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  1. Apr 08, 2016
  2. 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
  3. 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
  4. Mar 25, 2016
  5. Mar 22, 2016
  6. 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
  7. Mar 18, 2016
    • James Stevenson's avatar
      Rename argument to priv check · d90a0817
      James Stevenson authored
      Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
      d90a0817
    • Auke Kok's avatar
      Walls: Don't connect to group:cracky · 70248505
      Auke Kok authored
      the ```group:cracky``` group contains all sorts of odds and ends
      nodes that we shouldn't connect to. There are a few nodes that
      walls now no longer connect to, that probably should get
      ```group:stone``` added, or something similar, though.
      70248505
    • Auke Kok's avatar
      Allow digging of protected doors with "protection_bypass" · 22e32a01
      Auke Kok authored
      This was probably lost in either the API rewrite or a merge/rebase.
      
      Fixes #929
      22e32a01
    • Auke Kok's avatar
      Re-export character.b3d without texture linkage. · c94349ea
      Auke Kok authored
      I've created a modified B3Dexport.py version that automatically strips
      the embedded texture link to external texture files. These links were
      causing the engine to spew "can't find character.png" messages on the
      console, but were harmless due to texture loading being done by the
      client side and not through irrlicht.
      
      I previously moved character.png to /textures/, which is wrong. I now
      understand that character.png was in the same folder as character.blend
      simply to make blender load the texture from the embedded linkage
      automatically. Nothing more, nothing less.
      
      Subsequently the character.png file should just sit in convenience
      in the /models/ folder with the blend file, and not in the textures
      file. This patch moves it back. And yes, minetest does load the
      character.png from this path.
      c94349ea
    • Auke Kok's avatar
      Allow both sides of the bed to be digged up. · 41c2b2ae
      Auke Kok authored
      Tested with nodebreaker, fire.
      
      If called from lua, minetest.remove_node() calls on_destruct() callbacks
      before the map is actually updated. This means that we can't look at the
      map data to determine if we're done cleaning up adjacent nodes, and we
      have to stop recursing some other way.
      
      There's no data we can pass around through functions that would survive
      scope to a secondary on_destruct() callback, so we have to maintain
      local state somewhere in the mod namespace.
      
      In this case, we keep a bitflag. The bitflag is set to "true" by
      default. On the first half removal, the flag is flipped and afterwards
      we remove the other half node. When the on_destruct for the other half
      is running, it's value is false and we flip it back to true without
      removing the other half node.
      
      This thus prevents recursing.
      
      To facilitate easier finding of the bed partner, we tell our on_destruct
      whether we're a top or bottom half node through a passed flag.
      
      Now that the top is diggable, we just need to assure that it drops a
      bottom bed part.
      41c2b2ae
    • Auke Kok's avatar
      Add steel door/trapdoor sounds. · cb57f70a
      Auke Kok authored
      I've found a favorable steel door sound from a parking garage
      door that isn't abrupt or scary, just sounds like a nice solid
      metal door. The sample had both opening and closing sounds, and
      so they match nicely. Amplified and mixed several samples together
      to reduce ambient noise, and get the right level compared to
      wood doors. Attribution was added as well. CC-BY-3.0 sounds.
      cb57f70a
  8. Mar 15, 2016
  9. Mar 13, 2016
    • Auke Kok's avatar
      Clean up door tops if fire destroys bottom. · dfee51c2
      Auke Kok authored
      Fixes #909. Door tops are never flammable.
      
      This doesn't guard yet against a voxelmanip removing the top node,
      but that is less of an issue since if a voxelmanip removes the top,
      then the bottom part remains functional and visibly intact. If the
      voxelmanip removes the bottom part, but not the top, then this patch
      makes it clean up the top just fine.
      dfee51c2
    • tenplus1's avatar
      Fix bug rotating unknown node · 20053d6b
      tenplus1 authored
      This fixes a bug what crashes game when rotating an unknown node.
      20053d6b
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