- Sep 21, 2016
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sfan5 authored
This allows you to use an stdcall zlib (zlib1.dll instead of zlibwapi.dll) when building Minetest for win32.
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sfan5 authored
This commit fixes #4516, though note that this will gradually fix MapBlocks as they are used/modified and thus re-serialized.
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paramat authored
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James Stevenson authored
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- Sep 19, 2016
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est31 authored
Fix a typo pointed out by @thecow275. Also, use the deprecated notification system which respects the deprecated_lua_api_handling setting.
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- Sep 17, 2016
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paramat authored
Add 'core.LIGHT_MAX = 14' to builtin/game/constants.lua with the intention to replace misplaced 'default.LIGHT_MAX = 14' in Minetest Game. Add comment in light.h requiring the constant be changed in both places. Add lighting bug warning to note in lua_api.txt. There are hundreds of mod uses of 15 which causes a lighting bug.
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- Sep 15, 2016
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paramat authored
Maximum is 14. A value of 15 (reserved for direct sunlight) causes a lighting bug.
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Thomas--S authored
Inverts the given channels of the base image. Mode may contain the characters "r", "g", "b", "a". Only the channels that are mentioned in the mode string will be inverted.
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ShadowNinja authored
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- Sep 14, 2016
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paramat authored
In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
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sfan5 authored
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Eric Mountain authored
Adds CMakeLists.txt include to fix this issue: $ cmake . -DBUILD_SERVER=TRUE -DBUILD_CLIENT=FALSE \ -DCMAKE_BUILD_TYPE=Release -DENABLE_CURL=TRUE -DENABLE_CURSES=FALSE \ -DENABLE_FREETYPE=TRUE -DENABLE_GETTEXT=FALSE \ -DENABLE_POSTGRESQL=FALSE -DENABLE_SOUND=FALSE -DENABLE_LUAJIT=TRUE \ -DIRRLICHT_SOURCE_DIR=$HOME/irrlicht-1.8.4 -LH ... CMake Error at src/CMakeLists.txt:339 (check_library_exists): Unknown CMake command "check_library_exists". ...
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- Sep 13, 2016
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Auke Kok authored
This snuck in with the meshoptions patch and accidentally kills degrotate plants. Thanks to @hybriddog for finding this.
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- Sep 12, 2016
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raymoo authored
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- Sep 09, 2016
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James Stevenson authored
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SmallJoker authored
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- Sep 08, 2016
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SmallJoker authored
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paly2 authored
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- Aug 30, 2016
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est31 authored
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Rui authored
Currently translated at 30.2% (271 of 895 strings) Don't end with '\n'.
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Rui authored
Currently translated at 50.0% (448 of 895 strings) This is a merger of two commits.
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Thomas Wagner Nielsen authored
Currently translated at 27.3% (245 of 895 strings)
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bse666 authored
Currently translated at 98.5% (882 of 895 strings)
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Mateusz Mendel authored
Currently translated at 42.4% (380 of 895 strings)
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Jakub Mendel authored
Currently translated at 42.4% (380 of 895 strings)
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Bruno Borges authored
Currently translated at 87.8% (786 of 895 strings) Enhancements
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Bruno Borges authored
Currently translated at 64.9% (581 of 895 strings)
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lisacvuk authored
Currently translated at 33.2% (298 of 895 strings)
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Jean-Baptiste authored
Currently translated at 99.5% (891 of 895 strings)
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Onyx Steinheim authored
Currently translated at 99.4% (890 of 895 strings) This is a merger of two commits.
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Jeff Huang authored
Currently translated at 100.0% (895 of 895 strings)
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Rui authored
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est31 authored
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- Aug 29, 2016
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rubenwardy authored
Fixes #4397
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red-001 authored
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SmallJoker authored
Prevents duplicate names: 'NickName', 'nickname', 'NICKNAME'. Skips already registered users, so they can connect as usual.
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- Aug 27, 2016
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rubenwardy authored
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rubenwardy authored
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- Aug 26, 2016
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paramat authored
Rebased and tuned version of Calinou's original pull request. 'm_view_bobbing_speed' controls the frequency of view bobbing, hand bobbing and footsteps, it was limited to a maximum of 40 (walking frequency) so did not increase if player speed was modified by a 'speed buff', a sprinting mod or modified in .conf or advanced settngs. This commit raises the limit to 70 which is suitable for sprinting.
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Auke Kok authored
Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
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