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