1. 05 Aug, 2016 1 commit
    • Tim's avatar
      Screwdriver: disallow rotation with `on_rotate = false` · 20fa0373
      Tim authored
      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.
  2. 18 Jul, 2016 1 commit
    • rubenwardy's avatar
      Move nyancats into a separate mod · 3661cb61
      rubenwardy authored
      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.
  3. 16 Jul, 2016 2 commits
  4. 05 Jul, 2016 2 commits
  5. 27 Jun, 2016 1 commit
  6. 22 Jun, 2016 1 commit
  7. 15 Jun, 2016 1 commit
    • Auke Kok's avatar
      Stairs: Add mossy cobble slab and stair · 2199be51
      Auke Kok authored
      Allow water to turn cobble slab and stairs to turn into mossy versions.
      There is no crafting recipe for mossy stairs and mossy slabs, the
      stair/slab API has been modified to allow for a recipeitem that
      is `nil`, which will omit adding a crafting recipe for these two
      items. The API documentation is updated.
      The slabs and stairs will turn mossy when water is adjacent, just like
      cobblestone. You can either farm mossy versions by placing them in
      water for a while, then collecting them, or run water over your craft.
  8. 01 May, 2016 1 commit
  9. 30 Apr, 2016 1 commit
    • Auke Kok's avatar
      TNT: Allow mods to override entity physics. · 098ea0d1
      Auke Kok authored
      Introduces an `on_blast(luaobj, damage)` callback that mods can attach
      to an entity def. The function will get called with the damage that
      TNT would make.
      The function should return three values:
        bool do_damage, bool do_knockback, table drops
      do_damage allows the mod to tell the TNT code to perform damage on
      the entity for the mod. The mod code should not do anything with
      the entity HP. The entity should not be immortal. If false, then
      the entity will not be damaged by the TNT mod.
      do_knockback allows the mod to tell the TNT mod to perform an
      entity knockback effect. If false, no knockback effect is applied
      to the entity.
      the drops table is a list of items to drop. It may be nil. E.g. {
      "wool:red" }.
      I've documented both on_blast() API methods in game_api.txt. It is
      a better place than lua_api.txt.
  10. 26 Apr, 2016 1 commit
    • Auke Kok's avatar
      TNT: Add on_blast to all nodes with an inventory · 54b87e95
      Auke Kok authored
      Adds a minor helper function that allows efficient retrieval of
      several inventories from a node inventory. We use this helper to
      quickly retrieve the items in chests, vessel shelves, book shelves
      and furnaces, and return these with the nodes itself to the TNT caller.
      The TNT caller then performs the entity physics, and we don't need
      to do anything else.
      We disable TNT doing anything with bones.
      We expose a bug in the code that drops the items - metadata was lost
      entirely. This patch corrects that by properly copying the metadata
      and creating the drops list inclusive metadata.
  11. 16 Apr, 2016 2 commits
  12. 21 Mar, 2016 1 commit
  13. 13 Mar, 2016 1 commit
    • Auke Kok's avatar
      Basic stone walls, using NDT_CONNECTED. · f8f7502e
      Auke Kok authored
      These basic connected wall nodes automatically connect
      to neigboring stone blocks, other wall blocks and anything
      that's "cracky". The do not connect to wood (fences will do
      The walls are generated using a new walls.register() API.
      Documentation on the API is included in game_api.txt.
      This change requires minetest/minetest#3503.
      Walls are added for all cobble stone materials. They generally
      look best and are the natural use cases for these materials.
  14. 11 Mar, 2016 1 commit
  15. 06 Mar, 2016 1 commit
  16. 18 Feb, 2016 1 commit
  17. 13 Feb, 2016 1 commit
    • Auke Kok's avatar
      New mesh door models, and extensive door API · f600a9f6
      Auke Kok authored
      This patch replaces the default door nodes with a new mesh model
      and nodes.
      Two new models were added that are 2 blocks high. One for left-hinge
      and one for right-hinge doors. This allows us to make a single texture
      fit on both models. The alternative would have been 1 model and 2
      unmapped textures, which is more work for mod developers.
      Doors work exactly like the old doors, including ownership, breaking
      doors, opening and closing.
      Under the hood, we can prevent the top part of the door from being
      obstructed by placing an invisible node. This prevents liquids from
      flowing through doors or people placing sand or other blocks in the
      top half. The door code automatically places and removes these as
      Metadata is used to store door state, just like the old version.
      A doors API is added, it allows mods to use the API to open/close or
      toggle door states without worrying about sounds, permissions and
      other details. This is intended for e.g. mesecons. This API allows
      mods to manipulate or inspect doors for players or for themselves.
      In-game old door nodes are automatically converted using an ABM and
      preserve ownership and orientation and state.
      TNT blows up all doors and trapdoors except for the steel ones,
      who can survive a blast. We return an itemstack in on_blast(),
      which requires a TNT API patch which is also pending.
      We enable backface culling for most of these doors, as this gives
      the identical visual appearance that the old doors had. In the case
      of the glass door, there's a slight twist.
      The texture files used by the new doors have new names that do
      not conflict with previous texture file names to avoid texture
      pack conflicts.
      Thanks to red-001 <red-001@users.noreply.github.com> for some
      of the conversion code, cleanups, and extra textures.
  18. 03 Feb, 2016 1 commit
    • Auke Kok's avatar
      Create API for fence.register, and use it. · 2f39cad0
      Auke Kok authored
      This converts the call to minetest.register() for the default
      fence node, so it can be called by other mods to quickly
      setup other fences.
      Since this creates an API, insert it into the game_api.txt.
      The api looks like minetest.register(name, {def}), and has two
      uncommon fields: "texture" and "material". Any normal nodedef
      property can be passed through, except "drawtype". The "fence"
      group will always be added.
      The default fence recipe is modified to be as follows:
        wood, stick, wood
        wood, stick, wood
      This recipe yields 4 fence nodes.
      This allows us to create according recipes for acacia, pine,
      aspen, and junglewood fences without adding new stick types:
        pine wood, stick, pine wood
        pine wood, stick, pine wood
      This is a from-scratch implementation, written by heart but inspired
      by (#665 - Add many wooden fences).
      Stick and fences nodes are named in a consistent way.
  19. 11 Oct, 2015 1 commit
  20. 01 Oct, 2015 1 commit
    • paramat's avatar
      Rename to Minetest Game · 8e51f318
      paramat authored
      Rename in game.conf and documentation
      Update game_api.txt documentation for bucket API and tree functions
      Fix tab, space and comment formatting in game_api.txt
      Rename in mod READMEs
  21. 07 Jun, 2015 1 commit
  22. 14 May, 2015 2 commits
  23. 28 Feb, 2015 1 commit
  24. 24 Feb, 2015 1 commit
  25. 14 Feb, 2015 1 commit
  26. 10 Jan, 2015 2 commits
  27. 06 Dec, 2014 3 commits
  28. 16 Sep, 2014 1 commit
  29. 07 Aug, 2014 1 commit
  30. 06 Jul, 2014 2 commits