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DevTest: Remove experimental mod
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@ -34,7 +34,6 @@ Confused by a certain node or item? Check out for inline code comments. The usag
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## Random notes
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* Experimental/strange/unstructured tests can be found in the `experimental` mod
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* Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
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## Design philosophy
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@ -1,24 +0,0 @@
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minetest.register_chatcommand("test_bulk_set_node", {
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params = "",
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description = "Test: Bulk-set 9×9×9 stone nodes",
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, "No player."
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end
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local pos_list = {}
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local ppos = player:get_pos()
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local i = 1
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for x=2,10 do
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for y=2,10 do
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for z=2,10 do
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pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
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i = i + 1
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end
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end
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end
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minetest.bulk_set_node(pos_list, {name = "mapgen_stone"})
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return true, "Done."
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end,
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})
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@ -1,6 +0,0 @@
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--
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-- Experimental things
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--
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dofile(minetest.get_modpath("experimental").."/commands.lua")
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@ -1,2 +0,0 @@
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name = experimental
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description = Chaotic mod containing unstructured tests for testing out engine features. The features in this mod should be moved to other mods.
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