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  1. Feb 13, 2016
    • Jean-Patrick Guerrero's avatar
    • Rui's avatar
      Remove minetest.inventorycube · 7a3cff55
      Rui authored
      7a3cff55
    • Auke Kok's avatar
      Convert furnace ABM to node timer · 8f095c62
      Auke Kok authored
      Node timers are higher precision and a better guarantee
      of happening at regular intervals, whereas ABM's may be
      postponed, cancelled or missed if a player is too far.
      
      The largest benefit is that once the furnace is done
      cooking, no more ABM's are fired - the timer is stopped
      instead and no more events are created until items
      are put in the furnace.
      
      This patch is larger due to the migration of the timer
      function and indentation change as a result of the somewhat
      reduced complexity. I've tested with several furnaces and
      this works correctly and behavior is not affected, although
      people may find that their furnaces now work more
      regularly.
      
      If you place several furnaces next to eachother, you will
      still find all furnace timers firing exactly at the same
      time. This is a bug in core that should not coalesce node
      timers at second intervals.
      8f095c62
    • Auke Kok's avatar
      New mesh door models, and extensive door API · f600a9f6
      Auke Kok authored
      This patch replaces the default door nodes with a new mesh model
      and nodes.
      
      Two new models were added that are 2 blocks high. One for left-hinge
      and one for right-hinge doors. This allows us to make a single texture
      fit on both models. The alternative would have been 1 model and 2
      unmapped textures, which is more work for mod developers.
      
      Doors work exactly like the old doors, including ownership, breaking
      doors, opening and closing.
      
      Under the hood, we can prevent the top part of the door from being
      obstructed by placing an invisible node. This prevents liquids from
      flowing through doors or people placing sand or other blocks in the
      top half. The door code automatically places and removes these as
      needed.
      
      Metadata is used to store door state, just like the old version.
      
      A doors API is added, it allows mods to use the API to open/close or
      toggle door states without worrying about sounds, permissions and
      other details. This is intended for e.g. mesecons. This API allows
      mods to manipulate or inspect doors for players or for themselves.
      
      In-game old door nodes are automatically converted using an ABM and
      preserve ownership and orientation and state.
      
      TNT blows up all doors and trapdoors except for the steel ones,
      who can survive a blast. We return an itemstack in on_blast(),
      which requires a TNT API patch which is also pending.
      
      We enable backface culling for most of these doors, as this gives
      the identical visual appearance that the old doors had. In the case
      of the glass door, there's a slight twist.
      
      The texture files used by the new doors have new names that do
      not conflict with previous texture file names to avoid texture
      pack conflicts.
      
      Thanks to red-001 <red-001@users.noreply.github.com> for some
      of the conversion code, cleanups, and extra textures.
      f600a9f6
  2. Feb 06, 2016
  3. Feb 03, 2016
    • Craig Davison's avatar
      09dbaf79
    • Craig Davison's avatar
    • kilbith's avatar
      0ea23a50
    • Auke Kok's avatar
      Create API for fence.register, and use it. · 2f39cad0
      Auke Kok authored
      This converts the call to minetest.register() for the default
      fence node, so it can be called by other mods to quickly
      setup other fences.
      
      Since this creates an API, insert it into the game_api.txt.
      
      The api looks like minetest.register(name, {def}), and has two
      uncommon fields: "texture" and "material". Any normal nodedef
      property can be passed through, except "drawtype". The "fence"
      group will always be added.
      
      The default fence recipe is modified to be as follows:
        wood, stick, wood
        wood, stick, wood
      
      This recipe yields 4 fence nodes.
      
      This allows us to create according recipes for acacia, pine,
      aspen, and junglewood fences without adding new stick types:
      
        pine wood, stick, pine wood
        pine wood, stick, pine wood
      
      This is a from-scratch implementation, written by heart but inspired
      by (#665 - Add many wooden fences).
      
      Stick and fences nodes are named in a consistent way.
      2f39cad0
  4. Jan 29, 2016
  5. Jan 26, 2016
    • Auke Kok's avatar
      Register biomes before ores. · 38a83513
      Auke Kok authored
      We may want to use biomes here at a later stage.
      38a83513
    • Auke Kok's avatar
      Stair and Slab groups. · a5d40e13
      Auke Kok authored
      Organizing these in groups will allow mods to do several things
      easier:
      
      - create craft recipes using them as ingredients
      - manipulate map nodes based on group properties
      
      There are quite a few slab and stair blocks already, so automatically
      add these groups at registration time for all of those. Since most
      mods I've seen use the registration code in this submod, they will
      also benefit.
      a5d40e13
  6. Jan 22, 2016
  7. Jan 20, 2016
    • kilbith's avatar
    • Auke Kok's avatar
      Better trapdoor side appearance. · 322967d2
      Auke Kok authored
      We're using a normal wooden side texture to draw the sides
      of trapdoors. But the side textures have only 2 edges that
      have a nice texture for the 2px wide trapdoor. We can
      either repaint the textures, or just rotate the texture
      properly for the two sides that need it.
      
      Because the side texture for wooden doors was just a default:wood
      texture, it clashes with the colors in the trapdoor, and so
      we add a wooden trapdoor-matching tile side texture as well.
      
      This also improves the steel trapdoor side, but without a
      texture change there since that was already a specially
      drawn texture for that node.
      
      We also increase the thickness of the trapdoor to 2px. Right
      now the model is 0.4 large, but this causes the side textures
      to look odd as there's a mismatch in pixel size. By scaling the
      trapdoor side up to exactly 2px, the sides look natural.
      
      Thanks to @kilbith for the suggestion.
      322967d2
    • Auke Kok's avatar
      Allow trapdoors to be rotated all ways. · f4131418
      Auke Kok authored
      There really is no reason to prevent rotation in trapdoors, I
      expect this to be an oversight.
      
      Trapdoors work perfectly well sideways, upside down and can
      work like fences, gates and more. Most commonly, people will
      want to put them in the top half of the node so they remain
      flush with a floor.
      f4131418
  8. Jan 15, 2016
    • kilbith's avatar
      6d79d157
    • Auke Kok's avatar
      Aspen trees. · 6267f260
      Auke Kok authored
      Adds a birch-like tree to the default_game. Aspen was chosen on
      purpose instead of birch, as several birch tree mods already exist
      and choosing a different name avoids any conflicts.
      
      Schematics were made for both normal and sapling version, assuring
      saplings will not be able to grief. The shape of the Aspen is "fanning
      out at the top" and provides an easy tree to walk under, but still a
      somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
      to three layers of leaves on top, making it slightly taller than an
      Apple tree, but shorter than a Pine tree, which provides a good blend.
      
      Textures were painted from scratch, except tree_top and _wood
      variants, which are color modified versions of the pine_wood
      variants. Appropriate licenses have been chosen for the new textures.
      
      The leaf texture is light enough to contrast other trees, but dark
      enough to offset against our light default grass color. The leaves
      are drawn in the typical minetest default fashion with plenty of
      transparancy, but enough definition to suggest that you're seeing
      something that looks like leaves. The placement of leaves in the
      schematic also suggests the top of the tree is sparse and you can
      see the sky through the leaves.
      
      Sapling texture is both traditional and different, with lush green
      leaves and a well-defined stem, but slightly stick-like and skinny,
      as these plants tend to grow up first, then out.
      
      Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
      and up to 3. This allows us to make these logs a place where both
      red and brown mushrooms can be found, to these may be attractive to
      players. However, the spawn rate for these has been reduced a lot
      compared to the other logs, to account for the scarcity of Aspen.
      
      Add stairs, slabs for these wood types as well.
      
      Mapgen will place these trees in deciduous forests only, but in
      a way that the biome is a range between entirely Apple trees, and
      mostly entirely Aspen trees, with a bias to Apple trees. To make
      fallen logs somewhat correlated with trees, we modify the planting
      of Apple trees and logs to use perlin noise and not fill ratio,
      otherwise you'd always end up with Apple logs in Aspen tree areas,
      which would be suspicious. There still is a bit of a mix.
      6267f260
  9. Jan 12, 2016
    • Auke Kok's avatar
      Fix trapdoor recipe conflict with iron bar recipe. · 535e611e
      Auke Kok authored
      In oversight, I added this recipe not verifying that it was already
      taken.
      
      We change this to a 2x2 iron bar recipe. The shape and amount are
      reasonable (reduced to output 1 steel trapdoor), and I verified that
      it wasn't in use.
      
      Fixes #779
      535e611e
  10. Jan 08, 2016
  11. Jan 07, 2016
    • Auke Kok's avatar
      Place tree logs as decorations. · 57939c6c
      Auke Kok authored
      We can vary the landscape a bit more by placing "fallen logs"
      around the various forests. These decorations are quite fast
      and will provide some gameplay value but are still more rare
      than the corresponding trees, so they don't provide free
      materials.
      
      I've manually put the schematic as lua tables since these log
      schematics are only 8 blocks. We vary the log lengths between
      1 and 3 blocks by making the end blocks have a lower chance
      of appearing.
      
      Amount is varied by fill_ratio, except for acacia trees where
      we reduce the scale, so that acacia logs show up near places with
      acacia trees consistently.
      
      Mushrooms are placed optionally on each log. We can't place
      two different mushrooms on a log, so instead we opt to place
      brown mushrooms on oak/appletree logs, brown mushrooms on
      jungletree logs, and red mushrooms on pine logs. No mushrooms
      are placed on acacia logs, as they occur in a dry biome,
      savannah, and this adds a bit of biome diversity.
      57939c6c
  12. Jan 06, 2016
  13. Jan 03, 2016
    • paramat's avatar
      Default: Remove normalmap textures · 0472e61a
      paramat authored
      0472e61a
    • Auke Kok's avatar
      Steel Trapdoor. · e9a7782c
      Auke Kok authored
      Adds a steel trapdoor. Textures were painted from scratch, and
      inspired by the current Steel Door. Ownership on the trapdoor
      works as expected, and so does the crafting recipe.
      e9a7782c
  14. Dec 31, 2015
  15. Dec 28, 2015
    • paramat's avatar
      11115c7d
    • Auke Kok's avatar
      Fix door volume level. · 481d1758
      Auke Kok authored
      Playing stereo sounds positionally in OpenAL causes it to play
      the sounds unattenuated - same volume for all distances. This
      shouldn't happen, and makes door sounds unneccesarily loud from
      very far away.
      
      Convert all door samples to mono, 22kHz 64kbit.
      
      Trimmed all door samples to remove lead, trail silence.
      481d1758
  16. Dec 25, 2015
    • Auke Kok's avatar
      Remove spores from mushrooms. · 32bdb9a3
      Auke Kok authored
      These have almost no value gameplay wise. Mushrooms spread
      by their very nature into appropriate soil nearby, and
      harvesting spores is something only scientists do. Actual
      mushroom farmers leave a few mushrooms and put on more
      manure, and keep the light off.
      
      Modify the growth ABM to test for light levels and attempt
      to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light
      at both source and destination needs to be low enough. I've
      tuned it to be 3-4 spaces from a torch.
      
      Mushrooms will die in full sunlight, but they can survive under
      trees and may grow out at night anywhere.
      
      Removed obsolete textures.
      
      Remove unused nodes and provide aliases for them.
      
      Aliased obsolete nodes so no unknown item nodes appear.
      
      Mushrooms die only in full sunlight (light level 15).
      32bdb9a3
    • Auke Kok's avatar
      Verify node type is facedir. · 82299b94
      Auke Kok authored
      This prevents nodes that are not of the "facedir" paramtype2,
      as these are generally not expected to be able to rotate. Mods
      and other methods may still manipulate param2 of these nodes
      as expected.
      
      Addresses #712
      82299b94
    • jeanpatrick.guerrero@gmail.com's avatar
  17. Dec 23, 2015
  18. Dec 19, 2015
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