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  1. Sep 27, 2016
  2. Sep 23, 2016
  3. Sep 14, 2016
    • paramat's avatar
      Default: New snow textures by Gambit · 34c768d3
      paramat authored
      From PixelBOX2 texture pack.
      Brightness increased for 'snow' and 'snow side'.
      34c768d3
    • Auke Kok's avatar
      Stairs: Big simplification of slabs combination · b848e35c
      Auke Kok authored
      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.
      b848e35c
  4. Sep 10, 2016
    • tenplus1's avatar
      Bones: Search for nearby 'air' for fallback bones placement · 0cbb516a
      tenplus1 authored
      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.
      0cbb516a
    • Auke Kok's avatar
      Xpanes: Convert to connected nodeboxes · 54235f32
      Auke Kok authored
      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.
      54235f32
  5. Sep 08, 2016
  6. Sep 07, 2016
  7. Sep 06, 2016
  8. Sep 05, 2016
    • paramat's avatar
      Licenses: Change WTFPL to MIT (part 1) · e9d26e2e
      paramat authored
      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.
      e9d26e2e
  9. Sep 04, 2016
  10. Sep 03, 2016
    • Auke Kok's avatar
      Default/furnace: Indicate dst full · 1d6fbe04
      Auke Kok authored
      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.
      1d6fbe04
    • paramat's avatar
      Creative: Make dig times near-identical for nodes of all levels · 0664570d
      paramat authored
      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.
      0664570d
  11. Aug 29, 2016
  12. Aug 27, 2016
  13. Aug 22, 2016
  14. Aug 20, 2016
  15. Aug 15, 2016
    • tenplus1's avatar
      Default/trees: Faster 'is snow nearby' function · 1b745d40
      tenplus1 authored
      Use 'find node near' instead of 'find nodes in area'
      1b745d40
    • paramat's avatar
      Default: Optimise and simplify leafdecay ABM, remove cache · 2ecbc43a
      paramat authored
      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
      2ecbc43a
  16. Aug 09, 2016
  17. Aug 05, 2016
  18. Aug 04, 2016
    • tenplus1's avatar
      TNT: Fix bug with huge stacks · 6c83ea0b
      tenplus1 authored
      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!
      6c83ea0b
    • paramat's avatar
      Doors: Trim open fence gate collision box · 265c40b5
      paramat authored
      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.
      265c40b5
  19. Aug 01, 2016
    • Tim's avatar
      Doors: Fix potential crashes, code improvements · 00c2dde4
      Tim authored
      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.
      00c2dde4
    • paramat's avatar
      Bones: Improve bones textures · 4fba897a
      paramat authored
      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.
      4fba897a
  20. Jul 27, 2016
  21. Jul 23, 2016
  22. Jul 19, 2016
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