- Dec 15, 2016
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Milan authored
readd submodule boats+farming
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- Dec 13, 2016
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tchncs authored
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Milan authored
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Milan authored
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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.
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- Dec 07, 2016
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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.
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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.
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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.
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- Dec 05, 2016
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paramat authored
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rubenwardy authored
Also sets creative:all as default inventory page Fixes #1423
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- Dec 04, 2016
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tchncs authored
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paramat authored
Some GPUs cause visual bugs when mip-mapping is used with indexed textures that use alpha. Because leaves are sometimes rendered opaque it is even more important to keep these as RGBA to preserve the correct background colour.
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paramat authored
Papyrus: Make base node dirt instead of dirt_with_grass. Formerly the exposed dirt would change to grass but the new grass spread ABM now prevents that. Waterlily: Don't specify a water_source node in the schematic, as it may be used in river water. It was not force-placed but should really be "air" prob = 0.
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Napiophelios authored
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Auke Kok authored
This changes the farming API such that any nodedef with paramtype2 and place_param2 are passed through to all the plant stages of the farming plant. This allows plants to use an alternative mesh for the plantlike drawtype, and provide a bit of graphical variation in plants. We enable this for wheat, using place_param2 = 3, which is the '#' shaped plant mesh. If you would actually be able to give yourself this plant in creative or through /give, you would also get the same '#' shape.
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Auke Kok authored
This makes all the 3d torch selection boxes 1px oversized. Before, they were inconsistently sized and too small for the upright torch.
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- Dec 03, 2016
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Wuzzy authored
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paramat authored
Biomes: Add 'sandstone desert', 'cold desert', 'snowy grassland'. Rename 'glacier' biome to 'icesheet' biome. Rename non-swamp 'swamp' biomes to 'shore' biomes. Remove 'sandstone grassland' biome. Rename 'stone grassland' biome to 'grassland' biome. Edit biome points for improved similarity to Whittaker classification. Change 'tundra' to bare stone with snowblocks. Make dirt 'swamp' / 'shore' less deep. Ores: Make dirt blob ore biome-specific, limit to dirt biomes. Decorations: Make mushroom noise spread match that of appletrees as originally intended, to have mushrooms spawn in darker thicker forest areas. Add coral reefs in warm oceans. Add bushes and acacia bushes. Jungletrees in deeper water for larger swamps. Register flower mod decorations in singlenode mapgen for use by minetest.generate_registered_decorations, as in default/mapgen.lua.
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- Dec 01, 2016
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Napiophelios authored
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- Nov 30, 2016
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paramat authored
Boats: Previously, boats were not added to inventory in creative mode, fix. In creative mode multiple boats will not be added to inventory. Add comment. Carts: Set speed to 2 if punched by a non-player, to match the effect of a player punch. Add comments.
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- Nov 28, 2016
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sfan5 authored
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Auke Kok authored
Fixes (I hope) #1420 (bad method call).
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paramat authored
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paramat authored
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Diego Martínez authored
This commit makes the carts mod not add the cart item to the player's inventory if running with creative mode and the player already has it.
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- Nov 27, 2016
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SmallJoker authored
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SmallJoker authored
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SmallJoker authored
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paramat authored
This is partly a workaround for a bug. Climbs with continuous power rails were failing often due to unexplained losses of speed leading to a reversal of direction. The lack of acceleration on climbs meant that lost speed was not regained. Keeping cart speed at maximum on climbs helps reduce the chance of reversals. This also allows players to slowly accelerate up to full speed on a climb without needing a horizontal run-up to reach full speed first. It may not be possible to build the horizontal sections needed, or, if players are replacing a previous carts mod their track constructions, bridges, tunnels etc. will often not have the horizontal sections needed. Players will also sometimes need to place and enter a cart on a slope and be able to climb.
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rubenwardy authored
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tchncs authored
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- Nov 26, 2016
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paramat authored
Add tool break sounds to hoes and flint and steel. Flint and steel: Reduce gain of use sound and only add tool wear if not in creative mode.
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- Nov 25, 2016
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Rogier authored
- Improve arms attachment The arm bones were at an angle, so that the bones were difficult to orient correctly, as unintuitive combinations of angles would be needed to get the default orientation, or any other acceptable orientation. Moreover, a simple rotation of the arm, e.g. forward, would require all angles to be adapted, instead of just one. The ends of the arms bones were moved from touching the body, to the center of the arm, at an equal distance from the sides of the arm and the shoulder; the arm bone is now in the center of the arm. - Fix body rotation The body was rotated 180° while the rest wasn't, leading to strange results when setting bone positions manually. - Fix default rotation of limbs (manually positioning them in their default position would require an 180° rotation). Is is not know how this was fixed. Maybe just because the model was re-exported. - The bone of the cape was moved to the center of the cape (it was at the edge). For some reason this fixed the 180° rotation of the cape when it was manually positioned (similar to previous issue). The changes above fix most of the issues mentioned in #1376 - Add a player-model-specific workaround for the problem described in: https://github.com/minetest/minetest/issues/2813#issuecomment-198796927 https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915 During walking, attached tools would randomly switch hands. Walking also happens to be the only animation where the body does not move. Making the body move an imperceptible amount makes the issue disappear for the player model. - Fix body vertex group: it no longer includes parts of arms and legs Thanks to @stujones11 for these last two changes.
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Auke Kok authored
This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
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- Nov 24, 2016
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sfan5 authored
Use travis' container-based infrastructure (no sudo)
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Auke Kok authored
This merges the current state of the well-maintained and tested `torches` mod as I've maintained it for the last 6 months. This started out as a thorough cleanup of 3D torches by blockmen, where some of the initial code still remains. The models were redone entirely from scratch and have been extensively tested with dozens of animated textures converted with mcimport, and look a lot better than the original 3D Torches mod. The ceiling torch is retained and functional. The `wieldlight` addition that the torches mod has was removed, since it relies on wieldview to look decent. This can stay external mod code. I've opted to move the torch nodes to a separate file. It's not a lot of code but nodes.lua is already huge, and I wanted to retain the copyright header and some of the readme.txt notes, and this was the easiest way of doing it. This code passes "default:torch" to nodes with on_rightclick, fixing problems with itemframes. Essentially it has a more elaborate item_place() routine to make sure we're not passing the wall torch to nodes that may display it. The ceiling torch is a separate model and not the same as the floor model. That does mean that there are 3 models in this mod.
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- Nov 22, 2016
- Nov 21, 2016