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  1. Feb 04, 2016
  2. 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
  3. Jan 18, 2016
  4. Jan 07, 2016
  5. Dec 20, 2015
  6. Dec 02, 2015
  7. Nov 24, 2015
  8. Nov 21, 2015
  9. Nov 12, 2015
  10. Nov 07, 2015
  11. Nov 03, 2015
  12. Oct 31, 2015
  13. Oct 25, 2015
  14. Oct 22, 2015
    • Robert Zenz's avatar
      Add more ways to pass data to check_player_privs · c3284783
      Robert Zenz authored
      The callback can now be invoked with either the player object or name as
      the first parameter, and with either a table or a list of strings, like
      this:
      
          minetest.check_player_privs(player_name, { shout = true, fly = true })
          minetest.check_player_privs(player_name, "shout", "fly")
          minetest.check_player_privs(player, { shout = true, fly = true })
          minetest.check_player_privs(player, "shout", "fly")
      c3284783
  15. Oct 14, 2015
    • ShadowNinja's avatar
      Refactor logging · 2139d7d4
      ShadowNinja authored
      - Add warning log level
      - Change debug_log_level setting to enumeration string
      - Map Irrlicht log events to MT log events
      - Encapsulate log_* functions and global variables into a class, Logger
      - Unify dstream with standard logging mechanism
      - Unify core.debug() with standard core.log() script API
      2139d7d4
  16. Oct 12, 2015
  17. Oct 04, 2015
  18. Sep 29, 2015
    • est31's avatar
      Some map border related fixes · 2a7d01b8
      est31 authored
      1. Check for entity addition success in spawn_item implementation
      2. Check for success in item_drop callback, so that the player
      doesn't lose the item if they are outside bounds and try to drop it.
      3. When existing player joins game, check that their position is inside
      map bounds. If not, set their position to the return value of findSpawnPos().
      4. Make findSpawnPos() respect the border
      
      2 fixes a lua crash if a player drops an item outside map bounds.
      3 fixes an assertion crash if a player leaves when being outside map bounds,
      and then rejoins.
      2a7d01b8
  19. Sep 23, 2015
  20. Sep 03, 2015
  21. Sep 01, 2015
  22. Aug 13, 2015
  23. Jul 18, 2015
  24. Jun 14, 2015
  25. Jun 13, 2015
  26. Jun 06, 2015
    • HybridDog's avatar
      Decrease minetest.after globalstep lag · 8383a61e
      HybridDog authored
      * abort if theres no active timer
      * only reduce the timer.time of all timers when its necessary
      * move updating timers_to_add into a seperate function
      8383a61e
  27. Jun 02, 2015
    • est31's avatar
      Nicer time setting logging · b8a8be9c
      est31 authored
      Now logs
      
      ACTION[ServerThread]: player sets time to 6:03
      
      instead of
      
      ACTION[ServerThread]: player sets time to 6:3
      b8a8be9c
  28. May 17, 2015
  29. May 15, 2015
  30. May 12, 2015
  31. Apr 26, 2015
    • Tomas Brod's avatar
      Fix minetest.clear_* creating new LOCAL table instead of clearing the existing one. · 732eb72a
      Tomas Brod authored
      On calling clear_redistered_biomes the registered_biomes table is cleared
      by creating a new empty table, but the pointer is not updated to point to
      the new one. So after calling more register_biome, the registered_biome
      table always contains 0 items, which is an error. Instead, the table is
      cleared by removing all its items so the pointer (minetest.registered_*)
      remains valid.
      732eb72a
  32. Apr 05, 2015
  33. Mar 04, 2015
  34. Feb 27, 2015
  35. Feb 18, 2015
  36. Feb 16, 2015
  37. Feb 08, 2015
  38. Jan 28, 2015
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