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  1. Jun 14, 2017
  2. Jun 08, 2017
  3. Jun 06, 2017
  4. Jun 03, 2017
  5. May 24, 2017
  6. May 20, 2017
  7. May 18, 2017
  8. May 15, 2017
  9. May 13, 2017
  10. May 08, 2017
  11. May 07, 2017
  12. May 01, 2017
    • sfan5's avatar
      Fix merging mistake (crash in "stairs") · 6737952f
      sfan5 authored
      6737952f
    • Tim's avatar
      Stairs: Add snowblock and ice stairs and slabs · 519d166c
      Tim authored
      519d166c
    • Fernando Carmona Varo's avatar
      TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes · be912121
      Fernando Carmona Varo authored
      The previous behaviour is kept as fallback for compatibility, for when the on_ignite
      is not defined in the node.
      be912121
    • Auke Kok's avatar
      Improve Chest appearance - opening chests. · 011ad78b
      Auke Kok authored
      Adds a mesh model that appears when a chest is opened. The chest
      stays visibly open as long as the player keeps it open. When the
      player closes the formspec, the chest returns back to the closed
      shape. While opening and closing, a sound plays.
      
      A second person inspecting the chest will trigger a second sound
      open. However, only after the last player closes the chest, does the
      chest actually visually close and is the sound close played. This
      keeps mesh updates to a minimum.
      
      While it's possible that a server shutting down may cause chests
      to remain open, this does not affect the chests' working matter,
      and opening or closing them should fix them.
      
      Old chests are converted to the new style by LBM. I previously
      had them converted on open but this was unreliable, and LBMs
      don't have that problem.
      
      Open chests cannot be dug up. This prevents people from keeping
      a chest open and digging it out as well, since closing a chest
      would place a chest back (swap) at the spot. We could protect
      against this, but it still messes up the client and causes a lot
      of "missing node inventory" error messages otherwise. It's
      unlikely but possible that a player lagging out causes a chest
      to stay "open" and thus unremovable by digging, but there are
      other ways of dealing with that - a server restart fixes that
      issue.
      
      If the lid of the chest is obstructed, the sounds continue to play,
      but the lid isn't opened. Obstructed means that a node is present
      above the chest lid, however, we ignore several node types like signs,
      torches (not 3d) and wallmounted nodeboxes (typically signs) since
      they don't pose any major obstruction in almost any case, and are
      typically found above chests. Additionally, the selection box of the
      opened chest does not include the lid, and so one can still interact
      with e.g. a sign behind an open lid.
      
      Due to the fact that chests now have 7+ textures, we can no longer
      use materials (limit: 6) to texture the chest, and so there is now
      a single UV mapped image that applies both to open and closed chests.
      While this does mean texture pack makers need to create it, this
      is extremely simple and consists of a simple cut'n'paste over the
      template and should be really easy to do. Only one texture file is
      now then used for both open and closed chests.
      011ad78b
  13. Apr 29, 2017
  14. Apr 27, 2017
  15. Apr 24, 2017
  16. Apr 20, 2017
  17. Apr 13, 2017
  18. Apr 12, 2017
    • paramat's avatar
      Bushes: Add saplings · a57d2db5
      paramat authored
      Bush saplings grow in half the time of tree saplings.
      Bushes do not need 'from sapling' schematic variants because only the
      stem node is force-placed in the mapgen schematic, so only the sapling
      is force-replaced.
      Bush leaves drop saplings with a rarity that ensures at least 1 sapling
      per bush on average.
      a57d2db5
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