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Illuna-Minetest
illuna-minetest
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2d872ce3fab0887f97adb4d57fc043e08f44d276
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stable-0.2
stable-0.3
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0.4.15
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24 results
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Created with Raphaël 2.2.0
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Player movement speed and node access distance checking
If available, use local textures instead of those sent by server
Fix TNT script
Make lighting update occur immediately after ClientActiveObject addition to make objects show up much more responsively
Reshape LuaEntityCAO implementation a bit and make TNT to blink
Optimize active block modifier stuff (was left horribly unoptimized after making content ids dynamic)
Re-implement give_initial_stuff
Exception handling in Lua setting get
Lua setting getter
remove get_nodedef
on_newplayer and on_respawnplayer callbacks
liquid_type -> liquidtype
Make node definitions available to Lua
Remove give_initial_stuff
Add node definitions in Lua and do not use content_mapnode_init anymore (except in test.cpp)
Modify CONTENT_AIR and CONTENT_IGNORE handling in nodedef.cpp
Fix random node definition stuff
Add builtin.lua
builtin.lua
Add object reference to Lua on_place/dig/punchnode parameters
Fix "warning: comparison between signed and unsigned integer expressions"
Some node definitions in Lua
Duplicate last tile image automatically to all for lua node definitions
Make map generator more responsive
Print out number of blocks in memory at unload
Don't allow placing CONTENT_IGNORE with Map::setNode() because it is never useful and is only caused by bugs.
Improve debug stack printing interface
Make liquid_alternative_* to be strings
Mode node definition loading from Lua (still not finished), fix metadata creation from name
Store metadata as metadata name in node definition
Set block modified flag when node metadata inventory is modified
Add names to NodeMetadata
Add Lua node definition stuff (not complete)
Add texture modifier [brighten and modify [toalpha to modify existing texture, not read a new base
Random Lua tweaks/fixes
Make object hit delay smaller for fun; actually it should be roughly zero and hit damage should be calculated from the amount of time since last punch, limited to a maximum value
Relatively snappy object-ground collision detection
When digging a node, don't switch to punching an object without raising button
Default to saving stuff more often to minimize lag caused by a single save
Don't print 'Blocks modified by: ' in Map::timerUpdate if no blocks were written
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