- Aug 20, 2016
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pithydon authored
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- Aug 15, 2016
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tenplus1 authored
Use 'find node near' instead of 'find nodes in area'
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paramat authored
With thanks to contributor tenplus1 Remove leaf cache and globalstep accumulator limiter Use 'pos' instead of 'p0' Remove non-essential 'group:liquid' from 'neighbors' Increase chance value to 10 to compensate for disabled cache Disable 'catch-up' to avoid the ABM often becoming 10 times more intensive Remove use of 'do preserve' bool, instead simply 'return' Remove unnecessary checks for 'd' and 'd == 0' Don't 'get' n0, use already present 'node' instead Swap order two conditionals so that the one most likely is first
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- Aug 09, 2016
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tenplus1 authored
Useful for searches and the mod profiler.
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DonBatman authored
Allows walking in, and prevents being trapped in, 2 node high spaces. Simulates player's feet sinking into snow. Easier jumping up onto nodes with snow.
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tenplus1 authored
This replaces the hardcoded 99 item limit and instead uses the get_stack_max() limit for each item.
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Tim authored
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Tim authored
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- Aug 05, 2016
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Tim authored
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable. This allows nodes to default to full-disallow rather than full-rotation in such a situation.
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Tim authored
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
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- Aug 04, 2016
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tenplus1 authored
This fixes the TNT bug that can crash game when blowing up a container which holds huge stacks above the norm... e.g. give yourself 65535 snow, place in chest, blow up, stalled!
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paramat authored
Previously, the collision box extended into an empty node, causing falling node objects to land on the open gate but not transform back into normal nodes. Now fallng node objects will fall through and either side of the end of the open gate and transform back.
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- Aug 01, 2016
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Tim authored
Fix crash when doors are placed under unknown nodes. Share a can_dig among doors, that does not crash on nil-player. Only set can_dig if we actually protect the door.
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paramat authored
Add mouth, remove jaw shadow, shade eyesockets. Darker shading for spine and rotate texture using ^[transform2 instead of inverting texture. Use 'node sound gravel defaults' for sounds.
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- Jul 27, 2016
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SmallJoker authored
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paramat authored
Add a global 'intersects protection' function to functions.lua for checking if a specified volume intersects with a protected volume. A 3D lattice of points are checked with an adjustable interval. Add a global 'sapling on place' function to avoid duplicated code in nodes.lua.
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tenplus1 authored
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep Remove table 'bones' Add minetest.conf.example description Remove protection check from may_replace
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- Jul 23, 2016
- Jul 19, 2016
- Jul 18, 2016
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rubenwardy authored
Nyancats are independent in the default mod. Nothing else uses them or their code. Separating it into a separate mod makes it easier for subgames to remove them. It also makes it easier for a mod to depend on nyancats, as lots of subgames don't have them. Default/mapgen.lua: Register biomes, ores and decorations in singlenode mapgen. These were never disabled anyway because singlenode was removed from the world creation menu.
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- Jul 15, 2016
- Jul 13, 2016
- Jul 10, 2016
- Jul 09, 2016
- Jul 07, 2016