- Mar 06, 2016
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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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Auke Kok authored
This file is obviously out of place, as the engine does not load textures, ever, out of a models folder.
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- Feb 19, 2016
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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.
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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.
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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.
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MT-Modder authored
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Auke Kok authored
Issue #811 - new gravel texture needed. This texture was Gambits' PixelBOX gravel light texture. Gambit posted that his texture pack is WTFPL: - https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196 I've made significant modifications to this texture: - slightly rotated and rolled some sections of pixels - minor burn/dodge some pixels to keep high contrast - removed lineair repeating effects - etc. Attribution is added back to Gambit. Thanks.
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- Feb 18, 2016
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Auke Kok authored
This allows mod makers to register their own recipies, including none, to register doors.
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Auke Kok authored
Both the standing and sitting animations had misplaced curve cusps that caused the end part of the animation to wiggle the feet slightly back and forward. I've fixed both animations parts and re-exported. Verified in-game with multiplayer that everything was indeed fixed.
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tenplus1 authored
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
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Craig Davison authored
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
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- Feb 14, 2016
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paramat authored
Spread ABM intervals evenly across 1 to 16 seconds 16s ensures no nodes are missed when player walks past Adjust chance values to compensate, for identical action rates Combine lavacooling ABMs into one, return to chance = 1 Grass growth: add 'neighbors = "air"' to avoid processing the thousands of underground dirt nodes Grass death: Reduce action rate to that of grass growth Fire: Use chance = 1 for flame extinguishing and flame removal when mod is disabled
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- Feb 13, 2016
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Jean-Patrick Guerrero authored
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Rui authored
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Auke Kok authored
Node timers are higher precision and a better guarantee of happening at regular intervals, whereas ABM's may be postponed, cancelled or missed if a player is too far. The largest benefit is that once the furnace is done cooking, no more ABM's are fired - the timer is stopped instead and no more events are created until items are put in the furnace. This patch is larger due to the migration of the timer function and indentation change as a result of the somewhat reduced complexity. I've tested with several furnaces and this works correctly and behavior is not affected, although people may find that their furnaces now work more regularly. If you place several furnaces next to eachother, you will still find all furnace timers firing exactly at the same time. This is a bug in core that should not coalesce node timers at second intervals.
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Auke Kok authored
This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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- Feb 06, 2016
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Muhammad Rifqi Priyo Susanto authored
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paramat authored
Avoids trees or large cacti being placed multiple times at a single position, by changing the node at the heightmap y value
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paramat authored
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- Feb 03, 2016
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Craig Davison authored
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Craig Davison authored
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