- Nov 22, 2016
- Nov 21, 2016
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Thomas--S authored
This makes the itemstrings consistent over the whole file.
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paramat authored
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
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Auke Kok authored
This is all the working code from SmallJoker's boost_cart, poored into a more suitable form for minetest_game. - Mesecons and moreores stuff was removed entirely. - Textures were all renamed and moved out of default/ - Updated license, readme.txt, attribution - Changed code license to MIT, left artwork at CC0 - removed default:rail and made aliases for it - :carts:rail is now carts:rail. - localized entity def - removed copper rail entirely - startstop rail was removed, as well as detector rail - remodeled to b3d using stujones11 excellent blend model, but sizes of cart adjusted to make pixel sizes consistent (0.625) everywhere. - slightly more complex texture map for the cart (front/side visibly different) - rail parameters are passed as a separate def table, and stored in a private list. This avoids having to call `get_meta` on every node. In return, we need the node name, though. - adds metal sounds (based on default metal sound function) and cart moving sound. - reduced cart speeds to max 7, 5 by pushing. - Added on_step() rail event handler, gets called when a cart is on a rail. - Added various rebased updates from upstream (thanks Krock) - Included a fix that removes the 'reverse jiggle' when stopping. - Included reworked textures by sofar. The mod namespace is still public, but I'm NOT declaring it an API. I'd rather see it localized instead, for now. Any public interface in this code is *experimental* at best, and should be considered non-stable and unsupported for now.
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- Nov 20, 2016
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Auke Kok authored
Currently all minetest_game PR's are failing travis since the upstream luacheck now also warns about whitespace issues, and there are a few of those in the code. This fixes all of them so we can yet again rely on luacheck.
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paramat authored
With mip-mapping enabled, some GPUs cause a visual bug with indexed textures that use alpha. This bug has been present for a while but not noticed before. All indexed alpha textures must now be converted to RGBA, to start this process we revert some textures converted to indexed in the recent commit af3c9186.
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pilino1234 authored
When placing boats, align the boat with the player's yaw. Align drivers yaw with boat yaw when entering a boat, would previously turn boat yaw by player's yaw + 90° to the right.
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- Nov 18, 2016
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paramat authored
Make lava cooling ABM use a new group 'group:cools_lava'. Nodes other than water can cool lava. We assume snowblock and ice melt, turn to water and cool lava. Leave 'group:water' present temporarily to not break mod liquids.
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Auke Kok authored
These will automatically play when a tool breaks.
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tenplus1 authored
This fixes the missing item issue in creative inventory caused by using 1 instead of 0 for 'start_i'.
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Auke Kok authored
This fixes all cases where the color profile was broken, and libpng warns about. It also makes almost all textures indexed instead of RGB where possible (textures that don't have semi-transparent pixels).
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- Nov 14, 2016
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sfan5 authored
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- Nov 10, 2016
- Nov 07, 2016
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Wuzzy authored
Rename slot icons.
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Wuzzy authored
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Rui authored
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Fernando Carmona Varo authored
Add on_ignite functions to tnt, gunpowder, coalblock.
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- Nov 06, 2016
- Nov 05, 2016
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paramat authored
Selection box width is limited to 14 / 16 node to visually distinguish box from any neighbouring cubic nodes.
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- Nov 02, 2016
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cx384 authored
Edited fuels: fences, wooden ladder. New fuels: boat, paper, book, dry shrub, stick, vessels shelf, wooden tools, wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
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Fernando Carmona Varo authored
Some code simplifications.
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Fernando Carmona Varo authored
The purpose of this is to allow mods to be able to interact (e.g. fill up) an empty bucket when it is used to punch a node that's not a liquid source or when punching a custom entity (e.g. milking a cow).
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- Oct 31, 2016
- Oct 30, 2016
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Wuzzy authored
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- Oct 29, 2016
- Oct 27, 2016
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paramat authored
To allow mapgen bushes in green-grass and savanna grasslands. Nodes for a generic bush and an acacia bush. Stem nodes are craftable to a single wood node to provide a small amount of wood resource in grasslands. Fuel times are that of corresponding 'wood' nodes, 1/4 that of corresponding tree nodes. No leafdecay to enable use as hedges or without a nearby tree trunk. Uses 'default leaves simple' texture for extra visual thickness.
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- Oct 26, 2016
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paramat authored
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- Oct 25, 2016
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LNJ authored
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paramat authored
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paramat authored
Use 'player damage' sound for both damage and falling damage. Gains for damage sounds are set in the engine, however we cannot change those gains as other subgames already use damage sounds based on those gains. Sound has been re-edited from source and normalised to 0 dB for maximum volume, which is only just enough because gain is fixed at 0.5 in the engine.
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Fernando Carmona Varo authored
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Auke Kok authored
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Auke Kok authored
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- Oct 24, 2016
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paramat authored
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