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  1. Jan 13, 2017
  2. Jan 12, 2017
  3. Jan 11, 2017
  4. Jan 10, 2017
  5. Jan 06, 2017
  6. Jan 02, 2017
  7. Dec 25, 2016
  8. Dec 24, 2016
  9. Dec 19, 2016
  10. Dec 15, 2016
  11. Dec 13, 2016
    • tchncs's avatar
      update submodule darkage · b733b197
      tchncs authored
      b733b197
    • Milan's avatar
      merge upstream :cat: · 59d5b8b4
      Milan authored
      59d5b8b4
    • Milan's avatar
      flowers should be a lightsource · 4e28d90d
      Milan authored
      4e28d90d
    • paramat's avatar
      Default: Add missing 'default_dig_snappy' sound · 55a16cd2
      paramat authored
      Some nodes with the snappy group (wool, glass pane, seeds) were missing
      sound when dug with a sword.
      Adding the sound causes it to be used for glass pane, so define a 'dig'
      sound in the 'node sound glass defaults' table, use the footstep sound.
      Adding the sound also causes it to be used for seeds which deliberately
      have no dig sound, so add an empty sound override for seed dig.
      
      Reduce the gain of the glass footstep sound which was excessively loud.
      
      Add some freesound members to license.txt.
      55a16cd2
  12. Dec 07, 2016
    • paramat's avatar
      Carts: Stronger handbrake · 3e585299
      paramat authored
      Handbrake was barely noticeable and fairly useless.
      Equalisng with brake rail deceleration makes it more intuitive to use
      and easier to judge stopping distance.
      3e585299
    • HybridDog's avatar
      Furnace: Make furnaces work when unloaded · 4a5206e3
      HybridDog authored
      This is slightly modified after #1279 - the setting for furnace
      timer was removed and hardcoded to 1.0s, which is the old furnace
      timer interval.
      4a5206e3
    • paramat's avatar
      Fire: Rewrite fire sound code · fed2151d
      paramat authored
      Previous code:
      Used looped sounds without attaching them to objects or playing direct
      to players.
      The looped sounds are not 'stopped' when players leave the area.
      These may be causing the bug where sounds are heard at extreme
      distances.
      Entering a world with already present flames results in silent flames.
      Sounds are often played at a large number of points in a 6 node lattice.
      A large fire is reported to cause a high load, disabling the sound code
      is reported to help this.
      
      New code:
      Optional flame sound to not interfere with ambience mods.
      Permanent flame now has sound.
      For multiple flames, sound is positioned at the centre of all flames, and
      has volume determined by flame number.
      The original freesound 'large fire' recording was used to create 3 sounds
      that play at random for a non-repetitive effect. At low volume it is
      suitable for small fires.
      
      Original sound files and sound function (as an empty function) kept
      temporarily to reduce disruption.
      
      Reduce gain of flame extinguish sound.
      fed2151d
  13. Dec 05, 2016
  14. Dec 04, 2016
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