- Sep 14, 2017
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- Sep 11, 2017
- Sep 03, 2017
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DS authored
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- May 08, 2017
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number Zero authored
See #337 for details.
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DS authored
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- Apr 21, 2017
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sfan5 authored
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- Apr 14, 2017
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numberZero authored
New overheating system that doesn’t use the meta.
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- Mar 31, 2017
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Josh Mars authored
* Support detection of multiple players in object detector * Add distance parameter to node detector * Fix area protection
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- Mar 11, 2017
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- Mar 07, 2017
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Wuzzy authored
* Fix inconsistent insulated mesecon names * Clarify lightstone names * Rename meselamp to "Mesecon Lamp" * Use capitalization "Luacontroller" consistently * Cleanup / improvements for logic gate naming
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- Mar 04, 2017
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DS authored
It used to be so that you could gain two sticky movestones out of one normal one, this didn't make much sense.
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- Feb 15, 2017
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Wuzzy authored
Fixes #289
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- Feb 13, 2017
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Vanessa Ezekowitz authored
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Vanessa Ezekowitz authored
Make "on" water turbine animated!
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- Feb 12, 2017
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Vanessa Ezekowitz authored
This uses a fairly simple trick: the textures are animated, while the model is static and has a number of rotated copies of the parts that are seen to move (four copies of the blades, eight copies of the top/bottom and their edges). The opaque parts of the textures then decide which of those faces' copies are visible in each frame.
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Vanessa Ezekowitz authored
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- Jan 28, 2017
- Jan 22, 2017
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sfan5 authored
This allows finding all of them by searching "insulated" in the creative menu.
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- Jan 19, 2017
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- Jan 15, 2017
- Jan 02, 2017
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DS-Minetest authored
This removes the weird "holes" in the isolation of the crossing
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Carter Kolwey authored
Buttons and levers can now also be pointed upwards / downwards which will make them connect to corresponding up / down receivers. You will need to use the screwdriver for this. Receivers cannot be rotated using the screwdriver anymore.
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- Dec 31, 2016
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Carter Kolwey authored
This also makes turbines compatible with any liquid that is in the `water` group and has `liquidtype == "flowing"`.
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Jeija authored
Thanks to @ShadowNinja for reporting this Make sure functions that are keys in tables and functions inside nested tables also get removed when using digiline_send.
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- Dec 28, 2016
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Jeija authored
Restrict maximum length of messages to 50.000 characters and disable sending functions or table references over the wire. Restrict types of channel variable to string, number or boolean. The missing length restriction made DoS-like attacks possible by overflowing memory using string concatenation. Thanks to gamemanj for disclosing this issue.
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- Dec 04, 2016
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Yutao Yuan authored
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- Nov 17, 2016
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Christopher Head authored
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- Sep 04, 2016
- Sep 01, 2016
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- Aug 31, 2016
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Jeija authored
Duplicating that small piece of code seems like a better idea than putting the undo-forceloading code back into util.lua. This way, it is easier to remember to remove that unneccesary code after a couple of months / years, when people have transitioned. This also means we can make changes to the code in util.lua without breaking old code.
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- Aug 30, 2016
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Jeija authored
The change that required this compatibility layer happened in 2014, so other mods have had a lot of time to update.
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Jeija authored
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Jeija authored
Instead of seperately looking for onstate receptors along equipotential sections of the circuit before turning off, do that while already modifying the VoxelManip. In case an onstate receptor is found, discard the VoxelManip cache, otherwise commit it after turnoff is completed.
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Jeija authored
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- Aug 24, 2016
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Christopher Head authored
It is no longer possible for get_node_force to return nil if the target location does, in fact, exist, because a VM will always be able to load it (whereas a forceload might not, due to exhaustion of forceload resources). So it is no longer necessary to handle get_node_force returning nil by deferring processing.
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