Commit Graph

579 Commits

Author SHA1 Message Date
Loic Blot
4b15f76ed1
Move LINT process in dedicated shell & fix
Move lint to dedicated shell permit to use it from your shell easily to check what is wrong
Also fix recent regressions in code style
2017-04-06 09:10:59 +02:00
red-001
4ee6be856d [CSM] Add support for positional audio. (#5516)
Fixes parts of #5389.
2017-04-06 08:14:31 +02:00
red-001
000ec26001 [CSM] Add local node meta reference. (#5508) 2017-04-04 07:41:37 +02:00
red-001
63ac62ec8a [CSM] Add function and chat command to disconnect from server. (#5487) 2017-04-01 13:40:56 +02:00
Loic Blot
a4874270f7
Fix clang-format Columns Width
Also fix l_client.cpp/h and remove them from whitelist
2017-03-31 22:29:34 +02:00
paramat
ea549bbae3 Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
2017-03-30 04:52:54 +01:00
Loïc Blot
fbc1432fe8 l_minimap: don't show minimap if configuration doesn't allow it 2017-03-29 15:50:22 +02:00
bigfoot547
9efc5da0fb [CSM] Add function to get player names in range (#5435)
* [CSM] Add function to get currently connected player names
2017-03-22 21:13:03 +01:00
Loïc Blot
3c4ac70348 Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
2017-03-19 13:18:52 +01:00
red-001
2e3778ec0c Block access to the io library 2017-03-19 12:34:33 +01:00
Loïc Blot
7b74f04a61 [CSM] Fix minimap problems (#5405)
This fixes issue #5404
2017-03-17 07:54:49 +01:00
Loïc Blot
0891975ad6 [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)
* [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
2017-03-17 07:48:29 +01:00
Loïc Blot
b52f3005c3 Fix indentation problem since merge resolution
Github merge conflict resolution is not the best with indent
2017-03-16 11:09:06 +01:00
Loïc Blot
40ce538aad [CSM] Add minimap API modifiers (#5399)
* 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
2017-03-16 10:34:54 +01:00
Loïc Blot
eb88e5dd4b Add ModStorageAPI to client side modding (#5396)
mod storage is located into user_path / client / mod_storage
2017-03-16 07:53:39 +01:00
paramat
46276414ed Get biome list: Downgrade missing biome message to infostream
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
2017-03-16 02:56:03 +00:00
red-001
88df9fb5b6 Add get_wielded_item 2017-03-13 23:56:05 +01:00
nerzhul
44ca9c9cb2 [CSM] Add enable_client_modding param (default: false) 2017-03-13 23:56:05 +01:00
red-001
0727bb3ddd [CSM] Add on_punchnode callback 2017-03-13 23:56:05 +01:00
red-001
37df9cb7d7 [CSM] Add get_node and get_node_or_nil 2017-03-13 23:56:05 +01:00
red-001
073f5cf03d [CSM] Add on_dignode callback (#5140) 2017-03-13 23:56:05 +01:00
Loic Blot
ba66fce833 [CSM] storage + fixes 2017-03-13 23:56:05 +01:00
red-001
a50d07d39a [CSM] Improve security for client-sided mods (#5100) 2017-03-13 23:56:05 +01:00
red-001
c42c53fccf [CSM] Add local formspecs. (#5094) 2017-03-13 23:56:05 +01:00
Loïc Blot
2c19d51409 [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* squashed: CSM: Implement register_globalstep
  * Re-use fatal error mechanism from server to disconnect client on CSM error
  * Little client functions cleanups

* squashed: CSM: add core.after function
  * core.after is shared code between client & server
  * ModApiUtil get_us_time feature enabled for client
2017-03-13 23:56:05 +01:00
red-001
d7bc346981 [CSM] Add client-sided chat commands (#5092) 2017-03-13 23:56:05 +01:00
Loïc Blot
9978f5af82 [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)
* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
2017-03-13 23:56:05 +01:00
red-001
cb3a61f8db [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
2017-03-13 23:56:05 +01:00
Loic Blot
2efae3ffd7 [CSM] Client side modding
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
  This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
2017-03-13 23:56:05 +01:00
Dániel Juhász
ab371cc934 Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
2017-03-11 02:06:18 +00:00
rubenwardy
2d1fca51e9 Fix wrong meta key in item meta on ItemStack construction 2017-02-22 10:14:12 -08:00
Loïc Blot
ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
rubenwardy
0680c47d6c Fix incompatibility of ItemStack.to_table() introduced by stack meta 2017-02-07 21:18:17 +00:00
rubenwardy
f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
rubenwardy
c2e7b1f579 Derive NodeMetaRef from MetaDataRef 2017-02-04 22:07:55 +00:00
rubenwardy
13f94ecad5 Make NodeMetaRef::getmeta a non-static member 2017-02-04 22:07:55 +00:00
kilbith
03b34cb3dd Serverlist: Add ping indicators (#5164) 2017-02-03 23:53:43 +10:00
Duane Robertson
3b9ae409c7 Tell on_punch to expect a return value
The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
2017-02-01 22:13:49 +01:00
SmallJoker
79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier
814ee971f7 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +01:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
sfan5
0cde270bf5 Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations of add_particle{,spawner} (fixes #5108) 2017-01-24 15:19:29 +01:00
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Loïc Blot
39123fcce5 Remove os.exit from the Lua secure sandbox (#5090)
os.exit will exit not using proper resource liberation paths.

Mods should call the proper exit mod using our API
2017-01-21 22:05:54 +01:00
Loïc Blot
bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
sapier
c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001
72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
sfan5
7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
sapier
51746ca910 Fix typo in alias for deprecated settexturemod 2017-01-17 19:41:52 +01:00
rubenwardy
63c892eedf Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
sapier
f5070b4454 Added lua tracebacks to some errors where you have been blind to what… (#5043)
* Added lua tracebacks to some errors where you have been blind to what actually went wrong
2017-01-15 13:36:53 +01:00
Rui
5d60a6c533 Make nametag removable with set_nametag_attributes (#5021) 2017-01-11 20:25:25 +01:00
Rogier
6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Rui
ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Loic Blot
98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
sfan5
a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
sfan5
523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot
52ba1f867e Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core:

* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
2017-01-01 23:11:26 +01:00
adrido
5a0a59ad46 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
Rogier
a76e7698b2 Make minetest abort on lua panic
Currently, lua does a regular exit() after a lua panic, which can make
a problem hard to debug. Invoking FATAL_ERROR() instead will print
some useful information, and abort() minetest, so that a debugger can
be used to analyze the situation.
2016-12-24 00:18:45 +00:00
sfan5
cc7c31a5bc Fix warning reported by clang (possible bug in Settings lua api) 2016-12-21 10:20:06 +01:00
ShadowNinja
0f0502109e Security: Fix resolving of some relative paths
Trying to resolve a path with RemoveRelativePathComponents that can't
be resolved without leaving leading parent components (e.g. "../worlds/foo"
or "bar/../../worlds/foo") will fail.  To work around this, we leave
the relative components and simply remove the trailing components one
at a time, and bail out when we find a parent component.  This will
still fail for paths like "worlds/foo/noexist/../auth.txt" (the path
before the last parent component must not exist), but this is fine
since you won't be able to open a file with a path like that anyways
(the O.S. will determine that the path doesn't exist.
Try `cat /a/../etc/passwd`).
2016-12-20 17:17:38 +10:00
ShadowNinja
59f84ca0a0 Mod security: Allow read-only access to all mod paths 2016-12-20 06:34:04 +00:00
Auke Kok
5a2431a9bd Simple decorations: Fix range check for deco->deco_param2
Allow any int value, and properly range check it before casting.
2016-12-08 08:38:10 +00:00
Auke Kok
2e69711613 Simple deco: Allow setting param2 value on placement
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.

This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.

This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
2016-12-07 04:17:17 +00:00
sfan5
c38985825f Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
2016-11-28 13:41:19 +01:00
juhdanad
2fe3bf5a18 Limit light_source in the engine (#4814)
Since light_source>15 causes crash, it must be limited.
2016-11-28 18:43:33 +10:00
ShadowNinja
3af5eef964 Fix secure io.lines
It used to drop all of the return values from the
insecure version of the function.
2016-11-24 10:10:20 -05:00
ShadowNinja
9e10f9f49a Fix secure io.open without mode 2016-11-24 09:58:21 -05:00
sfan5
5fd1ef9b58 Revert "Adding particle blend, glow and animation (#4705)"
This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
2016-11-14 15:28:06 +01:00
Foghrye4
93e3555eae Adding particle blend, glow and animation (#4705) 2016-11-15 00:09:59 +10:00
Rogier
1980d9ea31 Fix crash when attached object no longer exists
Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.

If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
2016-11-13 10:10:28 +01:00
Zeno-
b5c84c34ce Fix memory leak in ::safeLoadFile (#4730) 2016-11-05 15:10:49 +10:00
Brandon
bf315c05f1 Add minetest.get_server_uptime() function to Lua API (#4702)
Add minetest.get_server_uptime() function to Lua API
2016-11-02 09:36:58 -07:00
ShadowNinja
7607b0ac20 Add version API 2016-10-31 21:53:00 -07:00
paramat
70e2df4f86 Lua voxelmanip: Add optional buffer param for 'get param2 data'
Update lua_api.txt.
2016-10-31 10:59:38 +00:00
Loic Blot
595932a860 Fix overloading problems mentioned by clang 2016-10-30 16:30:55 +01:00
Ner'zhul
9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
Foghrye4
6eb6e75fff Adding LuaError on attempt to assign vectors with values out of range 2016-10-25 21:10:51 +02:00
Rogier
4b17105dc4 Emergeblocks: Fix occasional crash
Modification of the emergeblocks internal state was not protected
by a lock, causing a race condition.
This can be reproduced by repeatedly running emergeblocks for an
already-generated section of the map (with multiple emerge threads).
2016-10-16 01:13:16 +01:00
raymoo
c9e7a27eeb Attached particle spawners 2016-10-13 17:33:16 +02:00
Loic Blot
569b89b36f Move RemotePlayer code to its own cpp/header 2016-10-08 22:27:44 +02:00
Loic Blot
7bbd716426 RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
2016-10-08 22:27:44 +02:00
Loic Blot
fd5a130b86 More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)
* ClientEnvironment now uses UNORDERED MAP for active objects
* Use RemotePlayer and LocalPlayer everywhere it's possible
* Minor code style fixes
* Drop Client::getBreath() unused function
2016-10-08 22:27:44 +02:00
Loic Blot
656faf7373 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)
* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
2016-10-08 15:57:50 +02:00
Foghrye4
ad163ee5c3 Prevent attached models from disappearing during parent reload (#4128) 2016-10-08 14:51:25 +02:00
Loic Blot
8bcd10b872 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)
* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
2016-10-08 11:36:28 +02:00
Loic Blot
155288ee98 use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
2016-10-06 22:37:26 +02:00
Loic Blot
667975fe3a Use more unordered_maps to improve performance in c++11 builds 2016-10-06 12:33:35 +02:00
Loic Blot
613797a304 Replace various std::map with UNORDERED_MAP + various cleanups
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd

Other improvements:

* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
2016-10-05 10:53:19 +02:00
Loic Blot
5f084cd98d Make some maps unordered to improve performance
* This permit to improve performance on C++11 builds
* use some existing typedefs in tools maps
* minor code style changes
2016-10-05 07:30:32 +02:00
paramat
b88595050f Decorations: Generalise 'spawn by' to be used by all decoration types
In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
2016-09-14 09:19:54 +01:00
James Stevenson
403dada85a Return nil on empty get_area() (#4508) 2016-09-10 01:47:13 +10:00
SmallJoker
2de8c22a99 Make getStackMax return the correct maximal stack size 2016-09-08 03:37:03 -04:00
paly2
aa33166386 Add minetest.unregister_item and minetest.register_alias_force 2016-09-08 03:26:52 -04:00
Auke Kok
e58a55aa82 Make plantlike drawtype more fun
Adds several new ways that the plantlike drawtype mesh can be changed.

This requires paramtype2 = "meshoptions" to be set in the node
definition. The drawtype for these nodes should be "plantlike".

These modifications are all done using param2. This field is now
a complex bitfield that allows some or more of the combinations to
be chosen, and the mesh draw code will choose the options based as
neeeded for each plantlike node.

bit layout:
bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant
mesh shape:
  0 - ordinary plantlike plant ("x" shaped)
  1 - ordinary plant, but rotated 45 degrees ("+" shaped)
  2 - a plant with 3 faces ("*" shaped)
  3 - a plant with 4 faces ("#" shaped)
  4 - a plant with 4 faces ("#" shaped, leaning outwards)
  5 through 7 are unused and reserved for future mesh shapes.

bit 3 (0x8) causes the plant to be randomly offset in the x,z
plane. The plant should fall within the 1x1x1 nodebox if regularly
sized.

bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause
the plant mesh to fill out 1x1x1, and appear slightly larger. Texture
makers will want to make their plant texture 23x16 pixels to have the
best visual fit in 1x1x1 size.

bit 5 (0x20) causes each face of the plant to have a slight negative
Y offset in position, descending up to 0.125 downwards into the node
below. Because this is per face, this causes the plant model to be
less symmetric.

bit 6 (0x40) through bit 7 (0x80) are unused and reserved for
future use.

!(https://youtu.be/qWuI664krsI)
2016-08-26 05:26:08 +01:00
SmallJoker
5c0e659516 Script API: Make the craft recipe field 'method' consistent 2016-08-18 20:43:49 +01:00
David Carlier
48b3bb980d couple of memory leaks fixes. 2016-08-10 16:59:32 +02:00
Tomas
c013c73f33 Lua->C getintfield() use lua_tointeger (#4408)
previously function used tonumber which returned float
this caused errors in large numbers and resulted in
obj-def-handlers being invalid when retrived from lua tables in c
2016-08-10 12:17:48 +02:00