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  1. Apr 16, 2016
    • red-001's avatar
      Fix TNT mod calculate blast intensity. · 9f4dc141
      red-001 authored
      Currently the TNT mod uses a dummy vaule of 1 for this.
      9f4dc141
    • red-001's avatar
      Add TNT API. · cfef21f4
      red-001 authored
      cfef21f4
    • Auke Kok's avatar
      TNT: add some depth to the explosion effect · 8556dd30
      Auke Kok authored
      We add a dirt-like particle (drawn from scratch, uses some
      colors from default_dirt's palette) to spawn many particles
      that have collision enabled around the center of the blast.
      
      This has the effect of obscuring the center of the blast, as
      that is a painfully visible empty area when the explosion happens,
      as there's only a little spark.
      
      The dirt particles bounce around the walls and floor a bit,
      and disappear rapidly, well before the smoke particles disappear.
      
      This is a nice visual distraction that obscures the sudden
      appearance of the gaping hole, and makes it a whole lot more
      believable.
      8556dd30
    • Auke Kok's avatar
      Make TNT a bit more fun. · 8cd049c2
      Auke Kok authored
      But not too much.
      
      TNT is a bit underwhelming at the moment. We can make it a bit
      more interesting by ejecting not just one or two itemstacks,
      but a bunch of them. This code splits up the drops into
      separate itemstacks that are 2-5 items together, which
      results in generally roughly 10 itemstacks being ejected.
      
      Since now we have multiple ejecta, it makes sense to tune
      the ejecta velocities a bit better to get the appearance of
      an actual explosion better. The items will not all start
      with the same vertical velocity, since that would look
      like fireworks. Instead we give them all a different vertical
      speed.
      8cd049c2
    • Auke Kok's avatar
      Allow the on_blast API to pass an itemstack. · 12d5ca2f
      Auke Kok authored
      If the node is special and has an on_blast() handler, we need
      to call it instead of getting node drops manually. However, we
      do want to know if drops should be added for the special nodes,
      so we modify the on_blast() handler code to allow the nodedef
      handlers to pass back itemstacks. This could be used by e.g.
      the doors mod to drop door items after a blast.
      
      Since this API is documented in lua_api.txt, a separate PR will
      be incoming to update the on_blast() documentation.
      12d5ca2f
  2. Apr 14, 2016
  3. Apr 12, 2016
  4. Apr 08, 2016
  5. Apr 04, 2016
    • kilbith's avatar
      Creative: Add myself in credits · 9a6cb2d7
      kilbith authored
      Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55.
      
      This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months.
      
      I expect to be credited.
      9a6cb2d7
    • Auke Kok's avatar
      Flood snow with either lava or water. · f4e77edc
      Auke Kok authored
      Fixes #1005
      
      This doesn't flood snow or ice blocks.
      f4e77edc
    • tenplus1's avatar
      Fix doors disappearing while underwater · e38f69d5
      tenplus1 authored
      Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
      e38f69d5
    • Auke Kok's avatar
      Beds: Check for buildable_to for bottom half · 874b1ae3
      Auke Kok authored
      We properly checked top half already, just not the top half
      target location.
      
      Assure both checked positions are not unknown nodes.
      
      Fixes #991
      874b1ae3
  6. Mar 31, 2016
    • Auke Kok's avatar
      Boats: Optimize, re-UV unwrap. · 1977ae19
      Auke Kok authored
      The boat model had over 1700 tris (!) before this redo. I've reduced
      the amount of tris to ~150, which is very reasonable given that there
      are almost 45 faces to this model.
      
      I've also spent a good hour re-UV unwrapping the entire model which
      has a huuuge impact on the boats' appearance. As much as possible,
      the boat now looks like it's made out of actual blocks of wood,
      and I've even attempted to make the grains connect around edges,
      appear in the same pattern and spacing, and generally make it look
      like it's just a nice crafted thing out of several pieces of wood.
      
      I've had to tweak the rudder part to make the texture actually have
      square texture pixels. I did that by varying the vertical position of
      the botton of the rudder handle and the top of the rudder bottom, which
      worked well. I also had to 'slice' the rear face of the boat to prevent
      a strange texture tear, probably due to non-flat surface somewhere,
      but I couldn't spot the issue there anymore after adding 2 extra edges.
      
      This looks totally like a new boat now.
      
       - http://i.imgur.com/stiVzsa.jpg
      1977ae19
    • Rui's avatar
      Fire: Use get_item_group instead of get_node_group · 7bbbcbf7
      Rui authored
      7bbbcbf7
    • Auke Kok's avatar
      Start timer as well when moving items around. · 4d7dbfc8
      Auke Kok authored
      It's possible to hit this when using an e.g. charcoal mod
      where a tree is both a fuel and a source.
      4d7dbfc8
    • tenplus1's avatar
      Add recipe to craft clay block back into lumps · 787ccb57
      tenplus1 authored
      Added a recipe to craft a clay block back into 4 clay lumps.
      787ccb57
    • Jean-Patrick Guerrero's avatar
  7. Mar 25, 2016
  8. Mar 22, 2016
  9. Mar 21, 2016
    • paramat's avatar
      Fire: Speed up fire spread and burn out · 537f94c2
      paramat authored
      537f94c2
    • Auke Kok's avatar
      Beds: priv/griefing fixes. · da0cc7f6
      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)
      da0cc7f6
    • Jean-Patrick Guerrero's avatar
      b57dd0f9
    • Rui's avatar
      Allow for shift+clicking inventory from bones · 8fdcfea9
      Rui authored
      8fdcfea9
    • Auke Kok's avatar
      Doors: Allow falling nodes to fall onto doors. · 9de43cdf
      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.
      9de43cdf
    • Rui914's avatar
      Create API for registration of fence gate. · a2ecc51f
      Rui914 authored
      a2ecc51f
  10. Mar 18, 2016
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