- Jul 02, 2017
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DS-Minetest authored
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Foz authored
It is useful for protection mods to know who owns an exploding TNT block. This allows the blocks destroyed by the TNT to be limited to the same ones the owner could destroy without using TNT. TNT placed within a protected area by the area owner, and later ignited by another player will destroy within the protected area nodes the igniter may not otherwise be able to interact with. Any player could significantly increase the size of an explosion by placing more TNT in an adjacent unprotected area if the original TNT block was placed withing 1 node of such a boundary. This feature sounds dangerous, but we are talking about TNT. Players should use it carefully.
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SmallJoker authored
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- Jul 01, 2017
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paramat authored
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Johannes Fritz authored
If backface culling is not specified for a tile in 'images' it is set to true. Slabs already have backface culling due to being defined as nodeboxes (which are then converted to meshnodes).
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- Jun 28, 2017
- Jun 25, 2017
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Ezhh authored
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- Jun 22, 2017
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John Cole authored
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- Jun 16, 2017
- Jun 14, 2017
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tenplus1 authored
This adds a 'creative' privilege to survival servers which OPs can bestow on admin or competent builders to give access to the creative inventory.
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red-001 authored
Really large books just waste hard drive space and the engine is not designed to handle that much data in item metadata, this can cause strange things to happen.
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ezhh authored
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red-001 authored
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paramat authored
No longer have 2 recipes for stairs, choose the one that matches the appearence in inventory (stair rising toward the right). Helps to reduce recipe count now that an increasing number of stairs are being registered.
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Wuzzy authored
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- Jun 08, 2017
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DS-Minetest authored
Alter the wooden trapdoor side texture, replacing the white area with a repetition of the wood pixels. It is now consistent with the steel trapdoor side texture.
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paramat authored
Derived from the white dandelion texture. Uses the flower head colours of the previous yellow dandelion.
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vorunbekannt75@web.de authored
This reverts commit e523c3a2 to re-enable the overriding and redefinition of these global functions.
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- Jun 06, 2017
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sfan5 authored
The color autogeneration algorithm of minetestmapper otherwise causes this node to appear as solid black.
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- Jun 03, 2017
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MrIbby authored
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Michael Bargatin authored
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- May 24, 2017
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paramat authored
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- May 20, 2017
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theFox6 authored
Action of some abm's call functions directly, instead of calling the function inside a function.
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- May 18, 2017
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sfan5 authored
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Vanessa Ezekowitz authored
This keeps the filenames the same, but adds a new "inside" double texture for the open chest. Use regular drawtype for closed chest and delete the "cube.obj" model. X-flip the right-side texture for the closed chest.
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- May 15, 2017
- May 13, 2017
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cx384 authored
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
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- May 08, 2017
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Auke Kok authored
The back side had a UV mapping issue which caused the bottom rear part to "shrink" when opened.
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Auke Kok authored
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SmallJoker authored
Prevents generating ugly looking dummy images for mods that weren't updated yet.
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- May 07, 2017
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Ezhh authored
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- May 01, 2017
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sfan5 authored
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Tim authored
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Fernando Carmona Varo authored
The previous behaviour is kept as fallback for compatibility, for when the on_ignite is not defined in the node.
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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.
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- Apr 29, 2017