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  1. Feb 18, 2016
  2. Feb 13, 2016
    • 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
  3. Feb 03, 2016
    • 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. Oct 11, 2015
  5. Oct 01, 2015
    • paramat's avatar
      Rename to Minetest Game · 8e51f318
      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
      8e51f318
  6. Jun 07, 2015
  7. May 14, 2015
  8. Feb 28, 2015
  9. Feb 24, 2015
  10. Feb 14, 2015
  11. Jan 10, 2015
  12. Dec 06, 2014
  13. Sep 16, 2014
  14. Aug 07, 2014
  15. Jul 06, 2014
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