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  1. Nov 06, 2016
  2. Nov 05, 2016
  3. Nov 02, 2016
  4. Oct 31, 2016
  5. Oct 30, 2016
  6. Oct 29, 2016
  7. Oct 27, 2016
    • paramat's avatar
      Default: Add bush stem and leaves nodes · 048aaa26
      paramat authored
      To allow mapgen bushes in green-grass and savanna grasslands.
      Nodes for a generic bush and an acacia bush.
      Stem nodes are craftable to a single wood node to provide a small
      amount of wood resource in grasslands.
      Fuel times are that of corresponding 'wood' nodes, 1/4 that of
      corresponding tree nodes.
      No leafdecay to enable use as hedges or without a nearby tree trunk.
      Uses 'default leaves simple' texture for extra visual thickness.
      048aaa26
  8. Oct 26, 2016
  9. Oct 25, 2016
  10. Oct 24, 2016
  11. Oct 23, 2016
    • Fernando Carmona Varo's avatar
      Default: Destroy flammable items when in fire or lava · bcb4426e
      Fernando Carmona Varo authored
      The check for igniters (fire/lava) will be performed every 10 secs
      if the item is flammable.
      
      if the item is found to be in lava it will then burn up and
      disappear in a smoke puff.
      
      If a non-lava igniter node is found, a combination of `flammable`
      value of the item and `igniter` group value of the node will be used
      to determine the chance for the item to be removed.
      bcb4426e
  12. Oct 18, 2016
    • paramat's avatar
      Default: Fix 'leaves simple', 'jungleleaves simple' textures · 4ea74466
      paramat authored
      'jungleleaves simple' had completely different leaf colours to
      'jungleleaves', now matched.
      'leaves simple' had dark green instead of black colour for transparent
      pixels (the 'leaves' texture uses black), normally these pixels would
      not be rendered as opaque colours but bush nodes now use this texture
      and will be rendering it as opaque. The dark green pixels resulted in
      a texture lacking in contrast.
      4ea74466
  13. Oct 13, 2016
  14. Oct 12, 2016
  15. Oct 10, 2016
    • 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
  16. Oct 08, 2016
  17. Oct 05, 2016
  18. Oct 02, 2016
    • paramat's avatar
      Default: Generalise, optimise and simplify grass spread function · c0de5646
      paramat authored
      Credit to tenplus1 for the suggestion to generalise for mod use.
      Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
      function to work with mod nodes.
      
      Add some nodes to this group.
      
      Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
      running everywhere and constantly, on the dirt nodes immediately below
      the surface nodes. Now the action only runs in the rare case of a dirt
      node with neighbouring air, grass decorations or snow.
      
      Remove check for air above to allow grass to spread under light-
      transmitting nodes such as fences, walls, plants. This causes spread
      under slabs, stairs and glass, when near air, but seems worth it.
      
      Remove unnecessary check for nil node.
      c0de5646
  19. Sep 30, 2016
  20. Sep 27, 2016
  21. Sep 23, 2016
  22. 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
  23. Sep 10, 2016
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