* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Clarify code flow.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Mobs redo uses `registered_items[]` where clearly the proper table
accessed should be `registered_nodes[]`. Perhaps this magically
works, but it looks nonsensical. Switch to the use the more
sensible `registered_nodes[]` table.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Reduce redundant `== false` condition check.
This solves a problem were nether portal removal would trigger deep
recursion through node callbacks. For large portals this could result
in stack overflow crashes on LuaJIT. The issue is solved by rewriting
the portal removal to avoid recursion and removing the portal in one
operation using minetest.bulk_set_node.
Changes to mcl_burning.set_on_fire():
* Add logic that only updates the burn time, but skips adding fire
entities to objects that are already burning.
* Condense code a little, remove single use variables.
* Add a comment to a questionable piece of code.
* Add comments to the function.
* Add update_hud() function.
* Remove the client channels.
* Unglobalize animation_frames variable.
* Fix bug where player state was not stored on shutdown of singleplayer
game.
* Remove superfluous sanity_check() function, this code could easily be
inlined in its only caller.
The parameters for the flames sprite were incorrect, causing the reverse
side of the sprite to appear as an opaque black rectangle. Use the
correct incantation.
Before this patch, the tga_encoder mod would write corrupted TGA files
on Windows: Bytes that looked like newlines were replaced by a carriage
return and a newline.
During the rewrite in 89e55e9065, a queue system was added to allow
using both VoxelManip-based generation steps, and set_node-based steps,
however some set_node-based steps (underground mushrooms, nether
decorations, and structures) were missed and remained in a VoxelManip
step. The result is that the changes made by the set_node stages were
overwritten after the (now-stale) VoxelManip data was committed later.
(ref. Mineclonia/Mineclonia#26)
This reverts the hierarchies ENTITIES/mcl_mobs, ENTITIES/mobs_mc
and ENTITIES/mobs_mc_gameconfig to the state of commit
32c03dc27eb835fb60fdc2e396f6c3d5e5fc010d