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Fix some typos in docs (#14921)
--------- Co-authored-by: Lars Mueller <appgurulars@gmx.de>
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@ -898,7 +898,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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"node1",
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"node1",
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"node2"
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"node2"
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},
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},
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post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
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post_effect_color = Color, -- Color overlaid on the screen when the player is in the node
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leveled = number, -- Max level for node
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leveled = number, -- Max level for node
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sunlight_propogates = bool, -- Whether light passes through the block
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sunlight_propogates = bool, -- Whether light passes through the block
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light_source = number, -- Light emitted by the block
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light_source = number, -- Light emitted by the block
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@ -1488,7 +1488,7 @@ Look for examples in `games/devtest` or `games/minetest_game`.
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* For supported model formats see Irrlicht engine documentation.
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* For supported model formats see Irrlicht engine documentation.
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* `plantlike_rooted`
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* `plantlike_rooted`
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* Enables underwater `plantlike` without air bubbles around the nodes.
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* Enables underwater `plantlike` without air bubbles around the nodes.
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* Consists of a base cube at the co-ordinates of the node plus a
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* Consists of a base cube at the coordinates of the node plus a
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`plantlike` extension above
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`plantlike` extension above
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* If `paramtype2="leveled", the `plantlike` extension has a height
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* If `paramtype2="leveled", the `plantlike` extension has a height
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of `param2 / 16` nodes, otherwise it's the height of 1 node
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of `param2 / 16` nodes, otherwise it's the height of 1 node
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@ -3062,7 +3062,7 @@ Elements
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### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
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### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
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* Scrollable item list showing arbitrary text elements
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* Scrollable item list showing arbitrary text elements
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* `name` fieldname sent to server on doubleclick value is current selected
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* `name` fieldname sent to server on double-click value is current selected
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element.
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element.
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* `listelements` can be prepended by #color in hexadecimal format RRGGBB
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* `listelements` can be prepended by #color in hexadecimal format RRGGBB
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(only).
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(only).
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@ -3071,7 +3071,7 @@ Elements
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### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
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### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
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* Scrollable itemlist showing arbitrary text elements
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* Scrollable itemlist showing arbitrary text elements
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* `name` fieldname sent to server on doubleclick value is current selected
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* `name` fieldname sent to server on double-click value is current selected
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element.
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element.
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* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
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* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
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* if you want a listelement to start with "#" write "##"
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* if you want a listelement to start with "#" write "##"
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@ -3208,7 +3208,7 @@ Elements
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* Show scrollable table using options defined by the previous `tableoptions[]`
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* Show scrollable table using options defined by the previous `tableoptions[]`
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* Displays cells as defined by the previous `tablecolumns[]`
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* Displays cells as defined by the previous `tablecolumns[]`
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* `name`: fieldname sent to server on row select or doubleclick
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* `name`: fieldname sent to server on row select or double-click
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* `cell 1`...`cell n`: cell contents given in row-major order
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* `cell 1`...`cell n`: cell contents given in row-major order
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* `selected idx`: index of row to be selected within table (first row = `1`)
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* `selected idx`: index of row to be selected within table (first row = `1`)
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* See also `minetest.explode_table_event`
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* See also `minetest.explode_table_event`
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@ -4239,7 +4239,7 @@ Perlin noise
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============
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============
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Perlin noise creates a continuously-varying value depending on the input values.
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Perlin noise creates a continuously-varying value depending on the input values.
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Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
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Usually in Minetest the input values are either 2D or 3D coordinates in nodes.
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The result is used during map generation to create the terrain shape, vary heat
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The result is used during map generation to create the terrain shape, vary heat
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and humidity to distribute biomes, vary the density of decorations or vary the
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and humidity to distribute biomes, vary the density of decorations or vary the
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structure of ores.
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structure of ores.
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@ -4502,7 +4502,7 @@ computationally expensive than any other ore.
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Creates a single undulating ore stratum that is continuous across mapchunk
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Creates a single undulating ore stratum that is continuous across mapchunk
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borders and horizontally spans the world.
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borders and horizontally spans the world.
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The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
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The 2D perlin noise described by `noise_params` defines the Y coordinate of
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the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
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the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
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defines the stratum's vertical thickness (in units of nodes). Due to being
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defines the stratum's vertical thickness (in units of nodes). Due to being
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continuous across mapchunk borders the stratum's vertical thickness is
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continuous across mapchunk borders the stratum's vertical thickness is
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@ -5435,7 +5435,7 @@ Utilities
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dynamic_add_media_filepath = true,
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dynamic_add_media_filepath = true,
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-- L-system decoration type (5.9.0)
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-- L-system decoration type (5.9.0)
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lsystem_decoration_type = true,
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lsystem_decoration_type = true,
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-- Overrideable pointing range using the itemstack meta key `"range"` (5.9.0)
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-- Overridable pointing range using the itemstack meta key `"range"` (5.9.0)
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item_meta_range = true,
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item_meta_range = true,
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-- Allow passing an optional "actor" ObjectRef to the following functions:
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-- Allow passing an optional "actor" ObjectRef to the following functions:
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-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
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-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
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@ -5737,7 +5737,7 @@ Call these functions only at load time!
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* `minetest.register_on_generated(function(minp, maxp, blockseed))`
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* `minetest.register_on_generated(function(minp, maxp, blockseed))`
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* Called after generating a piece of world between `minp` and `maxp`.
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* Called after generating a piece of world between `minp` and `maxp`.
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* **Avoid using this** whenever possible. As with other callbacks this blocks
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* **Avoid using this** whenever possible. As with other callbacks this blocks
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the main thread and introduces noticable latency.
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the main thread and introduces noticeable latency.
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Consider [Mapgen environment] for an alternative.
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Consider [Mapgen environment] for an alternative.
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* `minetest.register_on_newplayer(function(ObjectRef))`
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* `minetest.register_on_newplayer(function(ObjectRef))`
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* Called when a new player enters the world for the first time
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* Called when a new player enters the world for the first time
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@ -6401,11 +6401,11 @@ Environment access
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* spread these updates to neighbors and can cause a cascade
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* spread these updates to neighbors and can cause a cascade
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of nodes to fall.
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of nodes to fall.
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* `minetest.get_spawn_level(x, z)`
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* `minetest.get_spawn_level(x, z)`
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* Returns a player spawn y co-ordinate for the provided (x, z)
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* Returns a player spawn y coordinate for the provided (x, z)
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co-ordinates, or `nil` for an unsuitable spawn point.
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coordinates, or `nil` for an unsuitable spawn point.
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* For most mapgens a 'suitable spawn point' is one with y between
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* For most mapgens a 'suitable spawn point' is one with y between
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`water_level` and `water_level + 16`, and in mgv7 well away from rivers,
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`water_level` and `water_level + 16`, and in mgv7 well away from rivers,
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so `nil` will be returned for many (x, z) co-ordinates.
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so `nil` will be returned for many (x, z) coordinates.
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* The spawn level returned is for a player spawn in unmodified terrain.
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* The spawn level returned is for a player spawn in unmodified terrain.
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* The spawn level is intentionally above terrain level to cope with
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* The spawn level is intentionally above terrain level to cope with
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full-node biome 'dust' nodes.
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full-node biome 'dust' nodes.
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@ -6885,7 +6885,7 @@ Server
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all players (optional)
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all players (optional)
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* `ephemeral`: boolean that marks the media as ephemeral,
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* `ephemeral`: boolean that marks the media as ephemeral,
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it will not be cached on the client (optional, default false)
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it will not be cached on the client (optional, default false)
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* Exactly one of the paramters marked [*] must be specified.
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* Exactly one of the parameters marked [*] must be specified.
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* `callback`: function with arguments `name`, which is a player name
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* `callback`: function with arguments `name`, which is a player name
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* Pushes the specified media file to client(s). (details below)
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* Pushes the specified media file to client(s). (details below)
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The file must be a supported image, sound or model format.
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The file must be a supported image, sound or model format.
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@ -7716,7 +7716,7 @@ metadata_table = {
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-- metadata fields (key/value store)
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-- metadata fields (key/value store)
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fields = {
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fields = {
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infotext = "Container",
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infotext = "Container",
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anoter_key = "Another Value",
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another_key = "Another Value",
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},
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},
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-- inventory data (for nodes)
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-- inventory data (for nodes)
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@ -8016,7 +8016,7 @@ child will follow movement and rotation of that bone.
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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and Z is roll (bank).
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and Z is roll (bank).
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* Does not reset rotation incurred through `automatic_rotate`.
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* Does not reset rotation incurred through `automatic_rotate`.
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Remove & readd your objects to force a certain rotation.
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Remove & re-add your objects to force a certain rotation.
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* `get_rotation()`: returns the rotation, a vector (radians)
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* `get_rotation()`: returns the rotation, a vector (radians)
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* `set_yaw(yaw)`: sets the yaw in radians (heading).
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* `set_yaw(yaw)`: sets the yaw in radians (heading).
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* `get_yaw()`: returns number in radians
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* `get_yaw()`: returns number in radians
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@ -10345,7 +10345,7 @@ See [Decoration types]. Used by `minetest.register_decoration`.
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y_min = -31000,
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y_min = -31000,
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y_max = 31000,
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y_max = 31000,
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-- Lower and upper limits for decoration (inclusive).
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-- Lower and upper limits for decoration (inclusive).
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-- These parameters refer to the Y co-ordinate of the 'place_on' node.
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-- These parameters refer to the Y coordinate of the 'place_on' node.
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spawn_by = "default:water",
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spawn_by = "default:water",
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-- Node (or list of nodes) that the decoration only spawns next to.
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-- Node (or list of nodes) that the decoration only spawns next to.
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