* Add sounds for falling and attached nodes
The sound specified in `node_definition.sounds.fall` is used.
When a falling node is spawned at a position or an attached node drops, the sound is played at this position.
* allow all sorts of soundspecs
Centralize HUD updating in update_builtin_statbars.
Fixes race condition in 'on joinplayer' that causes stat bar bugs.
Correctly scales stat bars to custom max values set by mods.
Delay was converted from the param string and not the delay value, thus never using the actual given delay value when used in combination with other string values in the param, in this case reconnect and the shutdown messsage.
Prevents falling node entities entering the ignore at a world edge and
resting on unloaded nodes 16 nodes below, unreachable, undiggable and
still being processed by 'on step' because they don't revert to nodes.
A useful function that applies 'core.is_protected()' to a 3D lattice of
points evenly spaced throughout a defined volume, with a parameter for
the maximum spacing of points.
* Add player deletion method to auth handler (fixes#6653)
* Support iterating over the auth database
There was no way to do this previously and a recent commit
broke doing this the "hacky" way by accessing `core.auth_table`.
Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
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