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  1. Sep 21, 2016
  2. Sep 19, 2016
  3. Sep 17, 2016
    • paramat's avatar
      Register.lua: Throw error if node 'light_source' > core.LIGHT_MAX · 3aefa5d3
      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.
      3aefa5d3
  4. Sep 15, 2016
  5. Sep 14, 2016
  6. Sep 13, 2016
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  10. Aug 30, 2016
  11. Aug 29, 2016
  12. Aug 27, 2016
  13. Aug 26, 2016
    • paramat's avatar
      Camera: Higher frequency limit for view/hand bobbing and footsteps · fb20b451
      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.
      fb20b451
    • Auke Kok's avatar
      Make plantlike drawtype more fun · e58a55aa
      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)
      e58a55aa
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