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  1. Jun 05, 2016
    • paramat's avatar
      Biome API: Add per-biome riverbed material and depth · d24f3841
      paramat authored
      Mgvalleys: Remove riverbed sand placement from base terrain generation
      Riverbed material placement moved to MapgenBasic::generateBiomes()
      Document fields and add note that the biome API is still unstable
      d24f3841
  2. Jun 04, 2016
  3. May 31, 2016
  4. May 30, 2016
    • est31's avatar
      Add minetest.check_password_entry callback · 27db9292
      est31 authored
      Gives a convenient way to check a player's password.
      
      This entirely bypasses the SRP protocol, so should be used
      with great care.
      
      This function is not intended to be used
      in-game, but solely by external protocols, where no
      authentication of the minetest engine is provided, and
      also only for protocols, in which the user already gives the
      server the plaintext password.
      
      Examples for good use are the classical http form, or irc,
      an example for a bad use is a password change dialog inside
      formspec.
      
      Users should be aware that they lose the advantages of the SRP
      protocol if they enter their passwords for servers outside the
      normal entry box, like in in-game formspec menus,
      or through irc /msg s,
      
      This patch also fixes an auth.h mistake which has mixed up the
      order of params inside the decode_srp_verifier_and_salt function.
      
      Zeno-: Added errorstream message for invalid format when I committed
      27db9292
  5. May 28, 2016
    • Auke Kok's avatar
      Particles: Add option to remove particles on collision · d499ec48
      Auke Kok authored
      Adds the particle option `collision_removal = bool`
      
      Some particles are hard to use right now since they either go through
      solid blocks (without collision detection), and with collision
      detection enabled they (e.g. raindrops) would just stop dead on the
      floor and sit there until they expire, or worse, scrape along a wall
      or ceiling.
      
      We can solve the problem by adding a boolean flag that tells the
      particle to be removed if it ever collides with something. This will
      make it easier to add rain that doesn't fall through your roof or stick
      on the top of it. Or clouds and smoke that don't go through trees.
      
      Particles that collide with this flag are marked expired
      unconditionally, causing them to be treated like normal expired
      particles and cleaned up normally.
      
      Documentation is adjusted accordingly.
      
      An added bonus of this patch is that particles can potentially collide
      many times with nodes, and this reduces the amount of collisions to 1
      (max), which may end up reducing particle load on the client.
      d499ec48
    • red-001's avatar
      62d15ac7
  6. May 15, 2016
  7. May 10, 2016
  8. May 09, 2016
  9. May 06, 2016
  10. Apr 28, 2016
  11. Apr 25, 2016
  12. Apr 11, 2016
  13. Apr 10, 2016
    • raymoo's avatar
      Document hpchange callback ordering thing (#3981) · c566a8f2
      raymoo authored
      Document hpchange callback ordering thing
      
      Callbacks registered by register_on_player_hpchange are ordered so that non-modifiers are called after modifiers are called. Credit to @TeTpaAka who mentioned this previously-undocumented feature in #3799.
      
      See also commit
      
      aa13baa3 "Add minetest.register_on_player_hpchange"
      c566a8f2
  14. Apr 07, 2016
  15. Apr 03, 2016
  16. Mar 19, 2016
  17. Mar 12, 2016
    • Auke Kok's avatar
      Allow nodes to specify which sides to connect to. · 37b4f0d3
      Auke Kok authored
      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.
      37b4f0d3
    • Auke Kok's avatar
      Nodebox: Allow nodeboxes to "connect" · e737b1c2
      Auke Kok authored
      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
      e737b1c2
  18. Mar 09, 2016
    • Auke Kok's avatar
      Add consistent monotonic day counter - get_day_count() · 4e59fcf5
      Auke Kok authored
      I've written several experimental bits of code that revolve around the
      need for a consistent calendar, but implementing one is extremely hard
      in mods due to time changes and mods overriding core.get_timeofday(),
      which will conflict.
      
      The second part of the problem is that doing this from a mod requires
      constant maintenance of a settings file.
      
      An implementation in core is trivial, however, and solves all of
      these problems at virtually no cost: No extra branches in server
      steps, and a single branch when minetest.set_time_of_day(), which is
      entirely reasonable.
      
      We store the day_count value in env_meta.txt.
      
      The use case is obvious: This change allows mods to create an actual
      virtual calendar, or properly account for seasonal changes, etc..
      
      We add a "/days" chatcommand that displays the current day count. No
      permissions are needed. It can only retrieve the day count, not
      modify it.
      4e59fcf5
  19. Mar 07, 2016
  20. Mar 04, 2016
  21. Mar 03, 2016
  22. Feb 22, 2016
    • Jeija's avatar
      Add Lua interface to HTTPFetchRequest · 31e0667a
      Jeija authored
      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.
      31e0667a
  23. Feb 19, 2016
    • ShadowNinja's avatar
      Require request_insecure_environment to be called from the mod's main scope · 4827ee12
      ShadowNinja authored
      Previously you could steal a secure environment from a trusted mod by wrapping
      request_insecure_environment with some code like this:
      
      local rie_cp = minetest.request_insecure_environment
      local stolen_ie
      function minetest.request_insecure_environment()
      	local ie = rie_cp()
      	stolen_ie = stolen_ie or ie
      	return ie
      end
      4827ee12
  24. Feb 11, 2016
  25. Jan 29, 2016
    • Auke Kok's avatar
      New timer design. · ad884f23
      Auke Kok authored
      I could honestly not make much sense of the timer implementation
      that was here. Instead I've implemented the type of timer algorithm
      that I've used before, and tested it instead.
      
      The concept is extremely simple: all timers are put in an ordered
      list. We check every server tick if any of the timers have
      elapsed, and execute the function associated with this timer.
      
      We know that many timers by themselves cause new timers to be
      added to this list, so we iterate *backwards* over the timer
      list. This means that new timers being added while timers are
      being executed, can never be executed in the same function pass,
      as they are always appended to the table *after* the end of
      the table, which we will never reach in the current pass over
      all the table elements.
      
      We switch time keeping to minetest.get_us_time(). dtime is
      likely unreliable and we have our own high-res timer that we
      can fix if it is indeed broken. This removes the need to do
      any sort of time keeping.
      ad884f23
    • Auke Kok's avatar
      Clocksource: use a better clock if available. · 4ac1e9bc
      Auke Kok authored
      clock_gettime() is a far better clock than gettimeofday().
      
      Even better than clock_gettime() is that you can select either
      CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer
      high precision time. And the _RAW variant will never roll back
      due to NTP drift or daylight savings, or otherwise.
      
      I've adjusted this code to select the right clock method auto-
      matically based on what's available in the OS. This means that
      if you're running a very old linux version, MacOS or other,
      you will automatically get the best clocksource available.
      
      I've tested all Linux clocksources by selectively compiling and
      running a 10k+ timer test suite. In all cases I confirmed that
      the 3 POSIX Linux clocksources worked properly, and were
      selected properly.
      
      I've modified the OS X compile path to use the high-res clock
      source for all time functions, but I can't confirm it works or
      that it compiles.
      
      As for WIN32, I confirmed that the used clocksource is indeed
      a Monotonic clocksource, so good news: that code section appears
      to be exactly what it should be.
      4ac1e9bc
  26. Jan 20, 2016
    • Auke Kok's avatar
      Allow per-tiles culling. · 882a89d6
      Auke Kok authored
      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.
      882a89d6
  27. Jan 18, 2016
  28. Jan 16, 2016
  29. Jan 11, 2016
    • paramat's avatar
      Mapgen: Various fixes and improvements · 8fc8cb81
      paramat authored
      Lua_api.txt: Document 'minetest.registered_biomes'
      Minimal: Remove 'mapgen_air' alias
      Cavegen: Add fallback node for 'mapgen_ice'
      Dungeongen: Add fallback node for 'mapgen_river_water_source'
      Mgv5: Remove unnecessary '#include util/directiontables.h'
      Add missing 'this->'s in makeChunk()
      Mgv6: Edit empty line formatting
      Remove leading spaces in makeChunk()
      Add missing spaces after 'for' and 'if'
      Mgv7: Edit empty line formatting
      8fc8cb81
  30. Jan 09, 2016
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