- Nov 18, 2016
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Auke Kok authored
This fixes all cases where the color profile was broken, and libpng warns about. It also makes almost all textures indexed instead of RGB where possible (textures that don't have semi-transparent pixels).
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- Nov 14, 2016
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sfan5 authored
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- Nov 10, 2016
- Nov 07, 2016
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Wuzzy authored
Rename slot icons.
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Wuzzy authored
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Rui authored
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Fernando Carmona Varo authored
Add on_ignite functions to tnt, gunpowder, coalblock.
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- Nov 06, 2016
- Nov 05, 2016
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paramat authored
Selection box width is limited to 14 / 16 node to visually distinguish box from any neighbouring cubic nodes.
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- Nov 02, 2016
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cx384 authored
Edited fuels: fences, wooden ladder. New fuels: boat, paper, book, dry shrub, stick, vessels shelf, wooden tools, wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
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Fernando Carmona Varo authored
Some code simplifications.
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Fernando Carmona Varo authored
The purpose of this is to allow mods to be able to interact (e.g. fill up) an empty bucket when it is used to punch a node that's not a liquid source or when punching a custom entity (e.g. milking a cow).
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- Oct 31, 2016
- Oct 30, 2016
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Wuzzy authored
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- Oct 29, 2016
- Oct 27, 2016
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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.
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- Oct 26, 2016
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paramat authored
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- Oct 25, 2016
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LNJ authored
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paramat authored
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paramat authored
Use 'player damage' sound for both damage and falling damage. Gains for damage sounds are set in the engine, however we cannot change those gains as other subgames already use damage sounds based on those gains. Sound has been re-edited from source and normalised to 0 dB for maximum volume, which is only just enough because gain is fixed at 0.5 in the engine.
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Fernando Carmona Varo authored
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Auke Kok authored
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Auke Kok authored
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- Oct 24, 2016
- Oct 23, 2016
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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.
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- Oct 18, 2016
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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.
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- Oct 13, 2016
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paramat authored
Original code by Sofar. Textures by Pithydon. Exposure to air converts live coral to coral skeleton. Live corals drop coral skeleton.
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- Oct 12, 2016
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paramat authored
River water needs to be 'liquid_renewable = false' to avoid a mess caused by spreading of sources, however picking it up with a bucket then creates a hole in the river. Allow a 'force-renew' of the source node if it has a source neighbour.
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bas080 authored
Handy for when modders want to use these definitions to extend or add to the mod
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- Oct 10, 2016
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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.
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- Oct 08, 2016
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rubenwardy authored
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- Oct 05, 2016