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Lua_api.txt: Various improvements (#7402)
Node definition: Clearly document custom selection box/collision box (collision box documentation was missing). Remove incorrect light attenuation statement and duplicated light source statement. Nodes: Document which drawtypes require 'paramtype = "light"' to avoid appearing black. Remove incorrect light attenuation statement. HUD: Remove 'HUD API is experimental' text. Noise params: Spread of every octave must exceed 1. Particles and spawners: Document glow values.
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@ -907,9 +907,19 @@ node definition:
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paramtype = "light"
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^ The value stores light with and without sun in its upper and lower 4 bits
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respectively. Allows light to propagate from or through the node with
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light value falling by 1 per node. This is essential for a light source
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node to spread its light.
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respectively.
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Required by a light source node to enable spreading its light.
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Required by the following drawtypes as they determine their visual
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brightness from their internal light value:
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torchlike,
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signlike,
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firelike,
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fencelike,
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raillike,
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nodebox,
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mesh,
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plantlike,
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plantlike_rooted.
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`param2` is reserved for the engine when any of these are used:
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@ -1217,6 +1227,7 @@ size of the finest detail you require. For example:
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if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
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nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
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512, 256, 128, 64, 32, 16 nodes.
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Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
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### `persistence`
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Each additional octave has an amplitude that is the amplitude of the previous
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@ -1506,9 +1517,6 @@ factor!
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Below are the specific uses for fields in each type; fields not listed for that
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type are ignored.
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**Note**: Future revisions to the HUD API may be incompatible; the HUD API is
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still in the experimental stages.
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### `image`
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Displays an image on the HUD.
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@ -5322,11 +5330,7 @@ Definition tables
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^ Only when `paramtype2` supports palettes. ]]
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post_effect_color = "green#0F",
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^ Screen tint if player is inside node, see "ColorSpec".
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paramtype = "none", --[[
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^ See "Nodes".
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^ paramtype = "light" allows light to propagate from or through the
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^ node with light value falling by 1 per node. This line is essential
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^ for a light source node to spread its light. ]]
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paramtype = "none", -- See "Nodes".
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paramtype2 = "none", -- See "Nodes"
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place_param2 = nil, -- Force value for param2 when player places node
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is_ground_content = true,
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@ -5374,10 +5378,26 @@ Definition tables
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^ Tells connected nodebox nodes to connect only to these sides of this
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^ node. ]]
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mesh = "model",
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selection_box = {type="regular"}, --[[
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^ See "Node boxes".
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selection_box = {
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type = "fixed",
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fixed = {
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
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},
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},
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^ Custom selection box definition. Multiple boxes can be defined.
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box
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^ is used. ]]
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^ definition is used for the selection box.
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collision_box = {
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type = "fixed",
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fixed = {
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
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},
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},
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^ Custom collision box definition. Multiple boxes can be defined.
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^ If drawtype "nodebox" is used and collision_box is nil, then node_box
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^ definition is used for the collision box.
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^ For both of the above a box is defined as:
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^ {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
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legacy_facedir_simple = false,
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^ Support maps made in and before January 2012.
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legacy_wallmounted = false,
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@ -5946,11 +5966,12 @@ Note that in params, use of symbols is as follows:
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texture = "image.png",
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-- ^ Uses texture (string)
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playername = "singleplayer",
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-- ^ optional, if specified spawns particle only on the player's client
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-- ^ Optional, if specified spawns particle only on the player's client
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animation = {Tile Animation definition},
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-- ^ optional, specifies how to animate the particle texture
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-- ^ Optional, specifies how to animate the particle texture
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glow = 0
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-- ^ optional, specify particle self-luminescence in darkness
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-- ^ Optional, specify particle self-luminescence in darkness.
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-- ^ Values 0-14.
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}
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@ -5991,9 +6012,10 @@ Note that in params, use of symbols is as follows:
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-- ^ Playername is optional, if specified spawns particle only on the
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-- ^ player's client.
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animation = {Tile Animation definition},
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-- ^ optional, specifies how to animate the particle texture
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-- ^ Optional, specifies how to animate the particle texture
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glow = 0
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-- ^ optional, specify particle self-luminescence in darkness
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-- ^ Optional, specify particle self-luminescence in darkness.
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-- ^ Values 0-14.
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}
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### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
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