Commit Graph

969 Commits

Author SHA1 Message Date
paramat
0196c4793a Carts: Make rails 'is ground content = false' 2016-11-28 01:28:24 +00:00
paramat
fa17fe31d6 Creative: Re-implement constant hand dig times, add comment 2016-11-28 01:28:24 +00:00
Diego Martínez
788ae97ba1 Carts: Take creative mode into account
This commit makes the carts mod not add the cart
item to the player's inventory if running with
creative mode and the player already has it.
2016-11-28 01:27:54 +00:00
SmallJoker
1a6ad498d7 Carts: Increase performance overall 2016-11-27 03:27:53 +00:00
SmallJoker
2effe40dc5 Carts: Improve readme file 2016-11-27 03:27:53 +00:00
SmallJoker
81f8c8aef8 Carts: Move entity definition to seperate file 2016-11-27 03:27:53 +00:00
paramat
9bbe7f99da Carts: Increase power rail acceleration to help climbs
This is partly a workaround for a bug.
Climbs with continuous power rails were failing often due to
unexplained losses of speed leading to a reversal of direction.
The lack of acceleration on climbs meant that lost speed was not
regained.
Keeping cart speed at maximum on climbs helps reduce the chance of
reversals.

This also allows players to slowly accelerate up to full speed on a
climb without needing a horizontal run-up to reach full speed first.
It may not be possible to build the horizontal sections needed, or,
if players are replacing a previous carts mod their track
constructions, bridges, tunnels etc. will often not have the
horizontal sections needed.
Players will also sometimes need to place and enter a cart on a slope
and be able to climb.
2016-11-27 03:27:53 +00:00
rubenwardy
d42ae715b8 Sfinv: Add sfinv to allow tabs to be added to the inventory 2016-11-27 03:27:12 +00:00
paramat
e837621537 Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
2016-11-26 03:14:56 +00:00
Rogier
fd87b04f3c Default: Several improvements of character model
- Improve arms attachment

  The arm bones were at an angle, so that the bones were difficult
  to orient correctly, as unintuitive combinations of angles
  would be needed to get the default orientation, or any other
  acceptable orientation. Moreover, a simple rotation of the arm,
  e.g. forward, would require all angles to be adapted, instead
  of just one.

  The ends of the arms bones were moved from touching the body, to
  the center of the arm, at an equal distance from the sides of the
  arm and the shoulder; the arm bone is now in the center of the arm.

- Fix body rotation

  The body was rotated 180° while the rest wasn't, leading to
  strange results when setting bone positions manually.

- Fix default rotation of limbs (manually positioning them in
  their default position would require an 180° rotation).
  Is is not know how this was fixed. Maybe just because the
  model was re-exported.

- The bone of the cape was moved to the center of the cape (it was
  at the edge). For some reason this fixed the 180° rotation of the
  cape when it was manually positioned (similar to previous issue).

The changes above fix most of the issues mentioned in #1376

- Add a player-model-specific workaround for the problem described in:
  https://github.com/minetest/minetest/issues/2813#issuecomment-198796927
  https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915

  During walking, attached tools would randomly switch hands. Walking also
  happens to be the only animation where the body does not move. Making the
  body move an imperceptible amount makes the issue disappear for the player
  model.

- Fix body vertex group: it no longer includes parts of arms and legs

Thanks to @stujones11 for these last two changes.
2016-11-25 03:03:48 +00:00
Auke Kok
e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
Auke Kok
0bd2efcfc1 Merge 'torches' mod as default:torch.
This merges the current state of the well-maintained and tested
`torches` mod as I've maintained it for the last 6 months.

This started out as a thorough cleanup of 3D torches by blockmen,
where some of the initial code still remains.

The models were redone entirely from scratch and have been extensively
tested with dozens of animated textures converted with mcimport,
and look a lot better than the original 3D Torches mod.

The ceiling torch is retained and functional. The `wieldlight`
addition that the torches mod has was removed, since it relies
on wieldview to look decent. This can stay external mod code.

I've opted to move the torch nodes to a separate file. It's not
a lot of code but nodes.lua is already huge, and I wanted to
retain the copyright header and some of the readme.txt notes,
and this was the easiest way of doing it.

This code passes "default:torch" to nodes with on_rightclick,
fixing problems with itemframes. Essentially it has a more
elaborate item_place() routine to make sure we're not passing
the wall torch to nodes that may display it.

The ceiling torch is a separate model and not the same as the
floor model. That does mean that there are 3 models in this
mod.
2016-11-23 15:29:53 -08:00
paramat
09a229b412 Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
Auke Kok
208c9f4901 Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
2016-11-21 21:23:50 -08:00
Thomas--S
55ab3a117d Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
2016-11-21 03:19:47 +00:00
paramat
ec95f47021 Default: Add water footstep sounds
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
2016-11-21 03:19:37 +00:00
Auke Kok
1e691c4429 Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.

- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
  of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
  different)
- rail parameters are passed as a separate def table, and stored in
  a private list. This avoids having to call `get_meta` on every
  node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
  cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
  a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.

The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-11-21 03:15:04 +00:00
Auke Kok
75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
paramat
47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00
pilino1234
2c122052d4 Boats: Use player yaw on place, align player yaw with boat on enter
When placing boats, align the boat with the player's yaw.

Align drivers yaw with boat yaw when entering a boat, would previously turn
boat yaw by player's yaw + 90° to the right.
2016-11-19 23:44:27 +00:00
paramat
c3f3406e8e Default: Add 'group:cools_lava' for lavacooling by snowblock and ice
Make lava cooling ABM use a new group 'group:cools_lava'.
Nodes other than water can cool lava. We assume snowblock and ice melt,
turn to water and cool lava.
Leave 'group:water' present temporarily to not break mod liquids.
2016-11-18 08:09:45 +00:00
Auke Kok
68192a17e9 Default: Add tool breaking sounds
These will automatically play when a tool breaks.
2016-11-18 08:08:59 +00:00
tenplus1
022d22ceca Creative: Fix missing item bug caused by 'start_i' value
This fixes the missing item issue in creative inventory caused by using
1 instead of 0 for 'start_i'.
2016-11-18 05:38:25 +00:00
Auke Kok
af3c91862c Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
2016-11-18 05:37:02 +00:00
sfan5
7fbf25d6ca Do not show item overlay if slot is occupied by item (bookshelf, vessels shelf) 2016-11-14 20:03:49 +01:00
paramat
f8bc1e1714 Nyancat: Make nyancat and rainbow light sources 2016-11-10 08:10:41 +00:00
paramat
ddea6c431e Default: Make snowblock change 'dirt with grass' below
To be consistent with the snow slab.
2016-11-10 08:10:34 +00:00
paramat
614e9cfe8d Default: Make snow walkable again 2016-11-10 08:10:29 +00:00
Wuzzy
6e00ddee2a Default, vessels: Darken shelf empty slot icons
Rename slot icons.
2016-11-07 14:32:35 +00:00
Wuzzy
3109f38b3c Sethome: Don't auto-grant home priv to singleplayer 2016-11-07 14:13:45 +00:00
Rui
5868274b00 Creative: Fix crash when turning on creative in-game 2016-11-07 14:13:10 +00:00
Fernando Carmona Varo
c824d69182 Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
paramat
c7e2d59461 Default: Add 'acacia leaves simple' texture
A deeper, darker level of leaves is created by tiling the texture
2 by 2, reducing brightness and offsetting this.
For a denser leaf appearence with the 'simple leaves' setting.
Also used for acacia bush leaves.
2016-11-06 08:25:53 +00:00
Rui
631f7f46c7 sethome.get: Copy a return value 2016-11-05 19:59:15 -07:00
paramat
178db04526 Default, flowers: Improve plant selection boxes
Selection box width is limited to 14 / 16 node to visually
distinguish box from any neighbouring cubic nodes.
2016-11-05 09:14:10 +00:00
cx384
23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
Fernando Carmona Varo
7fee589e03 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
Fernando Carmona Varo
5b2a896180 Bucket: Allow buckets to trigger the on_punch of entities and nodes
The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
2016-11-02 12:39:56 +00:00
Wuzzy
56d6eaed85 Xpanes: Use opaque texture for top+bottom of iron bar (#1357)
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
2016-10-31 14:20:26 -07:00
Wuzzy
d92034e3f7 Add fuel slot to furnace listring 2016-10-31 14:17:38 -07:00
Wuzzy
0acd9a2ccb Add icon overlay to shelf inventory slots 2016-10-30 15:32:43 -07:00
paramat
02a82c9d7a Default: Remove unnecessary leaf 'visual scale' 2016-10-29 14:44:00 +01:00
paramat
89b9c3e69e Default: Remove 'player falling damage' sound
This plays when damage is disabled, an engine bug.
We can remove it because both sounds are identical, now it is removed
the 'player damage' sound still plays when falling damage is taken.
2016-10-29 14:42:47 +01:00
paramat
048aaa2616 Default: Add bush stem and leaves nodes
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
2016-10-27 02:54:04 +01:00
paramat
581c390591 Default: Remove alpha channel from acacia tree textures 2016-10-26 07:14:12 +01:00
paramat
bca0142e7f Fire: Reduce volume of flint and steel sound 2016-10-25 04:22:17 +01:00
paramat
41a3345718 Default: Update and set volume of damage sounds
Use 'player damage' sound for both damage and falling damage.
Gains for damage sounds are set in the engine, however we cannot change
those gains as other subgames already use damage sounds based on those
gains.
Sound has been re-edited from source and normalised to 0 dB for
maximum volume, which is only just enough because gain is fixed at 0.5
in the engine.
2016-10-25 04:22:12 +01:00
Fernando Carmona Varo
3c9d71e6f7 Make flammable: Flowers, grasses and several crafitems 2016-10-25 02:37:36 +01:00
Auke Kok
fbac9be51c Change many metal nodes to use default metal sounds 2016-10-25 02:37:36 +01:00
Auke Kok
fa9a34554b Default: Add metal sound table function and metal sounds 2016-10-25 02:34:39 +01:00
paramat
f7325d26b6 Fire: Add flint and steel sound 2016-10-24 04:55:08 +01:00
paramat
9b62d8a504 Default: Add damage and falling damage sounds 2016-10-24 04:55:03 +01:00
Fernando Carmona Varo
bcb4426ec7 Default: Destroy flammable items when in fire or lava
The check for igniters (fire/lava) will be performed every 10 secs
if the item is flammable.

if the item is found to be in lava it will then burn up and
disappear in a smoke puff.

If a non-lava igniter node is found, a combination of `flammable`
value of the item and `igniter` group value of the node will be used
to determine the chance for the item to be removed.
2016-10-23 03:48:37 +01:00
paramat
4ea74466e4 Default: Fix 'leaves simple', 'jungleleaves simple' textures
'jungleleaves simple' had completely different leaf colours to
'jungleleaves', now matched.
'leaves simple' had dark green instead of black colour for transparent
pixels (the 'leaves' texture uses black), normally these pixels would
not be rendered as opaque colours but bush nodes now use this texture
and will be rendering it as opaque. The dark green pixels resulted in
a texture lacking in contrast.
2016-10-18 05:53:45 +01:00
paramat
3d26b33e5b Default: Add coral nodes and death ABM
Original code by Sofar.
Textures by Pithydon.
Exposure to air converts live coral to coral skeleton.
Live corals drop coral skeleton.
2016-10-12 23:55:46 +01:00
paramat
7b30c26a45 Bucket: Add optional 'force-renew' bool to registration
River water needs to be 'liquid_renewable = false' to avoid a mess caused by
spreading of sources, however picking it up with a bucket then creates
a hole in the river. Allow a 'force-renew' of the source node if it has a
source neighbour.
2016-10-12 04:11:36 +01:00
bas080
78311a27a1 Store registered plant on namespace
Handy for when modders want to use these definitions to extend or add to the mod
2016-10-12 00:14:11 +01:00
tenplus1
6fdfd2554c Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce
use of 'get_node'.
Change 'ipairs' to 'pairs'.
Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to
avoid every node triggering recursion, the loop itself takes
the place of recursion and works upwards through horizontal
planes as required.
2016-10-10 03:16:41 +01:00
rubenwardy
53179b8d10 Creative: Use element instead of parameter to disable close on enter 2016-10-08 18:02:14 +01:00
paramat
1906ab84f5 Default/functions: Tune speed of grass spread ABM
Through testing the chance is changed to 50 such that grass spread
speed matches that of the previous (0.4.13) ABM version.
2016-10-05 22:24:02 +01:00
Tim
1799754a8f Default: Prevent possible nil-crash on invalid book metadata 2016-10-05 22:23:49 +01:00
Tim
32f7051eb8 Fix sapling placement handling of on_rightclick and CONTENT_IGNORE 2016-10-05 22:22:15 +01:00
paramat
67fc2247fc Default: Add 'silver sand' for cold desert biome 2016-10-05 22:22:08 +01:00
paramat
c0de5646d2 Default: Generalise, optimise and simplify grass spread function
Credit to tenplus1 for the suggestion to generalise for mod use.
Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
function to work with mod nodes.

Add some nodes to this group.

Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
running everywhere and constantly, on the dirt nodes immediately below
the surface nodes. Now the action only runs in the rare case of a dirt
node with neighbouring air, grass decorations or snow.

Remove check for air above to allow grass to spread under light-
transmitting nodes such as fences, walls, plants. This causes spread
under slabs, stairs and glass, when near air, but seems worth it.

Remove unnecessary check for nil node.
2016-10-01 23:15:05 +01:00
paramat
5e4a6e8ac6 Doors: Remove ability to rotate doors with screwdrivers
Rotating doors with screwdrivers causes too many issues to be worth it.
2016-09-30 02:44:24 +01:00
DS-Minetest
36a78c87d7 Default/player.lua: Remove outdated comment 2016-09-30 02:43:11 +01:00
tenplus1
0ad3306c79 Farming: Remove unnecessary overriding of groups
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
2016-09-27 17:03:50 +01:00
paramat
3e05870706 Doors: Trim open fencegate collison box again
The collision box still extended into a neighbouring empty node, causing
falling node objects to collide but not transform back into normal nodes.
Completes the fix started in a previous similar commit.
2016-09-23 18:24:47 +01:00
paramat
34c768d394 Default: New snow textures by Gambit
From PixelBOX2 texture pack.
Brightness increased for 'snow' and 'snow side'.
2016-09-14 06:02:16 +01:00
Auke Kok
b848e35ca5 Stairs: Big simplification of slabs combination
Combine slabs if identical based on orientations using a simple lookup
table if the nodes are identical.

Otherwise relies on place_node() to place the node, which properly
handles rotation compared to adjacent nodes already, and can orient
based on look_dir as well.

Initial slabs placed are oriented based on (1) the orientation of
the pointed "face" (assumes nodes are cubic, of course), and uses
the player look direction to orient the node n/e/w/s if the slab
is horizontal or upside-down. If placed against a vertical face,
the slab is placed against the face without rotation around the axis
perpendicular to that vertical face. This allows upside down placement
and vertical placement without screwdriver.

If a slab is placed on top of an upside down slab, or below a normally
placed slab, the rotation is inverted so that no "floating" slab
is created.

Largely based on kilbith's #807 PR. Slab combining and place_node()
usage by sofar.

Since this relies entirely on `on_place` mechanics, this fails to
combine slabs into a plain node if the space *above* is occupied.
This is unavoidable due to the fact that on_place() happens after
the checks required to see if pointed_thing.above is empty or not.
2016-09-14 06:01:04 +01:00
tenplus1
0cbb516ae2 Bones: Search for nearby 'air' for fallback bones placement
When a player dies on ladders or rope then a space can not be found at or
above player, so this change looks around player for a space to place bones.
2016-09-10 05:19:15 +01:00
Auke Kok
54235f3276 Xpanes: Convert to connected nodeboxes
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.

We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.

The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.

The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
2016-09-10 05:18:02 +01:00
paramat
992f295880 Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup 2016-09-08 06:17:05 +01:00
paramat
6171fb43f0 Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat
7d70d25eeb Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat
e9d26e2ee3 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
paramat
f844a4f379 Default: Vary wood burn times according to wood density
Retain definitions for node groups to support mods.
Burn time is unchanged for applewood, and increases in the order:
aspen, pine, apple, acacia, jungle which is also the order of wood
colour darkness.
2016-09-04 05:39:24 +01:00
Auke Kok
1d6fbe04cd Default/furnace: Indicate dst full
Indicate in the infotext when a furnace has filled up `dst` but still
has fuel. The info text shows the item as 100% with added "(output
full)" text, indicating that while it can cook the item, there is no
place for it in the `dst`. Emptying the `dst` should make the item
cook immediately and furnace resume normal operation.
2016-09-03 01:08:29 +01:00
paramat
0664570d22 Creative: Make dig times near-identical for nodes of all levels
Dig time is modified according to difference (leveldiff) between tool
'maxlevel' and node 'level'. Digtime is divided by the larger of leveldiff
and 1. In creative mode, where the hand is redefined to have maxlevel 3,
this results in higher level nodes taking significantly longer to break.

Now, to speed up digging, hand 'maxlevel' and 'digtime' have been
increased such that nodes of differing levels have an insignificant
effect on digtime. Dig time for all nodes is now identical to that of, for
example, dirt nodes.
2016-09-03 01:07:49 +01:00
Pinky Snow
5e9e3f7e84 Default: Eliminate redundant 'get modpath' calls 2016-08-29 00:31:18 +01:00
paramat
995256744a Default, stairs, doors: Vary wood flammable and choppy group values
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
2016-08-29 00:24:30 +01:00
rubenwardy
471d1cf159 Add search on enter press to creative inventory 2016-08-27 21:24:07 +01:00
Megaf
3be2f12beb Flowers: Add missing aliases for mushrooms from the mushroom mod 2016-08-22 00:43:04 +01:00
paramat
cabf80b743 Fire: Use 'enable fire' setting instead of 'disable fire' 2016-08-20 04:29:32 +01:00
pithydon
088385493a Default: Improve fences inventory/wield images 2016-08-20 04:27:48 +01:00
tenplus1
1b745d401d Default/trees: Faster 'is snow nearby' function
Use 'find node near' instead of 'find nodes in area'
2016-08-15 20:43:19 +01:00
paramat
2ecbc43a7a Default: Optimise and simplify leafdecay ABM, remove cache
With thanks to contributor tenplus1
Remove leaf cache and globalstep accumulator limiter
Use 'pos' instead of 'p0'
Remove non-essential 'group:liquid' from 'neighbors'
Increase chance value to 10 to compensate for disabled cache
Disable 'catch-up' to avoid the ABM often becoming 10 times more
intensive
Remove use of 'do preserve' bool, instead simply 'return'
Remove unnecessary checks for 'd' and 'd == 0'
Don't 'get' n0, use already present 'node' instead
Swap order two conditionals so that the one most likely is first
2016-08-15 20:42:50 +01:00
tenplus1
619ac52693 Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
DonBatman
61a197ffd8 Changed snow nodebox to 'walkable = false'
Allows walking in, and prevents being trapped in, 2 node high spaces.
Simulates player's feet sinking into snow.
Easier jumping up onto nodes with snow.
2016-08-09 03:51:22 +01:00
tenplus1
14b99a72a9 Tnt: Limit blown up dropped stacks to stack_max
This replaces the hardcoded 99 item limit and instead uses the
get_stack_max() limit for each item.
2016-08-09 03:48:01 +01:00
Tim
76211624ac Use minetest instead of core namespace, discourage via luacheck 2016-08-09 03:47:27 +01:00
Tim
20fa037313 Screwdriver: disallow rotation with on_rotate = false
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable.
This allows nodes to default to full-disallow rather than full-rotation in such a situation.
2016-08-05 20:41:24 +01:00
Tim
60cf3f85b6 Doors: Allow the screwdriver to rotate doors around y-axis.
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
2016-08-05 12:34:46 +02:00
tenplus1
6c83ea0b48 TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
2016-08-04 03:21:55 +01:00
paramat
265c40b558 Doors: Trim open fence gate collision box
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
2016-08-04 03:21:09 +01:00
Tim
00c2dde4ea Doors: Fix potential crashes, code improvements
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
2016-08-01 01:21:57 +01:00
paramat
4fba897a96 Bones: Improve bones textures
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
2016-08-01 01:20:27 +01:00
SmallJoker
ea49eb3f3d Beds, boats: Replace deprecated get_look_yaw/set_look_yaw 2016-07-27 21:39:22 +01:00
paramat
0ac096991c Default: Prevent placing sapling if grown tree intersects protection
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
2016-07-27 21:39:22 +01:00
tenplus1
2df7ce20dd Bones: Ability to change bones mode. Tidy up code
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep
Remove table 'bones'
Add minetest.conf.example description
Remove protection check from may_replace
2016-07-27 21:37:49 +01:00
paramat
db129f4ca0 Flowers: Fix waterlily on-place itemstack code
Add 'record_protection_violation()'
2016-07-23 04:56:49 +01:00
Thomas--S
72f4c6be48 Doors: Fix orientations of trapdoor textures 2016-07-23 04:56:09 +01:00
paramat
79dbafc13b Nyancat: Fix texture names 2016-07-18 23:47:14 +01:00
paramat
1a2eb89f17 Default/trees: Update to 'get_mapgen_setting()' 2016-07-18 23:47:14 +01:00
Thomas--S
f018e06d9b Doors: Fix trapdoor on_blast
Removing the node above was an error and is unnecessary
2016-07-18 23:45:48 +01:00
Thomas--S
9862bbc8e5 Doors: Same naming for trapdoors as for doors
This makes register_trapdoor act the same as the register_door.
If `name` isn't prefixed, it will be prefixed with "doors:".
2016-07-18 23:43:51 +01:00
rubenwardy
3661cb61e3 Move nyancats into a separate mod
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.

Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
2016-07-18 04:15:44 +01:00
tenplus1
0bd13d11cf Doors: Make door groups consistent with corresponding materials 2016-07-15 22:01:20 +01:00
adrido
d89bb69a22 Beds: Only register respawn callbacks if respawn is enabled 2016-07-15 22:00:57 +01:00
Tim
9524ff67a3 Clean up fire ABM parameters. 2016-07-15 21:58:49 +01:00
Tim
30b0a155fb Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +01:00
Tim
4473627de0 Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
tenplus1
d7a7456007 Beds: Save respawn position when entering bed, only read bed spawns once
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
2016-07-13 14:45:30 +01:00
Tim
b74954969c Doors: Fix missing node parameter passing 2016-07-13 14:45:18 +01:00
paramat
07141b4a2e Bones: New textures 2016-07-10 21:08:01 +01:00
Tim
fcceec0e8c Doors: Fix trapdoor crash on can_dig with nil-player (e.g. minetest.dig_node) 2016-07-10 21:07:17 +01:00
tenplus1
f1f96dbe6b Default/trees: Faster way to detect snow around pine saplings
Instead of using voxelmanip use 'find nodes in area' instead
2016-07-10 20:50:40 +01:00
Tim
594365310d Doors: Remove unnecessary node lookups 2016-07-09 16:34:28 +01:00
Tim
71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +01:00
paramat
e38099225c TNT: Add missing 'then' 2016-07-07 19:22:26 +01:00
Tim
5644ab4bd3 Bucket: Allow liquid placed against unknown nodes instead of aborting abnormally 2016-07-07 19:22:13 +01:00
Tim
fe450b4144 Bucket: Prevent crashing when placing liquid against a buildable node into an unknown node 2016-07-07 19:21:46 +01:00
paramat
3d44804074 Doors: Code cleanup
Remove spaces inside curly brackets
Split lines over 90 columns
2016-07-07 18:14:36 +01:00
paramat
60f6564c75 Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes 2016-07-07 18:14:36 +01:00
paramat
f17d791173 Default, flowers: Use 'get_mapgen_setting()' 2016-07-07 18:14:36 +01:00
tenplus1
497e6f6257 TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
2016-07-07 18:10:57 +01:00
paramat
d42f77cc5f Default/mapgen: Simplify iron ore registrations
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
2016-07-05 18:16:52 +01:00
paramat
d476d017a4 Default/mapgen: Add ores above y = 1024
Each ore's rarity is equal to that occuring below y= -1024
2016-07-05 18:16:52 +01:00
paramat
1886d293d7 Default/mapgen: Clean up ore registrations
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
2016-07-05 18:16:52 +01:00
tenplus1
21b457c9e1 Bucket: Correct liquid placing in protected areas
- Placing liquid inside a protected area no longer returns an empty bucket
- Remove on_place function, tidy up code, return proper itemstack
- Shorten code (changes from HybridDog/patch-35)
2016-07-05 18:15:35 +01:00
tenplus1
80d49095f5 Tidy sethome code, add global functions, round coords to 1 decimal
- Global functions sethome.set(name, pos) , sethome.get(name) and sethome.go(name)
- Tidy: trim coords to one decimal place and write to table and output table in one go.
- Add error checking
- Add t4im's homepos loader
2016-07-03 18:40:43 +02:00
paramat
f4f9e58ef2 Flowers: Make waterlily floodable
When waterlilies are placed near river water source make flowing river
water remove waterlilies instead of flowing around them in an ugly way
2016-07-01 07:05:53 +01:00
Thomas--S
55fd286083 Doors: Remove use_texture_alpha from door definition 2016-07-01 07:05:19 +01:00
HybridDog
1231f72628 Wool: Use adv- and optipng to optimise texture files 2016-07-01 07:03:17 +01:00
HybridDog
15b82f5b03 Wool: Clean up code 2016-07-01 07:02:38 +01:00
paramat
f796194c69 Doors: Add dedicated sounds for glass doors
Changed node sounds for steel door/trapdoor to stone
defaults instead of wood defaults
2016-06-27 05:32:36 +01:00
paramat
84e4ae1881 Default: New aspen tree schematics 2016-06-27 05:32:36 +01:00
tenplus1
f15f35c604 Default: Enable crafting of mese crystal fragments into mese crystal 2016-06-27 05:31:04 +01:00
tenplus1
be918d2d98 Default: Craft locked chest from chest plus steel ingot 2016-06-27 05:30:20 +01:00
paramat
983af7b1c0 Stairs: Code cleanup, fix various errors
Improve registration format
Fix groups not matching corresponding full node
Improve some descriptions
2016-06-26 06:11:16 +01:00
paramat
22dc7b2d9e Stairs: Register stone / desert stone / sandstone / obsidian blocks 2016-06-26 06:11:16 +01:00
paramat
9d6df824d6 Default: Add stone / desert stone / sandstone / obsidian blocks 2016-06-25 06:58:18 +01:00
paramat
5809c28ae3 Stairs: Stair recipe returns 8 stairs not 6
Make it consistent with the slab recipe which conserves volume
2016-06-22 02:12:57 +01:00
Xunto
e77ef553ff Default: Fix character model uv-mapping
Arm and leg textures are now edge-consistent
2016-06-22 02:12:11 +01:00
paramat
1fafed3387 Default: Remove mortar from stone brick, desert stone brick 2016-06-22 02:10:52 +01:00
Yutao Yuan
e0bec501f2 Flowers: Fix misaligned waterlily texture
Previously waterlily has misaligned top and bottom textures and looks
different when viewed from below.

This also hides the flower in bottom texture.
2016-06-21 02:21:00 +01:00
Auke Kok
3e9afe097c Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
2016-06-21 02:20:47 +01:00
cd2
5775c9147c Farming: Add negative fall_damage_add_percent to straw
This doubles the fall height without damage to 11 nodes.
2016-06-17 23:43:41 +01:00
Auke Kok
ba1ae07b4a Default: Make brick and plank nodes rotatable
Allow many crafted nodes to be rotated in any way possible.

These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.

Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.

Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
2016-06-17 23:41:42 +01:00
paramat
50eb079813 Creative: Add missing 'formspec_escape' to fix bug
Symbols used in search caused the game to hang with a grey screen,
for example searching for 'diamond;ingot'
2016-06-14 23:29:21 +01:00