- Add style properties for overriding the the hovered/pressed state
- By default, hovered buttons are a lighter version of the base color
- By default, pressed buttons are a darker version of the base color
- Add hovered bg image support for image buttons (style property)
This reverts commit 1db3d252cff9e8d61fecf1052d7497813851da51.
Temporary solution until a compatible solution is found to define both - formspec and fullscreen backgrounds.
Remove unusable 'minetest.setting_*' from client_lua_api.txt
lua_api.txt:
- Define the 'mod.conf' format
- More precise 'settingtypes.txt' format reference
- Document special sound files 'player_*damage'
- Group, sort and add 'not_in_creative_inventory' special group
- Define the 'Settings' format
- Warning about incorrect byte saving in 'StorageRef'
- Note about non-persistent player definitions fields
- Better 'leveldiff' and 'level' group description
Document new meaning of immortal=1 for players
Disable breathing if player is immortal
Hide builtin statbars if player immortal (delayed)
Co-authored-by: ClobberXD <ClobberXD@gmail.com>
This was previously documented under the general ObjectRef section with a note that this won't work on players. So I think this would fit better with Lua entity-only methods.
This PR also changes the title of the Lua entity-only section from `LuaEntitySAO-only` to `Lua entity only`.
Biome-defined dungeon nodes was added as a feature to MT 5.0.0.
So now remove most of the hardcoded dungeon node code that assumes a
game has stone, sandstone, desert stone, and no other stone types.
If biome-defined dungeon nodes are not found, dungeon nodes fall back
to the 'cobble' mapgen alias if present, if not present they fall back
to biome-defined 'stone'.
Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games
now only need to define 3 to 5 mapgen aliases.
Document dungeon parameters.
Make c_lava_source fallback to c_water_source as both are used as cave
liquids.
This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
to avoid dungeons that generate out beyond the edge of a mapchunk destroying
nodes added by mods in 'register_on_generated()'.
Issue discovered by, and original PR by, argyle77.
* Add sounds for falling and attached nodes
The sound specified in `node_definition.sounds.fall` is used.
When a falling node is spawned at a position or an attached node drops, the sound is played at this position.
* allow all sorts of soundspecs
- minetest.get_hit_params
- minetest.get_dig_params
- table.indexof
- Scope of minetest.register_alias
- Vector function parameters
- More explanation of when `minetest.on_player_receive_fields` is called
- Syntax/semantics of the fields in `minetest.on_player_receive_fields`
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues.
Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
* Add missing tables of registered things
* Eliminate some duplication
Registration functions in 'Registered definitions' section merged into
'Registration functions' section.
* Misc. fixes
* Add privilege definition table
* Remove not-special soil group from special groups
* Merge two registration functions sections
* Move 'added to' information to tables section
Also fix some capitalization and missing periods
* Minor fixes
* Split Registration functions into two subsections
And update Registered definition tables to match order
* Fixes