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  1. Aug 01, 2019
  2. May 04, 2019
    • Paramat's avatar
      Fix trapdoor side textures and orientations · 5c48c76a
      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.
      Unverified
      5c48c76a
  3. Mar 24, 2019
  4. Dec 20, 2018
  5. Dec 07, 2018
  6. Feb 03, 2018
  7. Nov 16, 2017
  8. Sep 12, 2017
  9. Sep 11, 2017
  10. Jul 23, 2017
  11. Jul 02, 2017
  12. Jun 25, 2017
  13. Jun 03, 2017
  14. Apr 29, 2017
  15. Apr 20, 2017
  16. Apr 13, 2017
  17. Apr 02, 2017
  18. Mar 29, 2017
  19. Mar 26, 2017
  20. Mar 16, 2017
  21. Mar 12, 2017
  22. Feb 28, 2017
    • octacian's avatar
      Keys: Show owner in description · 9d3a5263
      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.
      9d3a5263
  23. Jan 16, 2017
    • Auke Kok's avatar
      Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..." · 6dcf541f
      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`.
      6dcf541f
  24. Jan 03, 2017
  25. Nov 25, 2016
    • Auke Kok's avatar
      Keys: Allow easy sharing of access without commands · e4b1c935
      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.
      e4b1c935
  26. Nov 22, 2016
  27. Nov 20, 2016
    • Auke Kok's avatar
      Fix whitespace errors to silence luacheck. · 75caa916
      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.
      75caa916
  28. Nov 02, 2016
    • cx384's avatar
      Add and edit fuel registrations · 23ba2d3a
      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.
      23ba2d3a
  29. Oct 25, 2016
  30. Sep 30, 2016
  31. Sep 23, 2016
    • paramat's avatar
      Doors: Trim open fencegate collison box again · 3e058707
      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.
      3e058707
  32. Sep 08, 2016
  33. Aug 29, 2016
  34. Aug 09, 2016
  35. Aug 05, 2016
  36. Aug 04, 2016
    • paramat's avatar
      Doors: Trim open fence gate collision box · 265c40b5
      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.
      265c40b5
  37. Aug 01, 2016
    • Tim's avatar
      Doors: Fix potential crashes, code improvements · 00c2dde4
      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.
      00c2dde4
  38. Jul 23, 2016
  39. Jul 19, 2016
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