- Sep 27, 2016
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tenplus1 authored
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
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- Sep 23, 2016
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paramat authored
Commit originally by PilzAdam. Settings appear in advanced settings menu.
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paramat authored
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.
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- Sep 14, 2016
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paramat authored
From PixelBOX2 texture pack. Brightness increased for 'snow' and 'snow side'.
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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.
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- Sep 10, 2016
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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.
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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.
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- Sep 08, 2016
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paramat authored
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- Sep 07, 2016
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paramat authored
Relicense WTFPL media to CC BY-SA 3.0. Various corrections and edits.
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- Sep 06, 2016
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paramat authored
Add license.txt files. Update and improve README.txt files. Corrections to part 1.
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- Sep 05, 2016
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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.
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- Sep 04, 2016
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paramat authored
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.
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- Sep 03, 2016
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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.
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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.
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- Aug 29, 2016
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Pinky Snow authored
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paramat authored
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'.
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- Aug 27, 2016
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rubenwardy authored
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- Aug 22, 2016
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Megaf authored
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- Aug 20, 2016
- Aug 15, 2016
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tenplus1 authored
Use 'find node near' instead of 'find nodes in area'
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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
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- Aug 09, 2016
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tenplus1 authored
Useful for searches and the mod profiler.
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DonBatman authored
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.
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tenplus1 authored
This replaces the hardcoded 99 item limit and instead uses the get_stack_max() limit for each item.
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Tim authored
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Tim authored
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- Aug 05, 2016
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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.
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Tim authored
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
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- Aug 04, 2016
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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!
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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.
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- Aug 01, 2016
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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.
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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.
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- Jul 27, 2016
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SmallJoker authored
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paramat authored
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.
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tenplus1 authored
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
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- Jul 23, 2016
- Jul 19, 2016