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  1. Mar 22, 2016
  2. Mar 21, 2016
    • paramat's avatar
      Fire: Speed up fire spread and burn out · 537f94c2
      paramat authored
      537f94c2
    • Auke Kok's avatar
      Beds: priv/griefing fixes. · da0cc7f6
      Auke Kok authored
      - disallow placing beds in protected areas
      - fix rotation of beds(broken after 41c2b2ae)
      - allow using others' beds, but don't change spawn location
      
      Fixes #953. #943 isn't something I think was ever implemented, and
      this does a fair job of addressing the main concern (spawning in
      others' houses)
      da0cc7f6
    • Jean-Patrick Guerrero's avatar
      b57dd0f9
    • Rui's avatar
      Allow for shift+clicking inventory from bones · 8fdcfea9
      Rui authored
      8fdcfea9
    • Auke Kok's avatar
      Doors: Allow falling nodes to fall onto doors. · 9de43cdf
      Auke Kok authored
      We were cleverly attempting to use an airlike node as the
      top half of the doors, but as airlike nodes are not walkable,
      falling nodes would not stop falling and thus remain an entity
      stuck on top of a door.
      
      After inspecting the builtin/game/falling.lua code, I considered
      the remaining options: (a) revert doors such that the top part is
      actually the door, (b) play with nodedef fields and see if other
      flags may work, or (c) modify the hidden door part to another
      drawtype that properly prevents this issue.
      
      (a) seemed way over the top for now, although it would solve the
      issue, it would cause a rewrite of most of the code including the
      old-door-conversion.
      
      (b) turned up nothing.
      
      (c) turned out to be relatively simple.
      
      So, here's the implementation where I turn the hidden door top
      into a tiny, non-targetable but walkable nodebox that is entirely
      inside the door hinge. It's entirely transparent, so you still
      can't see it, can't hit it, nor can you place anything in it or
      make liquids flow through it. The top part is placed in the right
      position on placement and not touched further.
      
      Falling nodes will properly stop on top of these doors. I've
      adjusted the door conversion code to properly account for the
      issue as well, so the only thing remaining is people who have
      been running a git branch - those can upgrade by re-placing the
      door.
      9de43cdf
    • Rui914's avatar
      Create API for registration of fence gate. · a2ecc51f
      Rui914 authored
      a2ecc51f
  3. Mar 18, 2016
    • James Stevenson's avatar
      Rename argument to priv check · d90a0817
      James Stevenson authored
      Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
      d90a0817
    • Auke Kok's avatar
      Walls: Don't connect to group:cracky · 70248505
      Auke Kok authored
      the ```group:cracky``` group contains all sorts of odds and ends
      nodes that we shouldn't connect to. There are a few nodes that
      walls now no longer connect to, that probably should get
      ```group:stone``` added, or something similar, though.
      70248505
    • Auke Kok's avatar
      Allow digging of protected doors with "protection_bypass" · 22e32a01
      Auke Kok authored
      This was probably lost in either the API rewrite or a merge/rebase.
      
      Fixes #929
      22e32a01
    • Auke Kok's avatar
      Re-export character.b3d without texture linkage. · c94349ea
      Auke Kok authored
      I've created a modified B3Dexport.py version that automatically strips
      the embedded texture link to external texture files. These links were
      causing the engine to spew "can't find character.png" messages on the
      console, but were harmless due to texture loading being done by the
      client side and not through irrlicht.
      
      I previously moved character.png to /textures/, which is wrong. I now
      understand that character.png was in the same folder as character.blend
      simply to make blender load the texture from the embedded linkage
      automatically. Nothing more, nothing less.
      
      Subsequently the character.png file should just sit in convenience
      in the /models/ folder with the blend file, and not in the textures
      file. This patch moves it back. And yes, minetest does load the
      character.png from this path.
      c94349ea
    • Auke Kok's avatar
      Allow both sides of the bed to be digged up. · 41c2b2ae
      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.
      41c2b2ae
    • Auke Kok's avatar
      Add steel door/trapdoor sounds. · cb57f70a
      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.
      cb57f70a
  4. Mar 15, 2016
  5. 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
  6. Mar 11, 2016
  7. Mar 09, 2016
  8. Mar 06, 2016
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