- Mar 18, 2016
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Auke Kok authored
Tested with nodebreaker, fire. If called from lua, minetest.remove_node() calls on_destruct() callbacks before the map is actually updated. This means that we can't look at the map data to determine if we're done cleaning up adjacent nodes, and we have to stop recursing some other way. There's no data we can pass around through functions that would survive scope to a secondary on_destruct() callback, so we have to maintain local state somewhere in the mod namespace. In this case, we keep a bitflag. The bitflag is set to "true" by default. On the first half removal, the flag is flipped and afterwards we remove the other half node. When the on_destruct for the other half is running, it's value is false and we flip it back to true without removing the other half node. This thus prevents recursing. To facilitate easier finding of the bed partner, we tell our on_destruct whether we're a top or bottom half node through a passed flag. Now that the top is diggable, we just need to assure that it drops a bottom bed part.
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Auke Kok authored
I've found a favorable steel door sound from a parking garage door that isn't abrupt or scary, just sounds like a nice solid metal door. The sample had both opening and closing sounds, and so they match nicely. Amplified and mixed several samples together to reduce ambient noise, and get the right level compared to wood doors. Attribution was added as well. CC-BY-3.0 sounds.
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- Mar 15, 2016
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paramat authored
Hue and saturation match desert stone and desert stone brick Preserve original mortar colour
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paramat authored
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Auke Kok authored
We raise the height of the fencegate node by 0.0001 to make the fencegate post stop fighting with node blocks. This makes the gate pole appear to be cut through the node, and doesn't leave a gap when stacking fencegates, which would look odd.
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Auke Kok authored
No need to find_node_near twice with the same params.
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Jean-Patrick Guerrero authored
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- Mar 13, 2016
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Auke Kok authored
Fixes #909. Door tops are never flammable. This doesn't guard yet against a voxelmanip removing the top node, but that is less of an issue since if a voxelmanip removes the top, then the bottom part remains functional and visibly intact. If the voxelmanip removes the bottom part, but not the top, then this patch makes it clean up the top just fine.
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tenplus1 authored
This fixes a bug what crashes game when rotating an unknown node.
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paramat authored
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paramat authored
Correct 2 inconsistent mixes Clean up code style and vertically align mix table Remove dyelocal and simplify table names
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Auke Kok authored
The access privilege allows players that have it to bypass protection on locked doors/trapdoors, chests and bones. The priv also allows bypassing any minetest.is_protected() check, including digging nodes and placing them. It is meant for world moderators to clean up and fix map issues. Original patch by red-001. Split up and rebased/rewritten by sofar. This patch requires https://github.com/minetest/minetest/pull/3800
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Auke Kok authored
These basic connected wall nodes automatically connect to neigboring stone blocks, other wall blocks and anything that's "cracky". The do not connect to wood (fences will do that). The walls are generated using a new walls.register() API. Documentation on the API is included in game_api.txt. This change requires minetest/minetest#3503. Walls are added for all cobble stone materials. They generally look best and are the natural use cases for these materials.
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Auke Kok authored
This fence gate builds on NDT_CONNECTED by assuming fence nodes will automatically connect to it's sides properly. The fence gate will open and close just like doors, with sounds, but it only opens one way. The gate sticks out quite a bit and can be bumped into, so the fence may be used as some sort of path switch. The fence gate offers no form of protection and can be opened and closed by anyone. This is done on purpose - the fencegate isn't meant to provide protection from players, as fences can be trivially jumped over. Instead, these fences should be used for protecting crops from hungry sheep, or keeping rabbits in their pen, or just decoration. Mods can also modify the mod to add protection, of course. A recipe is added to make these. It's 4 sticks and 2 wood (any) as follows: stick wood stick stick wood stick The collision box of the open gate is such that if two gates are connected but mirrored (making an M shape) then you can walk a large entity that's larger than 1.0 wide through the opening. The gate of an opened fence can also be stood upon or bumped into. I've mixed together some sounds to provide a somewhat light sound experience, one that one would expect from a small gate latching open and close. This change requires #873, otherwise it doesn't connect to fences.
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Auke Kok authored
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype. These nodes are drawn by the client with the needed connections on the fly as the scene is drawn. There is no logic needed by mods to modify the nodes. These fences connect to (1) other fences, (2) planks and (3) tree trunks, but nothing else. They do not connect to stone, dirt, wool, etc. This is done by the "connects_to" parameter, which takes groups and node names. Due to the way textures are wrapped, we can make these nodes look a lot better by giving them a special tile. This change requires minetest/minetest#3503.
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- Mar 11, 2016
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Jean-Patrick Guerrero authored
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red-001 authored
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- Mar 09, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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- Mar 06, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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red-001 authored
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paramat authored
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- Mar 03, 2016
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tenplus1 authored
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's). Also adding a recipe to blank written books.
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MT-Modder authored
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MT-Modder authored
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MT-Modder authored
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red-001 authored
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- Feb 29, 2016
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Auke Kok authored
https://forum.minetest.net/viewtopic.php?f=42&t=1523&start=500#p208773 Currently, doors can be placed inside others' protected areas. We need to check protection for both bottom and top halves.
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- Feb 27, 2016
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paramat authored
Add function to detect nearby snow to enable snow on sapling-grown pine trees Correct 'place schematic' rotation parameters to "0" or "random"
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- Feb 25, 2016
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paramat authored
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- Feb 24, 2016
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paramat authored
In mgv5/v7/flat/fractal/valleys Add missing noise parameters to pine logs for density to vary in relation to pine tree density
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rubenwardy authored
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- Feb 23, 2016
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MT-Modder authored
As requested by @paramat. Leaves are preserved by default and only decay when using place + sneak.
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MT-Modder authored
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
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Auke Kok authored
This is an adapted version of #861 - by oleastre Most mods had been calling `doors.register_door() with a door name that included the "modname:" prefix, and we should continue to allow mods to do so, without registering the nodenames created in the "doors:" namespace. The default case is to use the "modname:" prefix verbatim. If mods or code calls this function without a prefix, then "doors:" is automatically used. Now that the namespace is corrected, the copy replacement ABM is no longer needed.
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Auke Kok authored
This function maps doors.register_door to the new API as far as reasonable. We can't map the texture, so we fall back to a default texture. An error message is printed if mod writers did not provide the needed new tiles field for the door. The created doors are functional and a full replacement. Old doors are replaced with the new ones through an ABM.
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Auke Kok authored
A previous fix overwrote the `def` variable during registration, causing protected doors no longer to be placed with protection.
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- Feb 21, 2016
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Jean-Patrick Guerrero authored
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Auke Kok authored
These sounds were perceived to be too loud in the game. I've lowered them significantly but they remain plenty audible. The dig sounds were very loud as well so I toned them down as well.
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