Skip to content
Snippets Groups Projects
  1. Mar 06, 2016
  2. Mar 03, 2016
  3. Feb 29, 2016
  4. Feb 27, 2016
  5. Feb 25, 2016
  6. Feb 24, 2016
  7. 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
  8. Feb 21, 2016
  9. 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
    • MT-Modder's avatar
      Add background image to book formspec · 1ab0fc12
      MT-Modder authored
      1ab0fc12
    • Auke Kok's avatar
      New gravel texture. · 5569950b
      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.
      5569950b
  10. Feb 18, 2016
    • Auke Kok's avatar
      Doors: Allow arbitrary recipe to be passed, even nil · 363b95c0
      Auke Kok authored
      This allows mod makers to register their own recipies, including
      none, to register doors.
      363b95c0
    • Auke Kok's avatar
      Fix character.b3d animation issues. · 8422f2ef
      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.
      8422f2ef
    • tenplus1's avatar
      added timer to tnt:tnt_burning for explosions · 36d18cb1
      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.
      36d18cb1
    • Craig Davison's avatar
      Remove log_mods from TNT · b47a5564
      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?
      b47a5564
  11. Feb 14, 2016
    • paramat's avatar
      Consolidate ABMs · 7d2dfe41
      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
      7d2dfe41
  12. Feb 13, 2016
    • Jean-Patrick Guerrero's avatar
    • Rui's avatar
      Remove minetest.inventorycube · 7a3cff55
      Rui authored
      7a3cff55
    • Auke Kok's avatar
      Convert furnace ABM to node timer · 8f095c62
      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.
      8f095c62
    • Auke Kok's avatar
      New mesh door models, and extensive door API · f600a9f6
      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.
      f600a9f6
  13. Feb 06, 2016
  14. Feb 03, 2016
Loading