Fix lua_api.txt indentation issues

This commit is contained in:
ezhh 2017-11-28 22:20:12 +00:00 committed by paramat
parent c0dd4ea46a
commit b312ab4455

@ -410,7 +410,7 @@ Only the channels that are mentioned in the mode string will be inverted.
Example:
default_apple.png^[invert:rgb
default_apple.png^[invert:rgb
#### `[brighten`
Brightens the texture.
@ -1188,16 +1188,16 @@ by this ore type.
This ore type is difficult to control since it is sensitive to small changes.
The following is a decent set of parameters to work from:
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persist = 0.5,
flags = "eased",
},
noise_threshold = 1.6
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persist = 0.5,
flags = "eased",
},
noise_threshold = 1.6
**WARNING**: Use this ore type *very* sparingly since it is ~200x more
computationally expensive than any other ore.
@ -2681,9 +2681,9 @@ Call these functions only at load time!
* `minetest.auth_reload()`
* `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
* A quickhand for checking privileges.
* `player_or_name`: Either a Player object or the name of a player.
* `...` is either a list of strings, e.g. `"priva", "privb"` or
a table, e.g. `{ priva = true, privb = true }`.
* `player_or_name`: Either a Player object or the name of a player.
* `...` is either a list of strings, e.g. `"priva", "privb"` or
a table, e.g. `{ priva = true, privb = true }`.
* `minetest.get_player_ip(name)`: returns an IP address string
`minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
@ -3659,22 +3659,21 @@ This is basically a reference to a C++ `ServerActiveObject`
`"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns bgcolor, type, table of textures, clouds
* `set_clouds(parameters)`: set cloud parameters
* `parameters` is a table with the following optional fields:
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
* `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
* `ambient`: cloud color lower bound, use for a "glow at night" effect.
ColorSpec (alpha ignored, default `#000000`)
* `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
* `thickness`: cloud thickness in nodes (default `16`)
* `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
* `parameters` is a table with the following optional fields:
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
* `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
* `ambient`: cloud color lower bound, use for a "glow at night" effect.
ColorSpec (alpha ignored, default `#000000`)
* `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
* `thickness`: cloud thickness in nodes (default `16`)
* `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
* `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
* `override_day_night_ratio(ratio or nil)`
* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
set animation for player model in third person view
* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
set animation for player model in third person view
set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
{x=168, y=187}, -- < walk animation key frames
@ -4527,9 +4526,9 @@ Definition tables
tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
* backface culling enabled by default for most nodes
* tileable flags are info for shaders, how they should treat texture
when displacement mapping is used
Directions are from the point of view of the tile texture,
not the node it's on
when displacement mapping is used
Directions are from the point of view of the tile texture,
not the node it's on
* align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to `glasslike_framed_optional`.
@ -4547,25 +4546,25 @@ Definition tables
### Tile animation definition
{
type = "vertical_frames",
aspect_w = 16,
-- ^ specify width of a frame in pixels
aspect_h = 16,
-- ^ specify height of a frame in pixels
length = 3.0,
-- ^ specify full loop length
}
{
type = "vertical_frames",
aspect_w = 16,
-- ^ specify width of a frame in pixels
aspect_h = 16,
-- ^ specify height of a frame in pixels
length = 3.0,
-- ^ specify full loop length
}
{
type = "sheet_2d",
frames_w = 5,
-- ^ specify width in number of frames
frames_h = 3,
-- ^ specify height in number of frames
frame_length = 0.5,
-- ^ specify length of a single frame
}
{
type = "sheet_2d",
frames_w = 5,
-- ^ specify width in number of frames
frames_h = 3,
-- ^ specify height in number of frames
frame_length = 0.5,
-- ^ specify length of a single frame
}
### Node definition (`register_node`)
@ -4700,7 +4699,7 @@ Definition tables
^ Called after constructing node when node was placed using
minetest.item_place_node / minetest.place_node
^ If return true no item is taken from itemstack
^ `placer` may be any valid ObjectRef or nil
^ `placer` may be any valid ObjectRef or nil
^ default: nil ]]
after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
^ oldmetadata is in table format
@ -4818,7 +4817,7 @@ Definition tables
### Ore definition (`register_ore`)
See 'Ore types' section above for essential information.
See 'Ore types' section above for essential information.
{
ore_type = "scatter",