Merge remote branch 'origin/master'

This commit is contained in:
Weblate 2013-02-28 18:04:07 +01:00
commit 066b0314b1
5 changed files with 41 additions and 17 deletions

@ -105,7 +105,7 @@
#smooth_lighting = true #smooth_lighting = true
# Enable combining mainly used textures to a bigger one for improved speed # Enable combining mainly used textures to a bigger one for improved speed
# disable if it causes graphics glitches. # disable if it causes graphics glitches.
#enable_texture_atlas = true #enable_texture_atlas = false
# Path to texture directory. All textures are first searched from here. # Path to texture directory. All textures are first searched from here.
#texture_path = #texture_path =
# Video back-end. # Video back-end.
@ -267,8 +267,25 @@
# (obviously, remote_media should end with a slash) # (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way # Files that are not present would be fetched the usual way
#remote_media = #remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
#
# Physics stuff # Physics stuff
#
#movement_acceleration_default = 3 #movement_acceleration_default = 3
#movement_acceleration_air = 2 #movement_acceleration_air = 2
#movement_acceleration_fast = 10 #movement_acceleration_fast = 10
@ -283,13 +300,23 @@
#movement_liquid_sink = 10 #movement_liquid_sink = 10
#movement_gravity = 9.81 #movement_gravity = 9.81
#
# Mapgen stuff # Mapgen stuff
#
# Name of map generator to be used. Currently only v6 is supported.
#mg_name = v6 #mg_name = v6
# Water level of map.
#water_level = 1 #water_level = 1
# Size of chunks to be generated.
#chunksize = 5 #chunksize = 5
#mg_flags = 19 # Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend
#mg_flags = trees, caves, v6_biome_blend
# How large deserts and beaches are
#mgv6_freq_desert = 0.45 #mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15 #mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv6_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6 #mgv6_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6 #mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7 #mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
@ -303,4 +330,3 @@
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6 #mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0 #mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6 #mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6

@ -94,7 +94,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("new_style_water", "false"); settings->setDefault("new_style_water", "false");
settings->setDefault("new_style_leaves", "true"); settings->setDefault("new_style_leaves", "true");
settings->setDefault("smooth_lighting", "true"); settings->setDefault("smooth_lighting", "true");
settings->setDefault("enable_texture_atlas", "true"); settings->setDefault("enable_texture_atlas", "false");
settings->setDefault("texture_path", ""); settings->setDefault("texture_path", "");
settings->setDefault("shader_path", ""); settings->setDefault("shader_path", "");
settings->setDefault("video_driver", "opengl"); settings->setDefault("video_driver", "opengl");
@ -183,7 +183,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("congestion_control_max_rate", "400"); settings->setDefault("congestion_control_max_rate", "400");
settings->setDefault("congestion_control_min_rate", "10"); settings->setDefault("congestion_control_min_rate", "10");
settings->setDefault("remote_media", ""); settings->setDefault("remote_media", "");
settings->setDefault("debug_log_level", "0"); settings->setDefault("debug_log_level", "2");
settings->setDefault("emergequeue_limit_total", "256"); settings->setDefault("emergequeue_limit_total", "256");
settings->setDefault("emergequeue_limit_diskonly", ""); settings->setDefault("emergequeue_limit_diskonly", "");
settings->setDefault("emergequeue_limit_generate", ""); settings->setDefault("emergequeue_limit_generate", "");
@ -203,14 +203,15 @@ void set_default_settings(Settings *settings)
settings->setDefault("movement_liquid_sink", "10"); settings->setDefault("movement_liquid_sink", "10");
settings->setDefault("movement_gravity", "9.81"); settings->setDefault("movement_gravity", "9.81");
//mapgen related things //liquid stuff
settings->setDefault("mg_name", "v6");
settings->setDefault("water_level", "1");
settings->setDefault("liquid_finite", "false"); settings->setDefault("liquid_finite", "false");
settings->setDefault("liquid_update", "1.0"); settings->setDefault("liquid_update", "1.0");
settings->setDefault("liquid_relax", "1"); settings->setDefault("liquid_relax", "1");
settings->setDefault("liquid_fast_flood", "1"); settings->setDefault("liquid_fast_flood", "1");
//mapgen stuff
settings->setDefault("mg_name", "v6");
settings->setDefault("water_level", "1");
settings->setDefault("chunksize", "5"); settings->setDefault("chunksize", "5");
settings->setDefault("mg_flags", "trees, caves, v6_biome_blend"); settings->setDefault("mg_flags", "trees, caves, v6_biome_blend");
settings->setDefault("mgv6_freq_desert", "0.45"); settings->setDefault("mgv6_freq_desert", "0.45");

@ -100,7 +100,6 @@ void ItemDefinition::reset()
wield_scale = v3f(1.0, 1.0, 1.0); wield_scale = v3f(1.0, 1.0, 1.0);
stack_max = 99; stack_max = 99;
usable = false; usable = false;
rightclickable = false;
liquids_pointable = false; liquids_pointable = false;
if(tool_capabilities) if(tool_capabilities)
{ {

@ -62,8 +62,6 @@ struct ItemDefinition
*/ */
s16 stack_max; s16 stack_max;
bool usable; bool usable;
// If true, don't use node placement prediction
bool rightclickable;
bool liquids_pointable; bool liquids_pointable;
// May be NULL. If non-NULL, deleted by destructor // May be NULL. If non-NULL, deleted by destructor
ToolCapabilities *tool_capabilities; ToolCapabilities *tool_capabilities;

@ -1063,10 +1063,6 @@ static ItemDefinition read_item_definition(lua_State *L, int index,
def.usable = lua_isfunction(L, -1); def.usable = lua_isfunction(L, -1);
lua_pop(L, 1); lua_pop(L, 1);
lua_getfield(L, index, "on_rightclick");
def.rightclickable = lua_isfunction(L, -1);
lua_pop(L, 1);
getboolfield(L, index, "liquids_pointable", def.liquids_pointable); getboolfield(L, index, "liquids_pointable", def.liquids_pointable);
warn_if_field_exists(L, index, "tool_digging_properties", warn_if_field_exists(L, index, "tool_digging_properties",
@ -1164,6 +1160,10 @@ static ContentFeatures read_content_features(lua_State *L, int index)
if(!lua_isnil(L, -1)) f.has_after_destruct = true; if(!lua_isnil(L, -1)) f.has_after_destruct = true;
lua_pop(L, 1); lua_pop(L, 1);
lua_getfield(L, index, "on_rightclick");
f.rightclickable = lua_isfunction(L, -1);
lua_pop(L, 1);
/* Name */ /* Name */
getstringfield(L, index, "name", f.name); getstringfield(L, index, "name", f.name);
@ -4751,7 +4751,7 @@ static int l_register_item_raw(lua_State *L)
// Default to having client-side placement prediction for nodes // Default to having client-side placement prediction for nodes
// ("" in item definition sets it off) // ("" in item definition sets it off)
if(def.node_placement_prediction == "__default"){ if(def.node_placement_prediction == "__default"){
if(def.type == ITEM_NODE && !def.rightclickable) if(def.type == ITEM_NODE)
def.node_placement_prediction = name; def.node_placement_prediction = name;
else else
def.node_placement_prediction = ""; def.node_placement_prediction = "";