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  1. May 15, 2016
  2. May 02, 2016
  3. May 01, 2016
    • rubenwardy's avatar
      Add give_initial_items API · acafe5ca
      rubenwardy authored
      acafe5ca
    • Auke Kok's avatar
      TNT: Combine adjacent TNT into the explosion · 12c763a6
      Auke Kok authored
      This uses a vmanip to count adjacent tnt nodes and explodes them
      all at once, using an inverse square law to recalculate the radius.
      The maximum explosion becomes 125 nodes of tnt yielding a radius of
      15 nodes, which does not break my machine and makes it return
      in under a second.
      
      This makes both bigger explosions and less stability issues.
      
      The drop code has been simplified and now drops at all times a
      reasonable amount of drops, never blanketing the area with drops,
      even at the larges explosion level.
      
      Particles are scaled up according to explosion size as well - a
      bigger explosion will show bigger particles.
      
      To scale the tnt:boom particle, we move it to the _effects() function.
      12c763a6
  4. Apr 30, 2016
    • Auke Kok's avatar
      TNT: Allow mods to override entity physics. · 098ea0d1
      Auke Kok authored
      Introduces an `on_blast(luaobj, damage)` callback that mods can attach
      to an entity def. The function will get called with the damage that
      TNT would make.
      
      The function should return three values:
      
        bool do_damage, bool do_knockback, table drops
      
      do_damage allows the mod to tell the TNT code to perform damage on
      the entity for the mod. The mod code should not do anything with
      the entity HP. The entity should not be immortal. If false, then
      the entity will not be damaged by the TNT mod.
      
      do_knockback allows the mod to tell the TNT mod to perform an
      entity knockback effect. If false, no knockback effect is applied
      to the entity.
      
      the drops table is a list of items to drop. It may be nil. E.g. {
      "wool:red" }.
      
      I've documented both on_blast() API methods in game_api.txt. It is
      a better place than lua_api.txt.
      098ea0d1
    • Auke Kok's avatar
      TNT: Fix multiple explosions erasing drops · f14b4111
      Auke Kok authored
      Any second explosion near a first TNT explosion will punch all
      entities found nearby, including item drops. This causes the
      item pickup code to think the item was picked up, but by
      a `nil` player, thus removing the item.
      
      We query for the immortal entity group, and if the item is in
      the immortal group, do not punch the item.
      f14b4111
    • Foz's avatar
      1a629895
    • paramat's avatar
      Default: New grass and grass_side textures · fafbe2c2
      paramat authored
      Derived from Casimir's Voxelgarden texture
      fafbe2c2
    • tenplus1's avatar
      Beds: Quicker saves with tidy output · dc7cbdd5
      tenplus1 authored
      Tweaked the beds.save_spawns() function to compile list then output
      to file with shortened co-ordinates containing 1 decimal place
      dc7cbdd5
  5. Apr 26, 2016
    • Auke Kok's avatar
      TNT: make tnt:boom visual a particle, and larger · 5cd4b5a2
      Auke Kok authored
      We reuse the tnt:boom texture for a particle that is added by the
      on_construct() of tnt:boom, and has a short expiry time (0.2sec).
      It is 3 nodes larged, centered on the explosion.
      
      We then make tnt:boom airlike so it doesn't have a texture, and it's
      the thing that emits lots of light (we could even make it exist a
      bit longer).
      
      The nice thing about particles is that the client is less susceptible
      to lag and will always remove them as fast as possible, so this makes
      the visual more constant and responsive.
      5cd4b5a2
    • Auke Kok's avatar
      TNT: lower smoke particle count and speed. · f62afa02
      Auke Kok authored
      The effect is similar, and the reduction in particles is a small
      boost in responsiveness.
      
      To compensate, I've lowered the spawner time and expiration length
      as well.
      f62afa02
    • Auke Kok's avatar
      TNT: self-start boom removal timer. · 7a892c70
      Auke Kok authored
      7a892c70
    • Auke Kok's avatar
      TNT: make tnt:burning a falling node. · 682d79b8
      Auke Kok authored
      This allows TNT to be used for e.g. traps (drop it from the
      ceiling) or weird tnt effects with other explosions.
      682d79b8
    • Auke Kok's avatar
      TNT: randomly vary ejecting velocity · 8b384fb2
      Auke Kok authored
      We add a +/- 0.5 random value to the velocity vector of
      ejecting nodes.
      
      I've spotted a lot of nodes going exactly straight up if blowing
      up sand above TNT. The extra variation looks less artificial.
      8b384fb2
    • Auke Kok's avatar
      TNT: Damage mobs, knock back players · d6c33da3
      Auke Kok authored
      We apply punch damage to mobs caught in the blast radius, as
      this code previously only hurt players.
      
      We "move" players back 1 node if they're caught in the blast, and
      slightly up. We can't "eject" players due to missing API code to
      support that, unfortunately.
      d6c33da3
    • Auke Kok's avatar
      TNT: Whitespace cleanup · 386dcdef
      Auke Kok authored
      386dcdef
    • Auke Kok's avatar
      TNT: Add on_blast to all nodes with an inventory · 54b87e95
      Auke Kok authored
      Adds a minor helper function that allows efficient retrieval of
      several inventories from a node inventory. We use this helper to
      quickly retrieve the items in chests, vessel shelves, book shelves
      and furnaces, and return these with the nodes itself to the TNT caller.
      
      The TNT caller then performs the entity physics, and we don't need
      to do anything else.
      
      We disable TNT doing anything with bones.
      
      We expose a bug in the code that drops the items - metadata was lost
      entirely. This patch corrects that by properly copying the metadata
      and creating the drops list inclusive metadata.
      54b87e95
  6. Apr 23, 2016
  7. Apr 19, 2016
  8. Apr 18, 2016
  9. Apr 16, 2016
    • paramat's avatar
      Boats: Increase maximum velocity to 5n/s · f8e273da
      paramat authored
      f8e273da
    • tenplus1's avatar
      Flowers: Tweak flower and mushroom spreading · 9ece86cc
      tenplus1 authored
      Tidy up position numbers and code
      Check for flora group aswell
      Improve node light check for mushroom growth
      Shrooms grow in 3 and below light
      9ece86cc
    • Auke Kok's avatar
      Change how dirt turns to dirt_with_(something) · 7d93272c
      Auke Kok authored
      This changes how dirt blocks turn to dirt_with -grass, -dry_grass
      or -snow.
      
      Previously, dirt that was sunlit would turn to dirt_with_grass no
      matter what, but this happened without any context, so you could
      get green patches of dirt_with_grass in the middle of a savannah or
      even desert.
      
      Dirt no longer turns to covered dirt unless it's within 1 node from
      another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
      This makes dirt_with_grass "growback" a lot slower, since it now only
      happens on the edges, but it retains the context nicely now.
      
      If there is any dirt with a grass or dry grass plant, or snow on top,
      and enough light, we'll convert it sporadically to dirt_with_grass
      or dirt_with_dry_grass or dirt_with_snow.
      
      This allows us to plant grass of our choice in a large dirt patch,
      or in a region where otherwise that type of grass is not present.
      
      This used to be done by 2 abms, but I've combined them in to a single
      ABM that is ordered to run with maximum efficiency, solving for the
      most common outcome first before attempting more complex checks.
      7d93272c
    • Auke Kok's avatar
      Remove "grass under snow" from default:dirt_with_snow in darkness. · 64fe69f3
      Auke Kok authored
      This is technically "dirt with grass" that's just under a snow
      cover, so in darkness the grass on these nodes will also die,
      turning it into dirt.
      
      This doesn't convert dirt_with_snow under snow.
      64fe69f3
    • Auke Kok's avatar
      Call nodeupdate on the entire blast zone · a2d4e577
      Auke Kok authored
      This will make sand and gravel blocks on top of TNT actually fly
      in the air.
      
        https://youtu.be/4omndVZijLc
      a2d4e577
    • Auke Kok's avatar
      Limit entity speed to 250m/s. · 8114c3db
      Auke Kok authored
      Let's just call it "terminal" velocity.
      8114c3db
    • Auke Kok's avatar
      TNT: Move timer start to on_create() for burning nodes. · e6cef576
      Auke Kok authored
      We add on_create() handlers for both burning TNT and burning
      gunpowder. Because gunpowder will explode TNT in 1 second,
      and not 4, we need to modify the 4 second timer after we
      make the TNT burning. Other mods can now place burning TNT
      that will by default explode after 4 seconds.
      e6cef576
    • Auke Kok's avatar
      TNT: Fix up nil derefs · 0736d30e
      Auke Kok authored
      I spotted two places where under stress (many explosions) luajit would
      end up passing nil to these functions. I'm not entirely sure how,
      but it seems good form to guard against it, which does make it
      more robust. After this patch, I'm not able to crash the server. With
      many explosions, it may still lag significantly, but always returns
      in the end.
      0736d30e
    • Auke Kok's avatar
      Fix API docs after various changes. · da5f4a93
      Auke Kok authored
      da5f4a93
    • red-001's avatar
      Restructure code to only check `def` once. · a84e2669
      red-001 authored
      a84e2669
    • Auke Kok's avatar
      Calculate blast intensity at all locations. · ccee025c
      Auke Kok authored
      We define the blast intensity as the square of the tnt_radius, divided
      by the square of the distance to the explosion center, where distance
      is limited to 1 at the lower end.
      
      When destroying nodes, we calculate the intensity for each node, and
      only destroy the nodes when the intensity is 1.0 or larger. To avoid
      perfectly spherical explosions, we make sure to retain a randomness
      factor of 20%. This will make explosion edges jagged and not smooth,
      but not too much.
      
      We pass the calculated intensity to on_blast() functions as well,
      except we take the jitter here out and make sure it's always 1.0
      or larger.
      ccee025c
    • Auke Kok's avatar
      TNT: Limit amount of stacks ejected. · 8c801529
      Auke Kok authored
      We apply a log scale to the size of the stacks ejected, so that
      in larger explosions we are getting larger stacks. For normal r=3
      explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
      it could end up giving stacks of 25+.V
      8c801529
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