- Feb 18, 2016
-
-
Auke Kok authored
This allows mod makers to register their own recipies, including none, to register doors.
-
- Feb 13, 2016
-
-
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.
-
- Feb 03, 2016
-
-
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.
-
- Oct 11, 2015
-
-
PilzAdam authored
-
- Oct 01, 2015
-
-
paramat authored
Rename in game.conf and documentation Update game_api.txt documentation for bucket API and tree functions Fix tab, space and comment formatting in game_api.txt Rename in mod READMEs
-
- Jun 07, 2015
-
-
Wuzzy authored
Uses group “connect_to_raillike”
-
- May 14, 2015
- Feb 28, 2015
-
-
MT-Modder authored
- Adds material for crafting (keeps def.recipe compatibility) - Fix two typos in api documentation
-
- Feb 24, 2015
-
-
BlockMen authored
-
- Feb 14, 2015
-
-
Jeija authored
can be registered by other mods
-
- Jan 10, 2015
- Dec 06, 2014
- Sep 16, 2014
-
-
BlockMen authored
-
- Aug 07, 2014
-
-
Jat authored
-
- Jul 06, 2014
-
-
BlockMen authored
-
webdesigner97 authored
-