| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
`settingtypes.txt` (#12131)
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
|
| |
|
| |
|
|
|
|
|
|
|
| |
Allows catching a chatcommand call just after the command and the
parameters are parsed but before its existence is checked and before the
corresponding function is run. Returning `true` from a callback function
will prevent default handling of the command leaving mods to handle the
command manually.
|
|
|
| |
closes #9857
|
| |
|
|
|
|
|
| |
Previously this method would accidentally reset the locale
and break everything.
|
|
|
|
| |
fixes #8068
|
|
|
|
|
| |
Mods may want to to handle item interaction even if the item
is not marked usable (= server-side callback exists).
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* CSM/SSM: Add on_mods_loaded callback
|
|
|
| |
Fixes #6939
|
|
|
|
|
|
| |
* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
|
| |
|
|
|
|
| |
loading mod
|
|
|
|
|
|
|
|
|
|
| |
Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
|
| |
|
|
|
|
|
|
| |
* [CSM] Add function to get player privileges + move related help functions to common
* Added @Zeno- const
|
| |
|
| |
|
| |
|
|
|
|
| |
* [CSM] Add event on_place_node API lua
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [CSM] Add function to set minimap shape
Also deprecates `toggle_shape`.
* Oh fish, I messed that one up!
* Fix Style
* Sorry, I missed something
I still had the `luamethod` call in there!
* Add getters
* Remove extra line
* Remove useless variable
Please review again @nerzhul . Thanks!
* Satisfy nerzhul
|
| |
|
|
|
|
| |
* Add event on_connect player API lua
|
| |
|
| |
|
|
|
| |
* [CSM] Add function to get currently connected player names
|
| |
|
|
|
| |
This fixes issue #5404
|
|
|
|
|
|
| |
* [CSM] Add core.get_timeofday & core.get_day_count env calls
* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
|
|
|
|
|
|
|
|
| |
* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
|
|
|
| |
mod storage is located into user_path / client / mod_storage
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
|