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  1. Mar 15, 2016
  2. Mar 13, 2016
    • Auke Kok's avatar
      Clean up door tops if fire destroys bottom. · dfee51c2
      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.
      dfee51c2
    • tenplus1's avatar
      Fix bug rotating unknown node · 20053d6b
      tenplus1 authored
      This fixes a bug what crashes game when rotating an unknown node.
      20053d6b
    • paramat's avatar
      079b7960
    • paramat's avatar
      Dye: Make pink dye mixable · 9c887e0b
      paramat authored
      Correct 2 inconsistent mixes
      Clean up code style and vertically align mix table
      Remove dyelocal and simplify table names
      9c887e0b
    • Auke Kok's avatar
      Add "protection_bypass" priv. · 2fb40be4
      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
      2fb40be4
    • Auke Kok's avatar
      Basic stone walls, using NDT_CONNECTED. · f8f7502e
      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.
      f8f7502e
    • Auke Kok's avatar
      Add a simple, but stylish fence gate. · b998ab1b
      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.
      b998ab1b
    • Auke Kok's avatar
      Convert fences to NDT_CONNECTED. · d979293f
      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.
      d979293f
  3. Mar 11, 2016
  4. Mar 09, 2016
  5. Mar 06, 2016
  6. Mar 03, 2016
  7. Feb 29, 2016
  8. Feb 27, 2016
  9. Feb 25, 2016
  10. Feb 24, 2016
  11. Feb 23, 2016
    • MT-Modder's avatar
      Control leaf decay with sneak. · 3a55e190
      MT-Modder authored
      As requested by @paramat.
      Leaves are preserved by default and only decay when using place + sneak.
      3a55e190
    • MT-Modder's avatar
      Remove dig_up() from cactus. · ea2a7d3b
      MT-Modder authored
      Digging a cactus leaves the branches hanging. With this change it will no longer happen.
      ea2a7d3b
    • Auke Kok's avatar
      Allow mod namespace for door registrations. · 2c355a86
      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.
      2c355a86
    • Auke Kok's avatar
      Fallback doors.register_door() code. · 77708848
      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.
      77708848
    • Auke Kok's avatar
      Fix broken door protection. · 6b055ae1
      Auke Kok authored
      A previous fix overwrote the `def` variable during registration,
      causing protected doors no longer to be placed with protection.
      6b055ae1
  12. Feb 21, 2016
  13. Feb 19, 2016
    • Auke Kok's avatar
      Call on_place_node() callbacks after placing door. · ed9fd475
      Auke Kok authored
      Other mods may depend on knowing whether doors are placed
      to setup additional attributes or perform node manipulations.
      
      This is something e.g. mesecons does to connect circuits
      to doors. This was tested with mesecons. Placing a door next
      to a mesecon wire will make the wire automatically
      connect, which was otherwise not happening.
      ed9fd475
    • Auke Kok's avatar
      Open doors when right-clicking a door with a door. · 2cc6640e
      Auke Kok authored
      And similarly, if we wield a door and right click any node
      that has an on_rightclick() handler, call the handler
      instead.
      
      Just to be on the safe side, assure that none of this
      code runs when right-clicking an entity or player, which
      would likely crash the server.
      
      Fold in PR #831 as well - prevent server crash on door
      place on unknown blocks, by @tenplus1.
      2cc6640e
    • Auke Kok's avatar
      Allow building doors on buildable_to nodes. · bbf17c9e
      Auke Kok authored
      This code never allowed placing a door on e.g. a grass
      plant. The code to handle this isn't that complex. With
      this code, doors can be placed on flowers and on normal
      node surfaces without issues.
      bbf17c9e
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