forked from Mirrorlandia_minetest/minetest
1d04903c19
4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits. It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir). color4dir is like colorfacedir, but you get 64 colors instead of only 8. |
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.. | ||
menu | ||
mods | ||
.luacheckrc | ||
game.conf | ||
LICENSE.txt | ||
README.md | ||
screenshot.png | ||
settingtypes.txt |
Development Test (devtest)
This is a basic testing environment that contains a bunch of things to test the engine, but it could also be used as a minimal testbed for testing out mods.
Features
- Basic nodes for mapgen
- Basic, minimal map generator
- Lots of example nodes for testing drawtypes, param2, light level, and many other node properties
- Example entities
- Other example items
- Formspec test (via
/test_formspec
command) - Automated unit tests (disabled by default)
- Tools for manipulating nodes and entities, like the "Param2 Tool"
Getting started
Basically, just create a world and start. A few important things to note:
- Items are gotten from the “Chest of Everything” (
chest_of_everything:chest
) - When you lost your initial items, type in
/stuff
command to get them back - By default, Creative Mode activates infinite node placement. This behavior can be changed with the
devtest_infplace
setting - Use the
/infplace
command to toggle infinite node placement in-game - Use the Param2 Tool to change the param2 of nodes; it's useful to experiment with the various drawtype test nodes
- Check out the game settings and server commands for additional tests and features
Confused by a certain node or item? Check out for inline code comments. The usages of most tools are explained in their tooltips.
Example tests
- You can use this to test what happens if a player is simultaneously in 2 nodes with
damage_per_second
but with a different value. - Or use the Falling Node Tool on various test nodes to see how they behave when falling.
- You could also use this as a testbed for dependency-free mods, e.g. to test out how your formspecs behave without theming.
Random notes
- Experimental/strange/unstructured tests can be found in the
experimental
mod - Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
Design philosophy
This should loosely follow the following principles:
- Engine testing: The main focus of this is to aid testing of engine features, such as mapgen or node drawtypes
- Mod testing: The secondary focus is to help modders as well, either as a minimal testbed for mods or even as a code example
- Minimal interference: Under default settings, it shall not interfere with APIs except on explicit user wish. Non-trivial tests and features need to be enabled by a setting first
- Convenience: Have various tools to make usage easier and more convenient
- Reproducing engine bugs: When an engine bug was found, consider creating a test case
- Clarity: Textures and names need to be designed to keep different things clearly visually apart at a glance
- Low loading time: It must load blazing-fast so stuff can be tested quickly