Skip to content
Snippets Groups Projects
  1. Mar 05, 2017
  2. Jan 20, 2017
  3. Jan 02, 2017
  4. Nov 22, 2016
  5. Nov 07, 2016
  6. Nov 02, 2016
  7. Oct 18, 2016
  8. Oct 10, 2016
    • Milan's avatar
      tnt: increase tnt fuse timer · 49b31b2a
      Milan authored
      49b31b2a
    • tenplus1's avatar
      Tnt: Various optimisations · 6fdfd255
      tenplus1 authored
      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.
      6fdfd255
  9. Sep 03, 2016
  10. Aug 09, 2016
  11. 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
  12. Jul 16, 2016
  13. Jul 15, 2016
  14. Jul 07, 2016
  15. May 28, 2016
  16. May 08, 2016
  17. May 06, 2016
  18. May 01, 2016
    • Auke Kok's avatar
      TNT: Combine adjacent TNT into the explosion · 12c763a6
      Auke Kok authored
      This uses a vmanip to count adjacent tnt nodes and explodes them
      all at once, using an inverse square law to recalculate the radius.
      The maximum explosion becomes 125 nodes of tnt yielding a radius of
      15 nodes, which does not break my machine and makes it return
      in under a second.
      
      This makes both bigger explosions and less stability issues.
      
      The drop code has been simplified and now drops at all times a
      reasonable amount of drops, never blanketing the area with drops,
      even at the larges explosion level.
      
      Particles are scaled up according to explosion size as well - a
      bigger explosion will show bigger particles.
      
      To scale the tnt:boom particle, we move it to the _effects() function.
      12c763a6
  19. Apr 30, 2016
    • 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.
      098ea0d1
    • Auke Kok's avatar
      TNT: Fix multiple explosions erasing drops · f14b4111
      Auke Kok authored
      Any second explosion near a first TNT explosion will punch all
      entities found nearby, including item drops. This causes the
      item pickup code to think the item was picked up, but by
      a `nil` player, thus removing the item.
      
      We query for the immortal entity group, and if the item is in
      the immortal group, do not punch the item.
      f14b4111
  20. Apr 26, 2016
    • Auke Kok's avatar
      TNT: make tnt:boom visual a particle, and larger · 5cd4b5a2
      Auke Kok authored
      We reuse the tnt:boom texture for a particle that is added by the
      on_construct() of tnt:boom, and has a short expiry time (0.2sec).
      It is 3 nodes larged, centered on the explosion.
      
      We then make tnt:boom airlike so it doesn't have a texture, and it's
      the thing that emits lots of light (we could even make it exist a
      bit longer).
      
      The nice thing about particles is that the client is less susceptible
      to lag and will always remove them as fast as possible, so this makes
      the visual more constant and responsive.
      5cd4b5a2
    • Auke Kok's avatar
      TNT: lower smoke particle count and speed. · f62afa02
      Auke Kok authored
      The effect is similar, and the reduction in particles is a small
      boost in responsiveness.
      
      To compensate, I've lowered the spawner time and expiration length
      as well.
      f62afa02
    • Auke Kok's avatar
      TNT: self-start boom removal timer. · 7a892c70
      Auke Kok authored
      7a892c70
    • Auke Kok's avatar
      TNT: make tnt:burning a falling node. · 682d79b8
      Auke Kok authored
      This allows TNT to be used for e.g. traps (drop it from the
      ceiling) or weird tnt effects with other explosions.
      682d79b8
    • Auke Kok's avatar
      TNT: randomly vary ejecting velocity · 8b384fb2
      Auke Kok authored
      We add a +/- 0.5 random value to the velocity vector of
      ejecting nodes.
      
      I've spotted a lot of nodes going exactly straight up if blowing
      up sand above TNT. The extra variation looks less artificial.
      8b384fb2
    • Auke Kok's avatar
      TNT: Damage mobs, knock back players · d6c33da3
      Auke Kok authored
      We apply punch damage to mobs caught in the blast radius, as
      this code previously only hurt players.
      
      We "move" players back 1 node if they're caught in the blast, and
      slightly up. We can't "eject" players due to missing API code to
      support that, unfortunately.
      d6c33da3
    • Auke Kok's avatar
      TNT: Whitespace cleanup · 386dcdef
      Auke Kok authored
      386dcdef
    • 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.
      54b87e95
  21. Apr 16, 2016
    • Auke Kok's avatar
      Call nodeupdate on the entire blast zone · a2d4e577
      Auke Kok authored
      This will make sand and gravel blocks on top of TNT actually fly
      in the air.
      
        https://youtu.be/4omndVZijLc
      a2d4e577
    • Auke Kok's avatar
      Limit entity speed to 250m/s. · 8114c3db
      Auke Kok authored
      Let's just call it "terminal" velocity.
      8114c3db
    • Auke Kok's avatar
      TNT: Move timer start to on_create() for burning nodes. · e6cef576
      Auke Kok authored
      We add on_create() handlers for both burning TNT and burning
      gunpowder. Because gunpowder will explode TNT in 1 second,
      and not 4, we need to modify the 4 second timer after we
      make the TNT burning. Other mods can now place burning TNT
      that will by default explode after 4 seconds.
      e6cef576
    • Auke Kok's avatar
      TNT: Fix up nil derefs · 0736d30e
      Auke Kok authored
      I spotted two places where under stress (many explosions) luajit would
      end up passing nil to these functions. I'm not entirely sure how,
      but it seems good form to guard against it, which does make it
      more robust. After this patch, I'm not able to crash the server. With
      many explosions, it may still lag significantly, but always returns
      in the end.
      0736d30e
Loading