This adds support for disable_settings to game.conf. In this you can specify a list of settings that should not be visible in the "local game" (or however it is called nowadays) tab. Enable Damage, Creative Mode and Host Server are supported.
Co-authored-by: Wuzzy <Wuzzy2@mail.ru>
Co-authored-by: Aaron Suen <warr1024@gmail.com>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Add a simple PNG image encoder with Lua API
Add ColorSpec to RGBA converter
Make a safety wrapper for the encoder
Create devtest examples
Co-authored-by: hecktest <>
Co-authored-by: sfan5 <sfan5@live.de>
Add API for mods to hook liquid transformation events
Without this API, there is no reliable way for mods to be
notified when liquid transform modifies nodes and mods are
forced to poll for changes. This allows mods to detect
changes to flowing liquid nodes and liquid renewal using
event-driven logic.
Writing vectors as strings is very common and should belong to `vector.*`. `minetest.pos_to_string` is also too long to write, implies that one should only use it for positions and leaves no spaces after the commas.
In compiler design especially, leaving behavior as "undefined" is a _strong_ condition that basically states that all possible integrity is violated; it's the kind of thing that happens when, say, dereferencing a pointer with unknown provenance, and most typically leads to a crash, but can result in all sorts of spectacular errors--thus, "it is undefined" how your program will melt down.
The pure-Lua implementation of `key_value_swap` does not permit UB _per se_ (assuming the implementation of Lua itself is sound), but does deterministically choose the value to which a key is mapped (the last in visitation order wins--since visitation order is arbitrary, _some_ value _will_ be chosen). Most importantly, the program won't do something wildly unexpected.
set_sky: New feature, keep note about the old syntax
get_us_time: Document overflow
localplayer: Document "nil" behaviour before initialization
collision_box: Safe limit of "1.45"
Formspec element to display models, written by @kilbith, rebased and tweaked.
Co-authored-by: Jean-Patrick Guerrero <jeanpatrick.guerrero@gmail.com>
Co-authored-by: sfan5 <sfan5@live.de>
Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday).
Co-authored-by: rubenwardy <rw@rubenwardy.com>
Features:
* Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes()
* New HUD elements for displaying minimap with custom size and placing
* New minimap mode for displaying a texture instead of the map
Fixes some other third person camera specific attachments.
Implements a single new flag for entities to be forced visible in first person mode.
Old mods do not need to be updated to use the new flag and are fully backwards compatible.
Allows catching a chatcommand call just after the command and the
parameters are parsed but before its existence is checked and before the
corresponding function is run. Returning `true` from a callback function
will prevent default handling of the command leaving mods to handle the
command manually.
"Predicts" whether something will be swapped for allow callbacks, then calls callbacks a second time with swapped properties.
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
* added vector.rotate
* added vector.forward_from_rotation and vector.up_from_rotation
* added vector.forward_up_to_rotatiton
* fixed some bugs and formatting with vector functions
* shortened name of some new vector functions and added documentation
* made vector.rotate not require a unit vector as axis
* fixed crash with vector.forward_up_to_rot
* renamed new vector functions, made vector.rotate apply a rotation matrix, old vector.rotate is now called vector.rotate_around_axis
* documented vector function changes
* removed some whitespace to appease luacheck
* implemented and fixed optimization of vector.rotate_around_axis by SmallJoker
* added some unit tests for rotation vector functions
* clarified that rotation vectors are in radians and according to the left hand rule
* hopefully appeased luacheck
* renamed rotation_to_horizontal to forward_at_rotation, rotation_to_vertical to up_at_rotation
* handled cases where sin or cos are 0 in rotation vector functions
* added more comments
* clarified documentation of rotation vector functions
* added more unit tests
* changed way in which vector.rotate_around_axis is adjusted for left handed coordinate systems
* made vector.rotate_around_axis actually left handed
* unrolled matrix multiplication
* removed vector.forward_at_rotation and vector.up_at_rotation
* prettified vector.rotate_around_axis, made previous commits not break anything
* removed references to removed vector.forward_at_rotation and vector.up_at_rotation
* removed documentation of removed vector functions
* clarified documentation and fixed styling of rotation vector functions
* restyled comments minorly
* spelling fixes and some hopefully better comments
* allowed 'up' to be missing from vector.directions_to_rotation and removed requirement for unit vectors as arguments
* made vector.rotate_around_axis() right handed again for consistency
* documented previous changes
* made matrix multiplication actually multiply
* renamed vector.directions_to_rotation() to vector.dir_to_rotation()
* optimized a distance comparison
* Fixed potential false positive in unit tests.
Co-authored-by: NetherEran <nethereran@hotmail.com>
Replace on_auth_fail callback with more versatile on_authplayer
Better clarify account login process in Lua API documentation
Change initial timestamp for newly registered accounts to -1
automatic_rotate does not make sense if it is absolute. Make it relative.
To avoid bouncing, set_rotation did not update the client when automatic_rotate was set. That's no longer necessary because the new spinning method applies the rotation on top of the current one, and the updates are necessary for set_rotation to actually transform the object.
Co-authored-by: ANAND <ClobberXD@gmail.com>
Co-authored-by: Pedro Gimeno <pgimeno@users.noreply.notabug.org>
This adds support for optional “off state” icons for statbars. “off state icons” can be used to denote the lack of something, like missing hearts or bubbles.
Add "off state" textures to the builtin statbars.
Co-authored-by: SmallJoker <mk939@ymail.com>
New formspec elements:
- `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
- `scroll_container_end[]`
Other elements can be embedded in this element. Scrollbar must be placed manually.
The game.conf has a disallowed_mapgens option. However, some games
require a certain mapgen to be used, like the CTF plugin. This change
adds an option to specify allowed mapgens so that the setting can be
specified in a way that needn't be updated as map generators are added
to Minetest.
* Fix pathfinder fail when startpos is over air
* Note down pathfinder restrictions
* Implement real A* search
* Pathfinder: Implement buildPath non-recursively
* Update find_path documentation
* Pathfinder: Check if jump path is unobstructed
* Pathfinder: Fix drop check first checking upwards
* Pathfinder: Return nil if source or dest are solid
* Pathfinder: Use priority queue for open list