If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.
This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
Custom (non-engine) field names of items and entities are allowed.
This is now documented in lua_api.txt. Field names beginning with
an underscore are now reserved for mod use, the engine must not
introduce any fields beginning with an underscore.
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API.
As nodeupdate has been used by Minetest Game and in mods despite of not
being part of the official API, we ease the transition by still supporting
it for the 0.4.15 release. After the release, the two functions can be removed.
The removal will not violate the stability promise, as that promise only
includes the official and documented API.
Also, make some formerly global functions local. They most likely haven't
been used by mods, therefore they won't get stubs with deprecation warnings,
hard erroring directly.
Add missing documentation for 'register_biome' and
'clear_registered_biomes'.
Add documentation for 'nodeupdate_single'. 'nodeupdate'
is not yet documented due to a bug it causes.
Add 'core.LIGHT_MAX = 14' to builtin/game/constants.lua with the intention
to replace misplaced 'default.LIGHT_MAX = 14' in Minetest Game.
Add comment in light.h requiring the constant be changed in both places.
Add lighting bug warning to note in lua_api.txt.
There are hundreds of mod uses of 15 which causes a lighting bug.
Inverts the given channels of the base image.
Mode may contain the characters "r", "g", "b", "a".
Only the channels that are mentioned in the mode string will be inverted.
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)
Use the setting "profiler.load" to enable profiling.
Other settings can be found in settingtypes.txt.
* /profiler print [filter] - report statistics to in-game console
* /profiler dump [filter] - report statistics to STDOUT and debug.txt
* /profiler save [format [filter]] - saves statistics to a file in your worldpath
* txt (default) - same treetable format as used by the dump and print commands
* csv - ready for spreadsheet import
* json - useful for adhoc D3 visualizations
* json_pretty - line wrapped and intended json for humans
* lua - serialized lua table of the profile-data, for adhoc scripts
* /profiler reset - reset all gathered profile data.
This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.
[filter] allows limiting the output of the data via substring/pattern matching against the modname.
Note: Serialized data structures might be subject to change with changed or added measurements.
csv might be the most stable, due to flat structure.
Changes to the previous version include:
* Updated and extended API monitoring
* Correct calculation of average (mean) values (undistorted by idleness)
* Reduce instrumentation overhead.
* Fix crashes related to missing parameters for the future and occasional DIV/0's.
* Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
* Prevent modname clashes with internal names.
* Measure each instrumentation individually and label based on registration order.
* Labeling of ABM's and LBM's for easier classification.
Giving several ABM's or LBM's the same label will treat them as one.
Missing labels will be autogenerated based on name or registration order.
* Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
* Profile the profiler to measure instrumentation overhead.
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
This allows a nodedef to specify a fixed value for param2 to be
used for all normal placements.
There are several uses for this:
- nodes that require param2 to be set to a non-zero value for
internal mod use. E.g. leafdecay could use this to detect that
leaves are played by players.
- force wallmounted or facedir value at placement at placement
This overrides any player look direction or other on-the-fly
param2 setting during placement.
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
Gives a convenient way to check a player's password.
This entirely bypasses the SRP protocol, so should be used
with great care.
This function is not intended to be used
in-game, but solely by external protocols, where no
authentication of the minetest engine is provided, and
also only for protocols, in which the user already gives the
server the plaintext password.
Examples for good use are the classical http form, or irc,
an example for a bad use is a password change dialog inside
formspec.
Users should be aware that they lose the advantages of the SRP
protocol if they enter their passwords for servers outside the
normal entry box, like in in-game formspec menus,
or through irc /msg s,
This patch also fixes an auth.h mistake which has mixed up the
order of params inside the decode_srp_verifier_and_salt function.
Zeno-: Added errorstream message for invalid format when I committed
Adds the particle option `collision_removal = bool`
Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.
We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.
Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.
Documentation is adjusted accordingly.
An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.