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https://github.com/minetest/minetest.git
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Merge remote branch 'origin/master'
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commit
066b0314b1
@ -105,7 +105,7 @@
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#smooth_lighting = true
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#smooth_lighting = true
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# Enable combining mainly used textures to a bigger one for improved speed
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# Enable combining mainly used textures to a bigger one for improved speed
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# disable if it causes graphics glitches.
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# disable if it causes graphics glitches.
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#enable_texture_atlas = true
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#enable_texture_atlas = false
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# Path to texture directory. All textures are first searched from here.
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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#texture_path =
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# Video back-end.
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# Video back-end.
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@ -267,8 +267,25 @@
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# (obviously, remote_media should end with a slash)
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# (obviously, remote_media should end with a slash)
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# Files that are not present would be fetched the usual way
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# Files that are not present would be fetched the usual way
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#remote_media =
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#remote_media =
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# Level of logging to be written to debug.txt.
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# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
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#debug_log_level = 2
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# Maximum number of blocks that can be queued for loading.
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#emergequeue_limit_total = 256
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# Maximum number of blocks to be queued that are to be loaded from file.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_diskonly =
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# Maximum number of blocks to be queued that are to be generated.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_generate =
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# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
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# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
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#num_emerge_threads = 1
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#
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# Physics stuff
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# Physics stuff
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#
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#movement_acceleration_default = 3
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#movement_acceleration_default = 3
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#movement_acceleration_air = 2
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#movement_acceleration_air = 2
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#movement_acceleration_fast = 10
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#movement_acceleration_fast = 10
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@ -283,13 +300,23 @@
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#movement_liquid_sink = 10
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#movement_liquid_sink = 10
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#movement_gravity = 9.81
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#movement_gravity = 9.81
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#
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# Mapgen stuff
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# Mapgen stuff
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#
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# Name of map generator to be used. Currently only v6 is supported.
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#mg_name = v6
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#mg_name = v6
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# Water level of map.
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#water_level = 1
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#water_level = 1
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# Size of chunks to be generated.
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#chunksize = 5
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#chunksize = 5
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#mg_flags = 19
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# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend
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#mg_flags = trees, caves, v6_biome_blend
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# How large deserts and beaches are
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#mgv6_freq_desert = 0.45
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#mgv6_freq_desert = 0.45
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#mgv6_freq_beach = 0.15
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#mgv6_freq_beach = 0.15
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# Perlin noise attributes for different map generation parameters
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# Offset, scale, spread factor, seed offset, number of octaves, persistence
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#mgv6_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6
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#mgv6_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6
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#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
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#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
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#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
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#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
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@ -303,4 +330,3 @@
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#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
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#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
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#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
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#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
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@ -94,7 +94,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("new_style_water", "false");
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settings->setDefault("new_style_water", "false");
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settings->setDefault("new_style_leaves", "true");
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settings->setDefault("new_style_leaves", "true");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("enable_texture_atlas", "true");
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settings->setDefault("enable_texture_atlas", "false");
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settings->setDefault("texture_path", "");
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settings->setDefault("texture_path", "");
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settings->setDefault("shader_path", "");
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settings->setDefault("shader_path", "");
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settings->setDefault("video_driver", "opengl");
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settings->setDefault("video_driver", "opengl");
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@ -183,7 +183,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("congestion_control_max_rate", "400");
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settings->setDefault("congestion_control_max_rate", "400");
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settings->setDefault("congestion_control_min_rate", "10");
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settings->setDefault("congestion_control_min_rate", "10");
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settings->setDefault("remote_media", "");
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settings->setDefault("remote_media", "");
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settings->setDefault("debug_log_level", "0");
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settings->setDefault("debug_log_level", "2");
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settings->setDefault("emergequeue_limit_total", "256");
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settings->setDefault("emergequeue_limit_total", "256");
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settings->setDefault("emergequeue_limit_diskonly", "");
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settings->setDefault("emergequeue_limit_diskonly", "");
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settings->setDefault("emergequeue_limit_generate", "");
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settings->setDefault("emergequeue_limit_generate", "");
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@ -203,14 +203,15 @@ void set_default_settings(Settings *settings)
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settings->setDefault("movement_liquid_sink", "10");
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settings->setDefault("movement_liquid_sink", "10");
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settings->setDefault("movement_gravity", "9.81");
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settings->setDefault("movement_gravity", "9.81");
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//mapgen related things
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//liquid stuff
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settings->setDefault("mg_name", "v6");
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settings->setDefault("water_level", "1");
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settings->setDefault("liquid_finite", "false");
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settings->setDefault("liquid_finite", "false");
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settings->setDefault("liquid_update", "1.0");
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settings->setDefault("liquid_update", "1.0");
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settings->setDefault("liquid_relax", "1");
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settings->setDefault("liquid_relax", "1");
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settings->setDefault("liquid_fast_flood", "1");
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settings->setDefault("liquid_fast_flood", "1");
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//mapgen stuff
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settings->setDefault("mg_name", "v6");
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settings->setDefault("water_level", "1");
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settings->setDefault("chunksize", "5");
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settings->setDefault("chunksize", "5");
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settings->setDefault("mg_flags", "trees, caves, v6_biome_blend");
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settings->setDefault("mg_flags", "trees, caves, v6_biome_blend");
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settings->setDefault("mgv6_freq_desert", "0.45");
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settings->setDefault("mgv6_freq_desert", "0.45");
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@ -100,7 +100,6 @@ void ItemDefinition::reset()
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wield_scale = v3f(1.0, 1.0, 1.0);
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wield_scale = v3f(1.0, 1.0, 1.0);
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stack_max = 99;
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stack_max = 99;
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usable = false;
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usable = false;
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rightclickable = false;
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liquids_pointable = false;
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liquids_pointable = false;
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if(tool_capabilities)
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if(tool_capabilities)
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{
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{
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@ -62,8 +62,6 @@ struct ItemDefinition
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*/
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*/
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s16 stack_max;
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s16 stack_max;
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bool usable;
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bool usable;
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// If true, don't use node placement prediction
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bool rightclickable;
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bool liquids_pointable;
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bool liquids_pointable;
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// May be NULL. If non-NULL, deleted by destructor
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// May be NULL. If non-NULL, deleted by destructor
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ToolCapabilities *tool_capabilities;
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ToolCapabilities *tool_capabilities;
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@ -1063,10 +1063,6 @@ static ItemDefinition read_item_definition(lua_State *L, int index,
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def.usable = lua_isfunction(L, -1);
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def.usable = lua_isfunction(L, -1);
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lua_pop(L, 1);
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lua_pop(L, 1);
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lua_getfield(L, index, "on_rightclick");
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def.rightclickable = lua_isfunction(L, -1);
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lua_pop(L, 1);
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getboolfield(L, index, "liquids_pointable", def.liquids_pointable);
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getboolfield(L, index, "liquids_pointable", def.liquids_pointable);
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warn_if_field_exists(L, index, "tool_digging_properties",
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warn_if_field_exists(L, index, "tool_digging_properties",
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@ -1164,6 +1160,10 @@ static ContentFeatures read_content_features(lua_State *L, int index)
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if(!lua_isnil(L, -1)) f.has_after_destruct = true;
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if(!lua_isnil(L, -1)) f.has_after_destruct = true;
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lua_pop(L, 1);
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lua_pop(L, 1);
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lua_getfield(L, index, "on_rightclick");
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f.rightclickable = lua_isfunction(L, -1);
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lua_pop(L, 1);
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/* Name */
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/* Name */
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getstringfield(L, index, "name", f.name);
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getstringfield(L, index, "name", f.name);
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@ -4751,7 +4751,7 @@ static int l_register_item_raw(lua_State *L)
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// Default to having client-side placement prediction for nodes
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// Default to having client-side placement prediction for nodes
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// ("" in item definition sets it off)
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// ("" in item definition sets it off)
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if(def.node_placement_prediction == "__default"){
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if(def.node_placement_prediction == "__default"){
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if(def.type == ITEM_NODE && !def.rightclickable)
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if(def.type == ITEM_NODE)
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def.node_placement_prediction = name;
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def.node_placement_prediction = name;
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else
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else
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def.node_placement_prediction = "";
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def.node_placement_prediction = "";
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