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A handful of minor fixes to various things
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@ -1334,15 +1334,6 @@ minetest.object_refs
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minetest.luaentities
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^ List of lua entities, indexed by active object id
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Deprecated but defined for backwards compatibility:
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minetest.digprop_constanttime(time)
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minetest.digprop_stonelike(toughness)
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minetest.digprop_dirtlike(toughness)
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minetest.digprop_gravellike(toughness)
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minetest.digprop_woodlike(toughness)
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minetest.digprop_leaveslike(toughness)
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minetest.digprop_glasslike(toughness)
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Class reference
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----------------
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NodeMetaRef: Node metadata - reference extra data and functionality stored
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@ -1751,6 +1742,7 @@ Node definition (register_node)
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liquid_alternative_source = "", -- Source version of flowing liquid
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, -- Can new liquid source be created by placing
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drowning = true, -- Player will drown in these
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two or more sources nearly?
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light_source = 0, -- Amount of light emitted by node
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damage_per_second = 0, -- If player is inside node, this damage is caused
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@ -1950,7 +1942,14 @@ Decoration definition (register_decoration)
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^ If schematic is a string, it is the filepath relative to the current working directory of the
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^ specified Minetest schematic file.
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^ - OR -, could instead be a table containing two fields, size and data:
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schematic = {size = {x=4, y=6, z=4}, data = { {"cobble", 0, 0}, {"dirt_with_grass", 0, 0}, ...}},
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schematic = {
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size = {x=4, y=6, z=4},
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data = {
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{name="cobble", param1=0, param2=0},
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{name="dirt_with_grass", param1=0, param2=0},
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...
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}
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},
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^ See 'Schematic specifier' for details.
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flags = "place_center_x, place_center_z",
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^ Flags for schematic decorations. See 'Schematic attributes'.
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@ -311,7 +311,7 @@ void Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
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}
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}
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generate(mg, &ps, max_y, 0, v3s16(x, y, z));
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generate(mg, &ps, max_y, v3s16(x, y, z));
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}
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}
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}
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@ -409,8 +409,7 @@ void DecoSimple::resolveNodeNames(INodeDefManager *ndef) {
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}
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void DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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s16 start_y, v3s16 p) {
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void DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) {
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ManualMapVoxelManipulator *vm = mg->vm;
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u32 vi = vm->m_area.index(p);
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@ -451,7 +450,7 @@ void DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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height = MYMIN(height, max_y - p.Y);
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v3s16 em = vm->m_area.getExtent();
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for (int i = start_y; i < height; i++) {
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for (int i = 0; i < height; i++) {
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vm->m_area.add_y(em, vi, 1);
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content_t c = vm->m_data[vi].getContent();
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@ -520,8 +519,7 @@ void DecoSchematic::resolveNodeNames(INodeDefManager *ndef) {
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}
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void DecoSchematic::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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s16 start_y, v3s16 p) {
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void DecoSchematic::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) {
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ManualMapVoxelManipulator *vm = mg->vm;
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if (flags & DECO_PLACE_CENTER_X)
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@ -221,8 +221,7 @@ public:
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void placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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void placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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s16 start_y, v3s16 p) = 0;
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) = 0;
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virtual int getHeight() = 0;
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virtual std::string getName() = 0;
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};
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@ -243,8 +242,7 @@ public:
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~DecoSimple() {}
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void resolveNodeNames(INodeDefManager *ndef);
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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s16 start_y, v3s16 p);
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p);
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virtual int getHeight();
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virtual std::string getName();
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};
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@ -264,8 +262,7 @@ public:
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~DecoSchematic();
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void resolveNodeNames(INodeDefManager *ndef);
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
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s16 start_y, v3s16 p);
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virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p);
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virtual int getHeight();
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virtual std::string getName();
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@ -132,8 +132,6 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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y--;
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}
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if (iters == 0)
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printf("iters exhausted at %d %d\n", p.X, p.Y);
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return y + b->top_depth;
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}
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@ -442,7 +440,7 @@ void MapgenV7::addTopNodes() {
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continue;
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}
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// N.B. It is necessary to search downward since range_heightmap[i]
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// N.B. It is necessary to search downward since ridge_heightmap[i]
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// might not be the actual height, just the lowest part in the chunk
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// where a ridge had been carved
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u32 i = vm->m_area.index(x, y, z);
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@ -674,7 +674,7 @@ int ModApiBasic::l_register_ore(lua_State *L)
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verbosestream << "register_ore: ore '" << ore->ore_name
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<< "' registered" << std::endl;
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return 0;
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return 1;
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}
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// register_decoration({lots of stuff})
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@ -793,7 +793,7 @@ int ModApiBasic::l_register_decoration(lua_State *L)
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verbosestream << "register_decoration: decoration '" << deco->getName()
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<< "' registered" << std::endl;
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return 0;
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return 1;
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}
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// create_schematic(p1, p2, probability_list, filename)
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@ -841,7 +841,8 @@ int ModApiBasic::l_create_schematic(lua_State *L)
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dschem.applyProbabilities(&probability_list, p1);
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dschem.saveSchematicFile(ndef);
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actionstream << "create_schematic: saved schematic file '" << dschem.filename << "'." << std::endl;
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actionstream << "create_schematic: saved schematic file '"
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<< dschem.filename << "'." << std::endl;
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return 1;
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}
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