wrong amount of nodes being dropped from inventory 2012-08-12 15:49:23 +03:00
darkrose d05e3adbc7 fix node timers so on_timer gets the correct position 2012-08-12 15:28:31 +03:00
Perttu Ahola a9a475ad50 Remove unwanted ! from ifs in inventory record-for-rollback code 2012-08-12 11:20:36 +03:00
Perttu Ahola fd7ec2da91 Fix inventory segfault when rollback recording is disabled 2012-07-28 14:44:18 +03:00
Perttu Ahola c9ed379e39 Add enable_rollback_recording setting, defaulting to false 2012-07-28 03:08:09 +03:00
Perttu Ahola e64feefc61 Handle max<min in LuaPseudoRandom::l_next() 2012-07-27 19:03:15 +03:00
Perttu Ahola 3e754382af Tweak rollback and liquids 2012-07-27 15:46:51 +03:00
Perttu Ahola 7ef0a13250 Tweak rollback stuff 2012-07-27 14:52:29 +03:00
Perttu Ahola 0de3fb786d Increase automatic suspect guess timeframe 2012-07-27 13:54:14 +03:00
Perttu Ahola 1d44a98f2f ABM and liquid overload skip 2012-07-27 13:45:49 +03:00
Perttu Ahola 98ff4eb4ee Fix server build (a missing header) 2012-07-27 13:43:25 +03:00
Perttu Ahola a9d8df83d2 Make the rollback system VERY FUCKING GOD DAMN POWERFUL 2012-07-27 13:24:28 +03:00
Perttu Ahola 508b7b5e51 Don't track liquids for rollback because of too much log 2012-07-27 02:46:54 +03:00
Perttu Ahola f7dc72f8aa Properly rollback chat command triggered things 2012-07-27 02:37:04 +03:00
Perttu Ahola 0190f9b077 Experimental-ish rollback functionality 2012-07-27 02:27:18 +03:00
Perttu Ahola 0c91a0d59d Working group-shapeless and multigroup recipes 2012-07-26 13:49:13 +03:00
Perttu Ahola a26a66a8c4 Restore focus to formspec menu when pressing a button 2012-07-25 18:28:40 +03:00
Perttu Ahola 0346e68deb Add special return value -1 to inventry callbacks 2012-07-25 16:52:00 +03:00
Perttu Ahola db62c227c8 Improve formspec positioning 2012-07-25 16:30:23 +03:00
Perttu Ahola 983e45ae92 Improve inventory callbacks a bit 2012-07-25 15:39:39 +03:00
Perttu Ahola 0a18dda158 Remove special handling of creative mode 2012-07-25 14:07:45 +03:00
Perttu Ahola 9eaf93d41d Detached inventory callbacks and reworked node metadata callbacks 2012-07-25 02:36:54 +03:00
Perttu Ahola 2ac20982e0 Detached inventories 2012-07-24 20:57:17 +03:00
Perttu Ahola 0cf1ed544c darkrose should work at a nuclear power plant.
It'd take years to figure out what caused the accident.
2012-07-24 16:36:50 +03:00
Perttu Ahola 5c31445117 Improve node timer format (map format version 25) and update mapformat.txt 2012-07-24 15:03:46 +03:00
Perttu Ahola c009aa3a22 Fix building on top of (pointable && buildable_to) nodes 2012-07-23 20:42:08 +03:00
Perttu Ahola aef1332e42 Improve build configuration options 2012-07-23 15:23:33 +03:00
Perttu Ahola fd845f27f5 Fix map deserialization and remove old serialization code 2012-07-23 08:18:39 +03:00
darkrose ea62ee4b61 Increase node id/param0 to 16 bits, leaving param2 always with 8 bits 2012-07-23 08:18:39 +03:00
darkrose cd6becd442 Implement node timers 2012-07-23 08:18:37 +03:00
Perttu Ahola 829f262c79 Fix terrible grammar in comment! 2012-07-22 20:36:06 +03:00
Perttu Ahola 246520b5cb Fix compressZlib() 2012-07-22 20:29:09 +03:00
Perttu Ahola 38bb649582 Test zlib wrapper's handling of large data 2012-07-22 20:27:55 +03:00
Perttu Ahola 82855a04ec Tweak test.c overally a bit 2012-07-22 20:26:54 +03:00
Perttu Ahola 6dfefaf229 Formspec button_exit[] and image_button_exit[] 2012-07-22 17:40:48 +03:00
Perttu Ahola 4cc98d7add minetest.register_on_player_receive_fields() 2012-07-22 17:40:48 +03:00
darkrose 506203345b Implement formspec 2012-07-22 17:40:41 +03:00
Matthew I 136eb32389 Add minetest.get_modnames() to Lua API 2012-07-22 13:36:03 +03:00
Andreas Zwinkau d085139057 Fix signedness warning in base64.cpp 2012-07-21 22:10:29 +03:00
Andreas Zwinkau 28e7443f9b Fix wctomb use
wctomb(NULL, _) returns "nonzero if the encoding has nontrivial shift state, or zero if the encoding is stateless."

I assume the intentation was to get the size of the target buffer.
Use MB_CUR_MAX for this.
2012-07-21 22:09:17 +03:00
Andreas Zwinkau e79ad21aeb Remove mbtowc warnings
As mbtowc(_, _, 1) reads at most one char, everything other than a
return value of 1 is an error. Since the input strings are static,
an assert protects against future changes.

Likewise, wctomb should currently never encounter a character, which
actually needs a multibyte representation.
2012-07-21 22:08:20 +03:00
Matthew I a2738dec59 Fix hovering after mining a block underneath you while sneaking 2012-07-21 20:56:56 +03:00
Perttu Ahola 1788709e2d Rotate facedir-rotated top and bottom textures too, and re-implement nodebox side rotation 2012-07-21 20:23:32 +03:00
Perttu Ahola 47d30d12cb Facedir rotation of nodebox textures 2012-07-21 18:59:12 +03:00
Bad-Command cc10eec6c6 Fix signed overflow in getPointedThing 2012-07-21 16:13:51 +03:00
Perttu Ahola 15bf9a7026 Fix typo in scriptapi.cpp in minetest.get_craft_recipe() 2012-07-21 15:32:46 +03:00
Perttu Ahola 2795f44f03 Server-side checking of digging; disable_anticheat setting 2012-07-21 14:38:49 +03:00
Perttu Ahola 71c6845a94 Define M_PI on MSVC 2012-07-21 03:36:34 +03:00
Perttu Ahola 4b97023251 Add a random-ish contributor list to credit screen 2012-07-21 03:14:58 +03:00
darkrose 369046bbb4 Check for table type when reading groups from Lua 2012-07-21 02:35:45 +03:00
darkrose 38580fbee7 Add minetest.get_craft_recipe() 2012-07-21 02:33:22 +03:00
darkrose 08e1d40d6e Add support for "textures/all" (and thus texture packs) to server 2012-07-21 02:33:19 +03:00
darkrose 1b19020bf4 Remove trenches from map generator (cyisfor) (glitches: read below)
This causes glitches in very high cliffs by not making mud "flow" down from
them. Those are quite rare currently because of the lame height differences
generated.
2012-07-21 02:32:04 +03:00
Calinou 61e58ee9b7 Message cleanups (consistency) and prevent /me when not allowed to shout 2012-07-21 02:27:58 +03:00
Perttu Ahola 16ad10e62f Allow defining player's inventory form in Lua 2012-07-19 14:09:16 +03:00
Perttu Ahola 02fb912a95 Fix /builtin/misc.lua:47: attempt to call method 'is_player' (a nil value) 2012-06-19 00:50:07 +03:00
Perttu Ahola 48790c0751 Fix random glitches in transparent animations 2012-06-18 00:21:23 +03:00