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* Lua seems to have trouble with a combination of overloaded functions and class inheritance, so I renamed TeleportTo( cEntity* ) to TeleportToEntityfaketruth2012-02-221-29/+50
* Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com2012-02-211-3/+3
* Got rid of dangerous GetEntity(), not using DoWithEntity()faketruth2012-02-161-36/+1
* No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth2012-02-151-25/+25
* Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com2012-02-131-102/+80
* MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com2012-02-081-3/+3
* tolua: modified the binding generator to accept AString as a std::string synonym, re-generated Bindings with these settings. Lua callbacks can now safely use AString functions in C++.madmaxoft@gmail.com2012-02-021-27/+28
* Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com2012-02-011-24/+25
* Added all current hooks to the new plugin structure.faketruth2012-02-011-112/+684
* Plugins can now be enabled and disabled through WebAdminfaketruth2012-02-011-1/+38
* Changed how Lua handles the (Post)Params in the HTTPRequest of a WebPluginfaketruth2012-01-311-62/+97
* Can now receive POST data in WebPlugins!faketruth2012-01-311-1/+32
* Added a WebAdmin interface to view users their groups, and the permissions of groups.faketruth2012-01-301-3/+34
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-0/+2
* Converted entire Core plugin including WebAdmin interface to new plugin method/system/thingy and sexyfied it.faketruth2012-01-281-77/+472
* Working on a new plugin design with Lua. While retaining backwards compatibility of course...faketruth2012-01-261-18/+319
* Improved Core's WebAmin interface a bit.faketruth2012-01-221-1/+68
* CreativeInventory Updatelapayo94@gmail.com2012-01-011-50/+49
* Fixed the numchunks console command.faketruth2012-01-011-1/+66
* - implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)lapayo94@gmail.com2012-01-011-17/+51
* - Implemented Drops from Burning animalslapayo94@gmail.com2011-12-281-83/+14
* Players can switch worlds on the fly with the command /gotoworld [worldName]. This uses the function cPlayer::MoveToWorld()faketruth2011-12-261-6/+42
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-211-1/+1
* Can now set gamemode via lua.admin@omencraft.com2011-11-101-1/+1
* Made block action sanity checks more robust, water buckets, lava buckets and empty buckets should all now work.admin@omencraft.com2011-11-101-7/+173
* Added random weather that persists per world. Also added SetWeather, GetWeather, and CastThunderbolt to lua bindings.admin@omencraft.com2011-11-101-1/+106
* Added m_IP to player class and binding to get IP for LUA. (Probably should use m_pState)admin@omencraft.com2011-11-091-1/+67
* It's a Squirrel!!faketruth2011-11-081-15/+266
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-15/+248
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-26/+202
* Added CreateInventoryAction packet for creative mode. Used cPacketEntityEquipment as template. Forced server into Creative Mode. Can't break blocks yet. Player can stil be damaged in creative mode and dying takes you back to survival mode.admin@omencraft.com2011-10-261-0/+1
* MCServer c++ source filesfaketruth2011-10-031-0/+15468