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43 Commits

Author SHA1 Message Date
teknomunk
0c5bc048b6 Make sure overworld always gets a sky update regardless of weather, add assert to enforce sky color gets set every update 2024-06-28 01:27:03 +02:00
teknomunk
2975a71944 Force has_mcl_potions to boolean 2024-06-28 01:27:03 +02:00
teknomunk
4d83caecc1 Add mcl_util.to_bool 2024-06-28 01:27:03 +02:00
teknomunk
83f26803a1 Remove boolean coersion 2024-06-28 01:27:03 +02:00
teknomunk
a01e4c7770 Add line break 2024-06-28 01:27:03 +02:00
teknomunk
d7bed6073b Make sure clouds don't disappear when entering water 2024-06-28 01:27:03 +02:00
teknomunk
7c7b1efbe7 Address review comments 2024-06-28 01:27:03 +02:00
teknomunk
5c5fd843d3 Remove debug logging 2024-06-28 01:27:03 +02:00
teknomunk
c999d10ad5 Correct conditions for water-air transition forced skycolor update 2024-06-28 01:27:03 +02:00
teknomunk
629907c0df Add minimum time between skycolor updates (default is 250ms, tracked per player) 2024-06-28 01:27:03 +02:00
Wbjitscool
b07e83eab6 Update mods/ENVIRONMENT/mcl_weather/skycolor.lua
adds in sunray shader support for Minetest version 5.9.0
2024-06-28 01:27:03 +02:00
teknomunk
e6794dc2d8 Remove empty else block, fix up mg_name and add mapgen check to water.lua 2024-06-28 01:27:03 +02:00
teknomunk
2242797640 Remove debug commented out logging, remove extra zero in 24-hour time 2024-06-28 01:27:03 +02:00
teknomunk
5214dfe6d9 Remove local mod = mcl_weather and replace accesses to variables thru mcl_weather with local variable equivalents 2024-06-28 01:27:03 +02:00
teknomunk
04a9527cab Fix variable name (caused crash) 2024-06-28 01:27:03 +02:00
teknomunk
cd73cedbd0 Fix crash and rearrange code 2024-06-28 01:27:03 +02:00
teknomunk
3d9161c3a4 Remove END function comment 2024-06-28 01:27:03 +02:00
teknomunk
391f425b46 Convert to use mcl_playerinfo 2024-06-28 01:27:03 +02:00
teknomunk
166c2a207e Further cleanup 2024-06-28 01:27:03 +02:00
teknomunk
ea160d44e4 Address review comments 2024-06-28 01:27:03 +02:00
teknomunk
234a94477e Fix random crash in darkness effect in mcl_potions, finish refactoring of mcl_weather.skycolor that also makes darkness effect more reliable 2024-06-28 01:27:03 +02:00
teknomunk
5d81204fc8 Start refactor 2024-06-28 01:27:03 +02:00
the-real-herowl
026ea5940c Merge pull request 'release/0.87.2' (#4457) from release/0.87.2 into master
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4457
2024-06-24 03:43:09 +02:00
the-real-herowl
be9fece0d3 Post-hotfix reset version 0.88.0-SNAPSHOT 2024-06-24 03:41:37 +02:00
the-real-herowl
27f8a008c3 Update release notes for hotfix v0.87.2 2024-06-24 03:40:15 +02:00
the-real-herowl
8bbceddbc2 Updated release credits and set version for hotfix v0.87.2 2024-06-24 03:28:19 +02:00
the-real-herowl
6e70c760d6 Fix some formspecs on mobile (#4456)
This should allow renaming items on the anvil when using mobile. This also may improve mobile craftguide experience.

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4456
Co-authored-by: the-real-herowl <wiktor_t-i@proton.me>
Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
2024-06-24 03:26:02 +02:00
the-real-herowl
53802b270d Merge pull request 'Prevent mob conversion code from crashing' (#4421) from teknomunk/MineClone2:fix-conversion-crash into master
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4421
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-06-24 03:07:19 +02:00
teknomunk
3928e12634 Fix two more crashes, stray space 2024-06-24 03:06:26 +02:00
teknomunk
304550d90c Fix parameter name 2024-06-24 03:06:26 +02:00
teknomunk
0a2336ad82 Handle conversion of mobs that were incorrectly converted 2024-06-24 03:06:26 +02:00
teknomunk
75a767a0ab Mob spawner conversion 2024-06-24 03:06:26 +02:00
teknomunk
7e0afd7e21 Remove debug logging 2024-06-24 03:06:26 +02:00
teknomunk
15fa925aae More fields to strip 2024-06-24 03:06:26 +02:00
teknomunk
4935f5fdda Add debug logging 2024-06-24 03:06:26 +02:00
teknomunk
41032ec999 Use correct variable name 2024-06-24 03:06:26 +02:00
teknomunk
d64ee18f75 Strip some fields from the mob's staticdata on conversion 2024-06-24 03:06:26 +02:00
teknomunk
1942384fe5 Move object remove after position check 2024-06-24 03:06:26 +02:00
teknomunk
9b50dd6565 Update to use new_object instead of obj 2024-06-24 03:06:26 +02:00
teknomunk
a88951ac6a More safety checks 2024-06-24 03:06:26 +02:00
teknomunk
bc343769ee Add guard to prevent crash when converting old mobs and the minetest fails to create the new entity 2024-06-24 03:06:26 +02:00
seventeenthShulker
8aa65f85f2 Fix extra 'Stair' in Polished Blackstone Brick nodes (#4450)
Some of the longest block names were erroneous. Farewell, Polished Blackstone Brick Stair Stairs and Polished Blackstone Brick Stair Slab.

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4450
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: seventeenthShulker <c545d588-7ff2-49b9-b537-0b3f769083ad@anonaddy.me>
Co-committed-by: seventeenthShulker <c545d588-7ff2-49b9-b537-0b3f769083ad@anonaddy.me>
2024-06-23 23:40:36 +02:00
qoheniac
e27e70a91b fix wrong name for diorite stairs (#4359)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4359
Reviewed-by: teknomunk <teknomunk@protonmail.com>
Co-authored-by: qoheniac <qoheniac@noreply.git.minetest.land>
Co-committed-by: qoheniac <qoheniac@noreply.git.minetest.land>
2024-06-23 23:39:09 +02:00
20 changed files with 589 additions and 362 deletions

@ -20,10 +20,8 @@
* epCode
* chmodsayshello
* MrRar
* FossFanatic
* SmokeyDope
* Faerraven / Michieal
* Codiac
* rudzik8
* teknomunk
@ -36,6 +34,8 @@
* NO11
* SumianVoice
* PrairieWind
* FossFanatic
* Codiac
## Contributors
* RandomLegoBrick
@ -140,6 +140,7 @@
* SOS-Games
* Bram
* qoheniac
* WillConker
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig

@ -1103,3 +1103,8 @@ function mcl_util.is_it_christmas()
return false
end
end
function mcl_util.to_bool(val)
if not val then return false end
return true
end

@ -150,6 +150,11 @@ function mob_class:mob_activate(staticdata, def, dtime)
local tmp = minetest.deserialize(staticdata)
if tmp then
-- Patch incorrectly converted mobs
if tmp.base_mesh ~= minetest.registered_entities[self.name].mesh then
mcl_mobs.strip_staticdata(tmp)
end
for _,stat in pairs(tmp) do
self[_] = stat
end

@ -342,13 +342,33 @@ function mcl_mobs.register_mob(name, def)
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
end -- END mcl_mobs.register_mob function
local STRIP_FIELDS = { "mesh", "base_size", "textures", "base_mesh", "base_texture" }
function mcl_mobs.strip_staticdata(unpacked_staticdata)
-- Strip select fields from the staticdata to prevent conversion issues
for i = 1,#STRIP_FIELDS do
unpacked_staticdata[STRIP_FIELDS[i]] = nil
end
end
function mcl_mobs.register_conversion(old_name, new_name)
minetest.register_entity(old_name, {
on_activate = function(self, staticdata, dtime)
local obj = minetest.add_entity(self.object:get_pos(), new_name, staticdata)
local hook = (obj:get_luaentity() or {})._on_after_convert
if hook then hook(obj) end
self.object:remove()
local unpacked_staticdata = minetest.deserialize(staticdata)
mcl_mobs.strip_staticdata(unpacked_staticdata)
staticdata = minetest.serialize(unpacked_staticdata)
local old_object = self.object
if not old_object then return end
local pos = old_object:get_pos()
if not pos then return end
old_object:remove()
local new_object = minetest.add_entity(pos, new_name, staticdata)
if not new_object then return end
local hook = (new_object:get_luaentity() or {})._on_after_convert
if hook then hook(new_object) end
end,
_convert_to = new_name,
})
@ -572,7 +592,12 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
--minetest.log("min light: " .. mob_light_lvl[1])
--minetest.log("max light: " .. mob_light_lvl[2])
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name(), mob_light_lvl[1], mob_light_lvl[2])
-- Handle egg conversion
local mob_name = itemstack:get_name()
local convert_to = (minetest.registered_entities[mob_name] or {})._convert_to
if convert_to then mob_name = convert_to end
mcl_mobspawners.setup_spawner(pointed_thing.under, mob_name, mob_light_lvl[1], mob_light_lvl[2])
if not minetest.is_creative_enabled(name) then
itemstack:take_item()
end

@ -1,5 +1,5 @@
name = mcl_weather
author = xeranas
description = Weather and sky handling: Rain, snow, thunderstorm, End and Nether ambience
depends = mcl_init, mcl_worlds
depends = mcl_init, mcl_worlds, mcl_playerinfo, mcl_util
optional_depends = lightning

@ -1,15 +1,19 @@
local mods_loaded = false
-- Constants
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local NIGHT_VISION_RATIO = 0.45
local MINIMUM_LIGHT_LEVEL = 0.2
-- Settings
local minimum_update_interval = { 250e3 }
local water_color = "#3F76E4"
local mg_name = minetest.get_mapgen_setting("mg_name")
-- Module state
local mods_loaded = false
function mcl_weather.set_sky_box_clear(player, sky, fog)
local pos = player:get_pos()
if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then return end
-- Make sure the player's head isn't in water before changing the skybox
local node_head = mcl_playerinfo[player:get_player_name()].node_head
if minetest.get_item_group(node_head, "water") ~= 0 then return end
local sc = {
day_sky = "#7BA4FF",
day_horizon = "#C0D8FF",
@ -38,8 +42,10 @@ function mcl_weather.set_sky_box_clear(player, sky, fog)
end
function mcl_weather.set_sky_color(player, def)
local pos = player:get_pos()
if minetest.get_item_group(minetest.get_node(vector.offset(pos, 0, 1.5, 0)).name, "water") ~= 0 then return end
-- Make sure the player's head isn't in water before changing the skybox
local node_head = mcl_playerinfo[player:get_player_name()].node_head
if minetest.get_item_group(node_head, "water") ~= 0 then return end
player:set_sky({
type = def.type,
sky_color = def.sky_color,
@ -47,25 +53,7 @@ function mcl_weather.set_sky_color(player, def)
})
end
-- Function to work out light modifier at different times
-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
local function get_light_modifier(time)
-- 0.1 = 0.2
-- 0.4 = 0.8
-- 0.5 = 1
-- 0.6 = 0.8
-- 0.9 = 0.2
local light_multiplier = time * 2
if time > 0.5 then
light_multiplier = 2 * (1 - time)
else
light_multiplier = time / 0.5
end
return light_multiplier
end
mcl_weather.skycolor = {
local skycolor = {
-- Should be activated before do any effect.
active = true,
@ -85,319 +73,205 @@ mcl_weather.skycolor = {
-- number of colors while constructing gradient of user given colors
max_val = 1000,
NIGHT_VISION_RATIO = NIGHT_VISION_RATIO,
-- Table for tracking layer order
layer_names = {},
-- To layer to colors table
add_layer = function(layer_name, layer_color, instant_update)
mcl_weather.skycolor.colors[layer_name] = layer_color
table.insert(mcl_weather.skycolor.layer_names, layer_name)
mcl_weather.skycolor.force_update = true
end,
current_layer_name = function()
return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
end,
-- Retrieve layer from colors table
retrieve_layer = function()
local last_layer = mcl_weather.skycolor.current_layer_name()
return mcl_weather.skycolor.colors[last_layer]
end,
-- Remove layer from colors table
remove_layer = function(layer_name)
for k, name in pairs(mcl_weather.skycolor.layer_names) do
if name == layer_name then
table.remove(mcl_weather.skycolor.layer_names, k)
mcl_weather.skycolor.force_update = true
return
end
end
end,
-- Wrapper for updating day/night ratio that respects night vision
override_day_night_ratio = function(player, ratio)
local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1
local has_darkness = meta:get_int("darkness") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg
if has_darkness and not is_visited_shepherd then
if has_night_vision then arg = 0.1
else arg = 0 end
else
-- Apply night vision only for dark sky
local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
if ratio == nil then
arg = NIGHT_VISION_RATIO
else
arg = math.max(ratio, NIGHT_VISION_RATIO)
end
else
arg = ratio
end
end
player:override_day_night_ratio(arg)
end,
-- Update sky color. If players not specified update sky for all players.
update_sky_color = function(players)
-- Override day/night ratio as well
players = mcl_weather.skycolor.utils.get_players(players)
for _, player in ipairs(players) do
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
local checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
if minetest.get_item_group(checkname, "water") ~= 0 then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then water_color = biome._mcl_waterfogcolor end
if not biome then water_color = "#3F76E4" end
if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
player:set_sky({ type = "regular",
sky_color = {
day_sky = water_color,
day_horizon = water_color,
dawn_sky = water_color,
dawn_horizon = water_color,
night_sky = water_color,
night_horizon = water_color,
indoors = water_color,
fog_sun_tint = water_color,
fog_moon_tint = water_color,
fog_tint_type = "custom"
},
clouds = false,
})
end
if dim == "overworld" then
local biomesky
local biomefog
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
if (mcl_weather.state == "none") then
-- Clear weather
mcl_weather.set_sky_box_clear(player,biomesky,biomefog)
player:set_sun({visible = true, sunrise_visible = true})
player:set_moon({visible = true})
player:set_stars({visible = true})
mcl_weather.skycolor.override_day_night_ratio(player, nil)
elseif not has_weather then
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
mcl_weather.set_sky_color(player, {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
})
player:set_sun({visible = false, sunrise_visible = false})
player:set_moon({visible = false})
player:set_stars({visible = false})
elseif has_weather then
-- Weather skies
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
mcl_weather.set_sky_color(player, {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
})
player:set_sun({visible = false, sunrise_visible = false})
player:set_moon({visible = false})
player:set_stars({visible = false})
local light_factor = mcl_weather.get_current_light_factor()
if mcl_weather.skycolor.current_layer_name() == "lightning" then
mcl_weather.skycolor.override_day_night_ratio(player, 1)
elseif light_factor then
local time = minetest.get_timeofday()
local light_multiplier = get_light_modifier(time)
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
mcl_weather.skycolor.override_day_night_ratio(player, new_light)
else
mcl_weather.skycolor.override_day_night_ratio(player, nil)
end
end
elseif dim == "end" then
local biomesky = "#000000"
local biomefog = "#A080A0"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog?
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
local t = "mcl_playerplus_end_sky.png"
player:set_sky({ type = "skybox",
base_color = biomesky,
textures = {t,t,t,t,t,t},
clouds = false,
})
player:set_sun({visible = false , sunrise_visible = false})
player:set_moon({visible = false})
player:set_stars({visible = false})
mcl_weather.skycolor.override_day_night_ratio(player, 0.5)
elseif dim == "nether" then
local biomesky = "#6EB1FF"
local biomefog = "#330808"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor -- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki. The fog colour is used for both sky and fog.
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
mcl_weather.set_sky_color(player, {
type = "regular",
sky_color = {
day_sky = biomefog,
day_horizon = biomefog,
dawn_sky = biomefog,
dawn_horizon = biomefog,
night_sky = biomefog,
night_horizon = biomefog,
indoors = biomefog,
fog_sun_tint = biomefog,
fog_moon_tint = biomefog,
fog_tint_type = "custom"
},
clouds = false,
})
player:set_sun({visible = false , sunrise_visible = false})
player:set_moon({visible = false})
player:set_stars({visible = false})
mcl_weather.skycolor.override_day_night_ratio(player, nil)
elseif dim == "void" then
player:set_sky({ type = "plain",
base_color = "#000000",
clouds = false,
})
player:set_sun({visible = false, sunrise_visible = false})
player:set_moon({visible = false})
player:set_stars({visible = false})
end
end
end,
-- Returns current layer color in {r, g, b} format
get_sky_layer_color = function(timeofday)
if #mcl_weather.skycolor.layer_names == 0 then
return nil
end
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * mcl_weather.skycolor.max_val.
local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
local color = mcl_weather.skycolor.utils.convert_to_rgb(mcl_weather.skycolor.min_val, mcl_weather.skycolor.max_val, rounded_time, mcl_weather.skycolor.retrieve_layer())
return color
end,
utils = {
convert_to_rgb = function(minval, maxval, current_val, colors)
local max_index = #colors - 1
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
local index1 = math.floor(val)
local index2 = math.min(math.floor(val)+1, max_index + 1)
local f = val - index1
local c1 = colors[index1]
local c2 = colors[index2]
return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))}
end,
-- Simply getter. Ether returns user given players list or get all connected players if none provided
get_players = function(players)
if players == nil or #players == 0 then
if mods_loaded then
players = minetest.get_connected_players()
elseif players == nil then
players = {}
end
end
return players
end,
-- Returns first player sky color. I assume that all players are in same color layout.
get_current_bg_color = function()
local players = mcl_weather.skycolor.utils.get_players(nil)
if players[1] then
return players[1]:get_sky(true).sky_color
end
return nil
end
},
utils = {},
}
mcl_weather.skycolor = skycolor
local skycolor_utils = skycolor.utils
-- Add layer to colors table
function skycolor.add_layer(layer_name, layer_color, instant_update)
skycolor.colors[layer_name] = layer_color
table.insert(skycolor.layer_names, layer_name)
skycolor.force_update = true
end
function skycolor.current_layer_name()
return skycolor.layer_names[#skycolor.layer_names]
end
-- Retrieve layer from colors table
function skycolor.retrieve_layer()
local last_layer = skycolor.current_layer_name()
return skycolor.colors[last_layer]
end
-- Remove layer from colors table
function skycolor.remove_layer(layer_name)
for k, name in pairs(skycolor.layer_names) do
if name == layer_name then
table.remove(skycolor.layer_names, k)
skycolor.force_update = true
return
end
end
end
-- Wrapper for updating day/night ratio that respects night vision
function skycolor.override_day_night_ratio(player, ratio)
player._skycolor_day_night_ratio = ratio
skycolor.update_player_sky_color(player)
player._skycolor_day_night_ratio = nil
end
local skycolor_filters = {}
skycolor.filters = skycolor_filters
dofile(modpath.."/skycolor/water.lua")
dofile(modpath.."/skycolor/dimensions.lua")
dofile(modpath.."/skycolor/effects.lua")
local function get_skycolor_info(player)
local player_name = player:get_player_name()
local info = mcl_playerinfo[player_name] or {}
local skycolor_data = info.skycolor
if not skycolor_data then
skycolor_data = {}
info.skycolor = skycolor_data
end
return skycolor_data
end
local water_sky = skycolor.water_sky
function skycolor.update_player_sky_color(player)
-- Don't update more than once every 250 milliseconds
local skycolor_data = get_skycolor_info(player)
local last_update = skycolor_data.last_update or 0
local now_us = minetest.get_us_time()
if (now_us - last_update) < minimum_update_interval[1] then return end
skycolor_data.last_update = now_us
local sky_data = {
day_night_ratio = player._skycolor_day_night_ratio
}
for i = 1,#skycolor_filters do
skycolor_filters[i](player, sky_data)
end
assert(sky_data.sky)
player:set_sky(sky_data.sky)
if sky_data.sun then player:set_sun(sky_data.sun) end
if sky_data.moon then player:set_moon(sky_data.moon) end
if sky_data.stars then player:set_stars(sky_data.stars) end
player:override_day_night_ratio(sky_data.day_night_ratio)
end
-- Update sky color. If players not specified update sky for all players.
function skycolor.update_sky_color(players)
-- Override day/night ratio as well
players = skycolor_utils.get_players(players)
local update = skycolor.update_player_sky_color
for _, player in ipairs(players) do
update(player)
end
end
-- Returns current layer color in {r, g, b} format
function skycolor.get_sky_layer_color(timeofday)
if #skycolor.layer_names == 0 then
return nil
end
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_val
local rounded_time = math.floor(timeofday * skycolor.max_val)
return skycolor_utils.convert_to_rgb(
skycolor.min_val, skycolor.max_val,
rounded_time, skycolor.retrieve_layer()
)
end
function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Clamp current_val to valid range
current_val = math.min(minval, current_val)
current_val = math.max(maxval, current_val)
-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
-- Get the first color's values
local index1 = math.floor(scaled_value)
local color1 = colors[index1]
local frac1 = scaled_value - index1
-- Get the second color's values
local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
local frac2 = 1.0 - frac1
local color2 = colors[index2]
-- Interpolate between color1 and color2
return {
r = math.floor(frac1 * color1.r + frac2 * color2.r),
g = math.floor(frac1 * color1.g + frac2 * color2.g),
b = math.floor(frac1 * color1.b + frac2 * color2.b),
}
end
-- Simple getter. Either returns user given players list or get all connected players if none provided
function skycolor_utils.get_players(players)
if players == nil or #players == 0 then
if mods_loaded then
players = minetest.get_connected_players()
elseif players == nil then
players = {}
end
end
return players
end
-- Returns the sky color of the first player, which is done assuming that all players are in same color layout.
function skycolor_utils.get_current_bg_color()
local players = skycolor_utils.get_players(nil)
if players[1] then
return players[1]:get_sky(true).sky_color
end
return nil
end
local timer = 0
minetest.register_globalstep(function(dtime)
if mcl_weather.skycolor.active ~= true or #minetest.get_connected_players() == 0 then
if skycolor.active ~= true or #minetest.get_connected_players() == 0 then
return
end
if mcl_weather.skycolor.force_update then
mcl_weather.skycolor.update_sky_color()
mcl_weather.skycolor.force_update = false
if skycolor.force_update then
skycolor.update_sky_color()
skycolor.force_update = false
return
end
-- regular updates based on iterval
timer = timer + dtime;
if timer >= mcl_weather.skycolor.update_interval then
mcl_weather.skycolor.update_sky_color()
if timer >= skycolor.update_interval then
skycolor.update_sky_color()
timer = 0
end
end)
local function initsky(player)
if player.set_lighting then
player:set_lighting({ shadows = { intensity = tonumber(minetest.settings:get("mcl_default_shadow_intensity") or 0.33) } })
player:set_lighting({
shadows = { intensity = 0.33 },
volumetric_light = { strength = 0.45 },
exposure = {
luminance_min = -3.5,
luminance_max = -2.5,
exposure_correction = 0.35,
speed_dark_bright = 1500,
speed_bright_dark = 700,
},
saturation = 1.1,
})
end
if (mcl_weather.skycolor.active) then
if (skycolor.active) then
mcl_weather.skycolor.force_update = true
end
@ -408,7 +282,7 @@ minetest.register_on_joinplayer(initsky)
minetest.register_on_respawnplayer(initsky)
mcl_worlds.register_on_dimension_change(function(player)
mcl_weather.skycolor.update_sky_color({player})
skycolor.update_sky_color({player})
end)
minetest.register_on_mods_loaded(function()

@ -0,0 +1,184 @@
local MINIMUM_LIGHT_LEVEL = 0.2
local VALID_SNOW_WEATHER_STATES = { snow = true, rain = true, thunder = true }
local VALID_RAIN_WEATHER_STATES = { rain = true, thunder = true }
local mg_name = minetest.get_mapgen_setting("mg_name")
local dimension_handlers = {}
mcl_weather.skycolor.dimension_handlers = dimension_handlers
-- Function to work out light modifier at different times
-- Noon is brightest, midnight is darkest, 0600 and 1800 is in the middle of this
local function get_light_modifier(time)
-- 0.1 = 0.2
-- 0.4 = 0.8
-- 0.5 = 1
-- 0.6 = 0.8
-- 0.9 = 0.2
local light_multiplier = time * 2
if time > 0.5 then
light_multiplier = 2 * (1 - time)
else
light_multiplier = time / 0.5
end
return light_multiplier
end
function dimension_handlers.overworld(player, sky_data)
local pos = player:get_pos()
local biomesky
local biomefog
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor
end
end
-- Use overworld defaults
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
}
sky_data.sun = {visible = true, sunrise_visible = true}
sky_data.moon = {visible = true}
sky_data.stars = {visible = true}
if mcl_weather.state == "none" then
-- Clear weather
mcl_weather.set_sky_box_clear(player,biomesky,biomefog)
return
end
-- Check if we currently have weather that affects the sky color
local has_weather = mcl_worlds.has_weather(pos) and (
mcl_weather.has_snow(pos) and VALID_SNOW_WEATHER_STATES[mcl_weather.state] or
mcl_weather.has_rain(pos) and VALID_RAIN_WEATHER_STATES[mcl_weather.state]
)
if has_weather then
-- Weather skies
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
}
sky_data.sun = {visible = false, sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
local light_factor = mcl_weather.get_current_light_factor()
if mcl_weather.skycolor.current_layer_name() == "lightning" then
sky_data.day_night_ratio = 1
elseif light_factor then
local time = minetest.get_timeofday()
local light_multiplier = get_light_modifier(time)
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
sky_data.day_night_ratio = new_light
end
end
end
-- This can't be function dimension_handlers.end() due to lua syntax
dimension_handlers["end"] = function(player, sky_data)
local biomesky = "#000000"
local biomefog = "#A080A0"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog?
end
end
local t = "mcl_playerplus_end_sky.png"
sky_data.sky = { type = "skybox",
base_color = biomesky,
textures = {t,t,t,t,t,t},
clouds = false,
}
sky_data.sun = {visible = false , sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
sky_data.day_night_ratio = 0.5
end
function dimension_handlers.nether(player, sky_data)
local biomesky = "#6EB1FF"
local biomefog = "#330808"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
-- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki.
-- The fog colour is used for both sky and fog.
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor
end
end
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = biomefog,
day_horizon = biomefog,
dawn_sky = biomefog,
dawn_horizon = biomefog,
night_sky = biomefog,
night_horizon = biomefog,
indoors = biomefog,
fog_sun_tint = biomefog,
fog_moon_tint = biomefog,
fog_tint_type = "custom"
},
clouds = false,
}
sky_data.sun = {visible = false , sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
end
function dimension_handlers.void(player, sky_data)
sky_data.sky = { type = "plain",
base_color = "#000000",
clouds = false,
}
sky_data.sun = {visible = false, sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
end
local function dimension(player, sky_data)
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
local handler = dimension_handlers[dim]
if handler then return handler(player, sky_data) end
end
table.insert(mcl_weather.skycolor.filters, dimension)

@ -0,0 +1,56 @@
local DIM_ALLOW_NIGHT_VISION = {
overworld = true,
void = true,
}
local NIGHT_VISION_RATIO = mcl_weather.skycolor.NIGHT_VISION_RATIO
local effects_handlers = {}
local has_mcl_potions = mcl_util.to_bool(minetest.get_modpath("mcl_potions"))
function effects_handlers.darkness(player, meta, effect, sky_data)
-- No darkness effect if visited by shepherd
if meta:get_int("mcl_shepherd:special") == 1 then return end
-- High stars
sky_data.stars = {visible = false}
-- Minor visibility if the player has the night vision effect
if mcl_potions.has_effect(player, "night_vision") then
sky_data.day_night_ratio = 0.1
else
sky_data.day_night_ratio = 0
end
end
function effects_handlers.night_vision(player, meta, effect, sky_data)
-- Apply night vision only for dark sky
if not (minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none") then return end
-- Only some dimensions allow night vision
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
if not DIM_ALLOW_NIGHT_VISION[dim] then return end
-- Apply night vision
sky_data.day_night_ratio = math.max(sky_data.day_night_ratio or 0, NIGHT_VISION_RATIO)
end
local function effects(player, sky_data)
if not has_mcl_potions then return end
local meta = player:get_meta()
for name,effect in pairs(mcl_potions.registered_effects) do
local effect_data = mcl_potions.get_effect(player, name)
if effect_data then
local hook = effect.mcl_weather_skycolor or effects_handlers[name]
if hook then hook(player, meta, effect_data, sky_data) end
end
end
-- Handle night vision for shepherd
if meta:get_int("mcl_shepherd:special") == 1 then
return effects_handlers.night_vision(player, meta, {}, sky_data)
end
end
table.insert(mcl_weather.skycolor.filters, effects)

@ -0,0 +1,40 @@
local DEFAULT_WATER_COLOR = "#3F76E4"
local mg_name = minetest.get_mapgen_setting("mg_name")
local function water_sky(player, sky_data)
local water_color = DEFAULT_WATER_COLOR
local checkname = mcl_playerinfo[player:get_player_name()].node_head
if minetest.get_item_group(checkname, "water") == 0 then return end
local pos = player:get_pos()
local biome = nil
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(pos).biome
local biome_name = minetest.get_biome_name(biome_index)
biome = minetest.registered_biomes[biome_name]
end
if biome then water_color = biome._mcl_waterfogcolor end
if not biome then water_color = DEFAULT_WATER_COLOR end
if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
sky_data.sky = { type = "regular",
sky_color = {
day_sky = water_color,
day_horizon = water_color,
dawn_sky = water_color,
dawn_horizon = water_color,
night_sky = water_color,
night_horizon = water_color,
indoors = water_color,
fog_sun_tint = water_color,
fog_moon_tint = water_color,
fog_tint_type = "custom"
},
clouds = true,
}
end
table.insert(mcl_weather.skycolor.filters, water_sky)

@ -678,6 +678,7 @@ local function make_formspec(name)
image_button[2.4,0.12;0.8,0.8;craftguide_search_icon.png;search;]
image_button[3.05,0.12;0.8,0.8;craftguide_clear_icon.png;clear;]
field_close_on_enter[filter;false]
field_enter_after_edit[filter;true]
]]
fs[#fs + 1] = fmt([[ tooltip[search;%s]

@ -22,10 +22,8 @@ return {
"epCode",
"chmodsayshello",
"MrRar",
"FossFanatic ",
"SmokeyDope",
"Faerraven / Michieal",
"Codiac",
"rudzik8",
"teknomunk",
}},
@ -38,6 +36,8 @@ return {
"NO11",
"SumianVoice",
"PrairieWind",
"FossFanatic",
"Codiac",
}},
{S("Contributors"), 0x52FF00, {
"RandomLegoBrick",
@ -142,6 +142,7 @@ return {
"SOS-Games",
"Bram",
"qoheniac",
"WillConker",
}},
{S("Music"), 0xA60014, {
"Jordach for the jukebox music compilation from Big Freaking Dig",

@ -28,6 +28,7 @@ local function get_anvil_formspec(set_name)
"field[4.125,0.75;7.25,1;name;;" .. F(set_name) .. "]",
"field_close_on_enter[name;false]",
"field_enter_after_edit[name;true]",
"set_focus[name;true]",
mcl_formspec.get_itemslot_bg_v4(1.625, 2.6, 1, 1),

@ -196,7 +196,7 @@ end
mcl_stairs.register_stair_and_slab("blackstone", "mcl_blackstone:blackstone",
{cracky=3, pickaxey=1, material_stone=1},
{"mcl_blackstone_top.png", "mcl_blackstone_top.png", "mcl_blackstone_side.png"},
S("Blackstone Stairs"),
S("Blackstone Stair"),
S("Blackstone Slab"),
mcl_sounds.node_sound_stone_defaults(), 6, 2,
S("Double Blackstone Slab"), nil)
@ -204,7 +204,7 @@ mcl_stairs.register_stair_and_slab("blackstone", "mcl_blackstone:blackstone",
mcl_stairs.register_stair_and_slab("blackstone_polished", "mcl_blackstone:blackstone_polished",
{cracky=3, pickaxey=1, material_stone=1},
{"mcl_blackstone_polished.png"},
S("Polished Blackstone Stairs"),
S("Polished Blackstone Stair"),
S("Polished Blackstone Slab"),
mcl_sounds.node_sound_stone_defaults(), 6, 2,
S("Double Polished Blackstone Slab"), nil)
@ -212,7 +212,7 @@ mcl_stairs.register_stair_and_slab("blackstone_polished", "mcl_blackstone:blacks
mcl_stairs.register_stair_and_slab("blackstone_chiseled_polished", "mcl_blackstone:blackstone_chiseled_polished",
{cracky=3, pickaxey=1, material_stone=1},
{"mcl_blackstone_chiseled_polished.png"},
S("Chiseled Polished Blackstone Stairs"),
S("Chiseled Polished Blackstone Stair"),
S("Chiseled Polished Blackstone Slab"),
mcl_sounds.node_sound_stone_defaults(), 6, 2,
S("Double Chiseled Polished Blackstone Slab"), nil)
@ -220,10 +220,10 @@ mcl_stairs.register_stair_and_slab("blackstone_chiseled_polished", "mcl_blacksto
mcl_stairs.register_stair_and_slab("blackstone_brick_polished", "mcl_blackstone:blackstone_brick_polished",
{cracky=3, pickaxey=1, material_stone=1},
{"mcl_blackstone_polished_bricks.png"},
S("Polished Blackstone Brick Stair Stairs"),
S("Polished Blackstone Brick Stair Slab"),
S("Polished Blackstone Brick Stair"),
S("Polished Blackstone Brick Slab"),
mcl_sounds.node_sound_stone_defaults(), 6, 2,
S("Double Polished Blackstone Brick Stair Slab"), nil)
S("Double Polished Blackstone Brick Slab"), nil)
--Wall
mcl_walls.register_wall(

@ -9,10 +9,10 @@ Blackstone Slab=Schwarzstein Stufe
Polished Blackstone Slab=Polierte Schwarzstein Stufe
Chiseled Polished Blackstone Slab=Gemeißelte Polierte Schwarzstein Stufe
Polished Blackstone Brick Slab=Polierte Schwarzsteinziegel Stufe
Blackstone Stairs=Schwarzstein Treppe
Polished Blackstone Stairs=Polierte Schwarzstein Treppe
Chiseled Polished Blackstone Stairs=Gemeißelte Polierte Schwarzstein Treppe
Polished Blackstone Brick Stairs=Polierte Schwarzsteinziegel Treppe
Blackstone Stair=Schwarzstein Treppe
Polished Blackstone Stair=Polierte Schwarzstein Treppe
Chiseled Polished Blackstone Stair=Gemeißelte Polierte Schwarzstein Treppe
Polished Blackstone Brick Stair=Polierte Schwarzsteinziegel Treppe
Quartz Bricks=Quartz Ziegel
Soul Torch=Seelenfakel
Soul Lantern=Seelenlaterne

@ -155,6 +155,7 @@ local function drink_milk_delayed(itemstack, player, pointed_thing)
mcl_hunger.stop_poison(player)
end
mcl_potions._reset_effects(player)
mcl_weather.skycolor.update_player_sky_color(player)
end
-- Wrapper for handling mcl_hunger delayed eating

@ -83,6 +83,13 @@ local function respawn_doll(pos)
local mob = meta:get_string("Mob")
local doll
if mob and mob ~= "" then
-- Handle conversion of mob spawners
local convert_to = (minetest.registered_entities[mob] or {})._convert_to
if convert_to then
mob = convert_to
meta:set_string("Mob", mob)
end
doll = find_doll(pos)
if not doll then
doll = spawn_doll(pos)
@ -128,7 +135,6 @@ function mcl_mobspawners.setup_spawner(pos, Mob, MinLight, MaxLight, MaxMobsInAr
end
set_doll_properties(doll, Mob)
-- Start spawning very soon
local t = minetest.get_node_timer(pos)
t:start(2)
@ -165,7 +171,6 @@ local function spawn_mobs(pos, elapsed)
local count = 0
local ent
local timer = minetest.get_node_timer(pos)
-- spawn mob if player detected and in range
@ -367,7 +372,6 @@ doll_def.on_activate = function(self, staticdata, dtime_s)
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
end
doll_def.on_step = function(self, dtime)

@ -492,7 +492,7 @@ mcl_potions.register_effect({
end,
on_step = function(dtime, object, factor, duration)
if object:get_meta():get_int("night_vision") ~= 1 then
local flash = EF.darkness[object].flash
local flash = EF.darkness[object].flash or 0
if flash < 0.2 then EF.darkness[object].flashdir = true
elseif flash > 0.6 then EF.darkness[object].flashdir = false end
flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)

@ -77,7 +77,7 @@ mcl_stairs.register_slab("granite", "mcl_core:granite",
mcl_stairs.register_stair("diorite", "mcl_core:diorite",
{pickaxey=1, material_stone=1},
{"mcl_core_diorite.png"},
S("Granite Stairs"),
S("Diorite Stairs"),
mcl_sounds.node_sound_stone_defaults(), 0.8, 0.8)
mcl_stairs.register_slab("diorite", "mcl_core:diorite",
{pickaxey=1, material_stone=1},

@ -407,13 +407,23 @@ minetest.register_globalstep(function(dtime)
set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
end
local underwater
if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and underwater ~= true then
mcl_weather.skycolor.update_sky_color()
local underwater = true
elseif get_item_group(mcl_playerinfo[name].node_head, "water") == 0 and underwater == true then
mcl_weather.skycolor.update_sky_color()
local underwater = false
local playerinfo = mcl_playerinfo[name] or {}
local plusinfo = playerinfo.mcl_playerplus
if not plusinfo then
plusinfo = {}
playerinfo.mcl_playerplus = plusinfo
end
-- Only process if node_head changed
if plusinfo.old_node_head ~= playerinfo.node_head then
local node_head = playerinfo.node_head or ""
local old_node_head = plusinfo.old_node_head or ""
plusinfo.old_node_head = playerinfo.node_head
-- Update skycolor if moving in or out of water
if (get_item_group(node_head, "water") == 0) ~= (get_item_group(old_node_head, "water") == 0) then
mcl_weather.skycolor.update_sky_color()
end
end
elytra.last_yaw = player:get_look_horizontal()

@ -16,6 +16,7 @@
* SOS-Games
* Bram
* qoheniac
* WillConker
### Game rename
Based on months of collecting suggestions, analysis and vetting of possible names, community voting and discussion between developers, the rename of the game has reached its conclusion! The project has been renamed to **VoxeLibre**.
@ -165,16 +166,34 @@ One of our tools, the Python script allowing conversion of Minecraft resource pa
* XP orbs related crash by teknomunk
* Ghast fireball related crash by Araca
* Crash related to server restart while a player is dead by teknomunk
* Crashes related to the new effects API - by teknomunk and Herowl
* Crashes related to the new effects API by teknomunk and Herowl
## 0.87.1 hotfix
* Fixed crash when shooting potions from a dispenser - by teknomunk
* Fixed crash related to custom mobspawners - by teknomunk
* Fixed beacon crash - by teknomunk
* Fixed eye of ender crash - by Herowl
* Fixed Stalker texture generation - by teknomunk
* Correctly refresh enchanted tool capabilities - by teknomunk
* Fixed creative inventory misbehaving - by Herowl
* Fixed variable definition in mob spawning code - by teknomunk
* Updated documentation - by Herowl and teknomunk
* Increased stack size for snowballs and eggs - by JoseDouglas26
* Fixed crash when shooting potions from a dispenser by teknomunk
* Fixed crash related to custom mobspawners by teknomunk
* Fixed beacon crash by teknomunk
* Fixed eye of ender crash by Herowl
* Fixed Stalker texture generation by teknomunk
* Correctly refresh enchanted tool capabilities by teknomunk
* Fixed creative inventory misbehaving by Herowl
* Fixed variable definition in mob spawning code by teknomunk
* Updated documentation by Herowl and teknomunk
* Increased stack size for snowballs and eggs by JoseDouglas26
## 0.87.2 hotfix
* Zombie texture improvements by SmokeyDope
* Wrong name of diorite stairs fixed by qoheniac
* Fixed flint and steel wearing down when not placing fire by JoseDouglas26 and WillConker
* Fixed brewing stands' rotation by JoseDouglas26 and WillConker
* Fixed beacon formspec by teknomunk
* Made all hollow logs breakable properly by teknomunk
* Instructions on how to eat added to the help menu by teknomunk
* Potion conversion fixed by Herowl
* Fixed some node names by seventeenthShulker
* Fixed anvil and craftguide formspecs on mobile by Herowl
* Fixed effect loading by Herowl
* Fixed crash while fighting wither by teknomunk
* Fixed crash when bonemealing sweet berry bushes by teknomunk
* Fixed some mob conversion crashes by teknomunk
* Fixed crash related to the frost walker enchantment by WillConker
* Fixed some mob-related crashes by Herowl