forked from Mirrorlandia_minetest/minetest
Lua-api.txt: Document that paramtype='light' results in light propagation with attenuation and is essential for a light source to spread it's light
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@ -473,8 +473,10 @@ node definition:
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`param1` is reserved for the engine when `paramtype != "none"`:
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paramtype = "light"
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^ The value stores light with and without sun in it's
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upper and lower 4 bits.
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^ The value stores light with and without sun in its upper and lower 4 bits
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respectively. Allows light to propagate from or through the node with
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light value falling by 1 per node. This is essential for a light source
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node to spread its light.
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`param2` is reserved for the engine when any of these are used:
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@ -1332,7 +1334,8 @@ examples.
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* Position and size units are inventory slots
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* Example for formspec 8x4 in 16x resolution:
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image shall be sized 8 times 16px times 4 times 16px
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* If `true` the background is clipped to formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored)
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* If `true` the background is clipped to formspec size
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(`x` and `y` are used as offset values, `w` and `h` are ignored)
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#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* Textual password style field; will be sent to server when a button is clicked
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@ -1851,7 +1854,8 @@ and `minetest.auth_reload` call the authetification handler.
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* Function cannot be called after the registration period; only initialization and `on_mapgen_init`
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* Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
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* Leave field unset to leave that parameter unchanged
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* `flags` contains a comma-delimited string of flags to set, or if the prefix `"no"` is attached, clears instead.
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* `flags` contains a comma-delimited string of flags to set,
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or if the prefix `"no"` is attached, clears instead.
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* `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
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* `minetest.set_noiseparams(name, noiseparams, set_default)`
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* Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
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@ -1940,7 +1944,8 @@ and `minetest.auth_reload` call the authetification handler.
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* Get position of a `pointed_thing` (that you can get from somewhere)
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* `minetest.dir_to_facedir(dir, is6d)`
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* Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
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* passing something non-`nil`/`false` for the optional second parameter causes it to take the y component into account
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* passing something non-`nil`/`false` for the optional second parameter causes it to
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take the y component into account
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* `minetest.facedir_to_dir(facedir)`
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* Convert a facedir back into a vector aimed directly out the "back" of a node
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* `minetest.dir_to_wallmounted(dir)`
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@ -1989,7 +1994,8 @@ and `minetest.auth_reload` call the authetification handler.
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ground)
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### Rollback
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* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: returns `{{actor, pos, time, oldnode, newnode}, ...}`
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* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
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returns `{{actor, pos, time, oldnode, newnode}, ...}`
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* Find who has done something to a node, or near a node
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* `actor`: `"player:<name>"`, also `"liquid"`.
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* `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
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@ -2076,8 +2082,8 @@ These functions return the leftover itemstack.
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* If there are two or more entries with the same pos value, the last entry is used.
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* If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
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* If `probability_list` equals `nil`, no probabilities are applied.
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* Slice probability works in the same manner, except takes a field called `ypos` instead which indicates
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the y position of the slice with a probability applied.
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* Slice probability works in the same manner, except takes a field called `ypos` instead which
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indicates the y position of the slice with a probability applied.
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* If slice probability list equals `nil`, no slice probabilities are applied.
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* Saves schematic in the Minetest Schematic format to filename.
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@ -2369,7 +2375,8 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `override_day_night_ratio(ratio or nil)`
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* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
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* `nil`: Disables override, defaulting to sunlight based on day-night cycle
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* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`: set animation for player model in third person view
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* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
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set animation for player model in third person view
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* stand/idle animation key frames
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* walk animation key frames
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* dig animation key frames
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@ -2484,7 +2491,8 @@ for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
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with values starting at `pos={x=,y=}`
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* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
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of 3D noise with values starting at `pos={x=,y=,z=}`
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* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise with values starting at `pos={x=,y=}`
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* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
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with values starting at `pos={x=,y=}`
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* `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
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### `VoxelManip`
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@ -2859,7 +2867,9 @@ Definition tables
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alpha = 255,
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use_texture_alpha = false, -- Use texture's alpha channel
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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paramtype = "none", -- See "Nodes"
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paramtype = "none", -- See "Nodes" --[[
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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paramtype2 = "none", -- See "Nodes"
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is_ground_content = true, -- If false, the cave generator will not carve through this
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sunlight_propagates = false, -- If true, sunlight will go infinitely through this
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@ -2873,15 +2883,17 @@ Definition tables
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liquid_alternative_source = "", -- Source version of flowing liquid
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
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leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
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leveled = 0, --[[
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^ Block contains level in param2. Value is default level, used for snow.
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^ Don't forget to use "leveled" type nodebox. ]]
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liquid_range = 8, -- number of flowing nodes around source (max. 8)
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drowning = 0, -- Player will take this amount of damage if no bubbles are left
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light_source = 0, -- Amount of light emitted by node
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damage_per_second = 0, -- If player is inside node, this damage is caused
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node_box = {type="regular"}, -- See "Node boxes"
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mesh = "model",
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selection_box = {type="regular"}, -- See "Node boxes"
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
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selection_box = {type="regular"}, -- See "Node boxes" --[[
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
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legacy_facedir_simple = false, -- Support maps made in and before January 2012
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legacy_wallmounted = false, -- Support maps made in and before January 2012
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sounds = {
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