- Aug 01, 2019
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TumeniNodes authored
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- May 04, 2019
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Paramat authored
Previously, opening a trapdoor caused the side textures to flip. Fix the incorrect textures. Also add a texture transform to a tile of the open trapdoor, such that the closed trapdoor sides use the lower part of the texture and the open trapdoor sides use the higher part. Clean up some codestyle issues.
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- Mar 24, 2019
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SmallJoker authored
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- Dec 20, 2018
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Ryan Nolan authored
Allow mods such as protection mods to over ride on_rightclick. Usecase is creating shared doors without the need for keys.
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- Dec 07, 2018
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sofar authored
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- Feb 03, 2018
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paramat authored
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- Nov 16, 2017
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DTA7 authored
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- Sep 12, 2017
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sfan5 authored
Forgot this in the last commit, thanks @Fixer-007
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- Sep 11, 2017
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sfan5 authored
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- Jul 23, 2017
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Ezhh authored
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- Jul 02, 2017
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DS-Minetest authored
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- Jun 25, 2017
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Ezhh authored
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- Jun 03, 2017
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MrIbby authored
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- Apr 29, 2017
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Auke Kok authored
Due to door items being the thing that's placed, we need to explicitly play a sound when placing a door. Fixes #1363
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- Apr 20, 2017
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upsilon authored
As written in game_api.txt.
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- Apr 13, 2017
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Thomas--S authored
Seems like this was a typo
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- Apr 02, 2017
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SmallJoker authored
Fixes bug caused by b847888c
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- Mar 29, 2017
- Mar 26, 2017
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upsilon authored
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- Mar 16, 2017
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Thomas--S authored
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- Mar 12, 2017
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SmallJoker authored
Completes a forgotten update in 9d3a5263
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- Feb 28, 2017
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octacian authored
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
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- Jan 16, 2017
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Auke Kok authored
This reverts commit 5e4a6e8a, and commit 60cf3f85. The original door API rewrite I posted had all rotation disabled using the correct on_rotate() handler returning `false`. Two subsequent changes attempting first to enable simple rotation and second disabling that again changed the callback handler to a boolean `false`, which is incorrect use in the screwdriver API, and actually allows rotation. The proper way to disable rotation for facedir nodes it to use a full callback handler that does `return false`.
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- Jan 03, 2017
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rubenwardy authored
Fixes #1364
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- Nov 25, 2016
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Auke Kok authored
This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
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- Nov 22, 2016
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paramat authored
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- Nov 20, 2016
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Auke Kok authored
Currently all minetest_game PR's are failing travis since the upstream luacheck now also warns about whitespace issues, and there are a few of those in the code. This fixes all of them so we can yet again rely on luacheck.
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- Nov 02, 2016
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cx384 authored
Edited fuels: fences, wooden ladder. New fuels: boat, paper, book, dry shrub, stick, vessels shelf, wooden tools, wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
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- Oct 25, 2016
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Auke Kok authored
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- Sep 30, 2016
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paramat authored
Rotating doors with screwdrivers causes too many issues to be worth it.
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- Sep 23, 2016
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paramat authored
The collision box still extended into a neighbouring empty node, causing falling node objects to collide but not transform back into normal nodes. Completes the fix started in a previous similar commit.
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- Sep 08, 2016
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paramat authored
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- Aug 29, 2016
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paramat authored
Make the softer woods, pine and aspen, 'flammable = 3'. Correct inconsistent flammability of wood and stairs in relation to all other solid wood nodes in MTGame. Make the the softer woods, pine and aspen, 'choppy = 3'.
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- Aug 09, 2016
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Tim authored
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- Aug 05, 2016
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Tim authored
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
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- Aug 04, 2016
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paramat authored
Previously, the collision box extended into an empty node, causing falling node objects to land on the open gate but not transform back into normal nodes. Now fallng node objects will fall through and either side of the end of the open gate and transform back.
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- Aug 01, 2016
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Tim authored
Fix crash when doors are placed under unknown nodes. Share a can_dig among doors, that does not crash on nil-player. Only set can_dig if we actually protect the door.
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- Jul 23, 2016
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Thomas--S authored
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- Jul 19, 2016
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Thomas--S authored
Removing the node above was an error and is unnecessary
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