- Mar 22, 2016
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Rui authored
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Jean-Patrick Guerrero authored
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Jean-Patrick Guerrero authored
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paramat authored
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paramat authored
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Auke Kok authored
If LVM or some other nonmetadata method is used to place a door, then metadata is missing that tells us whether the door is left or right-hinged. However, we can detect that nodemeta is missing and see if the node name is _a or _b. In the case of _a, nothing needs to be done and we can just open the door. In the case of _b we assume the door is right hinged, and tune the state nodemeta value so that the door opens the right way. This all of course assumes that the schematic method places the doors *closed* by default, which is reasonable.
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Jean-Patrick Guerrero authored
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tenplus1 authored
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels. Tried and tested with new diamond screwdriver :)
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- Mar 21, 2016
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paramat authored
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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)
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Jean-Patrick Guerrero authored
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Rui authored
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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.
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Rui914 authored
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- Mar 18, 2016
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James Stevenson authored
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
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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.
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Auke Kok authored
This was probably lost in either the API rewrite or a merge/rebase. Fixes #929
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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.
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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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