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  1. Nov 12, 2016
  2. Nov 02, 2016
  3. Nov 01, 2016
  4. Oct 31, 2016
  5. Oct 27, 2016
  6. Oct 21, 2016
  7. Oct 17, 2016
  8. Oct 15, 2016
  9. Oct 13, 2016
  10. Oct 08, 2016
  11. Oct 03, 2016
  12. 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
  13. Sep 15, 2016
  14. Sep 14, 2016
  15. Sep 12, 2016
  16. Sep 09, 2016
  17. Sep 08, 2016
  18. Aug 27, 2016
  19. Aug 26, 2016
    • 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
  20. Aug 14, 2016
  21. Aug 12, 2016
  22. Jul 30, 2016
  23. Jul 27, 2016
  24. Jul 21, 2016
  25. Jul 12, 2016
    • est31's avatar
      6621daee
    • Tim's avatar
      Builtin/profiler: Replace game profiler (#4245) · d7060c21
      Tim authored
      Use the setting "profiler.load" to enable profiling.
      Other settings can be found in settingtypes.txt.
      
      * /profiler print [filter] - report statistics to in-game console
      * /profiler dump [filter] - report statistics to STDOUT and debug.txt
      * /profiler save [format [filter]] - saves statistics to a file in your worldpath
      	* txt (default) - same treetable format as used by the dump and print commands
      	* csv - ready for spreadsheet import
      	* json - useful for adhoc D3 visualizations
      	* json_pretty - line wrapped and intended json for humans
      	* lua - serialized lua table of the profile-data, for adhoc scripts
      * /profiler reset - reset all gathered profile data.
      	This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.
      
      [filter] allows limiting the output of the data via substring/pattern matching against the modname.
      
      Note: Serialized data structures might be subject to change with changed or added measurements.
      	csv might be the most stable, due to flat structure.
      
      Changes to the previous version include:
      
      * Updated and extended API monitoring
      * Correct calculation of average (mean) values (undistorted by idleness)
      * Reduce instrumentation overhead.
      * Fix crashes related to missing parameters for the future and occasional DIV/0's.
      * Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
      * Prevent modname clashes with internal names.
      * Measure each instrumentation individually and label based on registration order.
      * Labeling of ABM's and LBM's for easier classification.
        Giving several ABM's or LBM's the same label will treat them as one.
        Missing labels will be autogenerated based on name or registration order.
      * Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
      * Profile the profiler to measure instrumentation overhead.
      d7060c21
    • Duane's avatar
      d6865c4d
  26. Jul 05, 2016
    • Foghrye4's avatar
      Adding minetest.clear_craft · 281e9f39
      Foghrye4 authored
      Modifications by est31: grammar fixes in doc + error messages and
      a little style fix, no functional change.
      281e9f39
  27. Jul 03, 2016
    • kwolekr's avatar
      Add MapSettingsManager and new mapgen setting script API functions · 3c63c304
      kwolekr authored
      This commit refactors the majority of the Mapgen settings system.
      - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
        instead of the EmergeManager.
      - New Script API functions added:
          core.get_mapgen_setting
          core.get_mapgen_setting_noiseparams,
          core.set_mapgen_setting, and
          core.set_mapgen_setting_noiseparams.
      - minetest.get/set_mapgen_params are deprecated by the above new functions.
      - It is now possible to view and modify any arbitrary mapgen setting from a mod,
        rather than the base MapgenParams structure.
      - MapgenSpecificParams has been removed.
      3c63c304
    • Pavel Puchkin's avatar
  28. Jun 24, 2016
  29. Jun 17, 2016
    • Auke Kok's avatar
      Builtin/game/item: Add `place_param2` nodedef field · 39a9e987
      Auke Kok authored
      This allows a nodedef to specify a fixed value for param2 to be
      used for all normal placements.
      
      There are several uses for this:
      
      - nodes that require param2 to be set to a non-zero value for
        internal mod use. E.g. leafdecay could use this to detect that
        leaves are played by players.
      - force wallmounted or facedir value at placement at placement
      
      This overrides any player look direction or other on-the-fly
      param2 setting during placement.
      39a9e987
  30. Jun 11, 2016
  31. Jun 07, 2016
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