- Apr 08, 2016
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paramat authored
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- Apr 04, 2016
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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.
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Auke Kok authored
Fixes #1005 This doesn't flood snow or ice blocks.
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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.
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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
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- Mar 31, 2016
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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
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Rui authored
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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.
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tenplus1 authored
Added a recipe to craft a clay block back into 4 clay lumps.
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Jean-Patrick Guerrero authored
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- Mar 25, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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Jean-Patrick Guerrero authored
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- Mar 22, 2016
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Rui authored
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Jean-Patrick Guerrero authored
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Jean-Patrick Guerrero authored
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paramat authored
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paramat authored
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Auke Kok authored
If LVM or some other nonmetadata method is used to place a door, then metadata is missing that tells us whether the door is left or right-hinged. However, we can detect that nodemeta is missing and see if the node name is _a or _b. In the case of _a, nothing needs to be done and we can just open the door. In the case of _b we assume the door is right hinged, and tune the state nodemeta value so that the door opens the right way. This all of course assumes that the schematic method places the doors *closed* by default, which is reasonable.
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Jean-Patrick Guerrero authored
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tenplus1 authored
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels. Tried and tested with new diamond screwdriver :)
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- Mar 21, 2016
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paramat authored
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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)
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Jean-Patrick Guerrero authored
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Rui authored
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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.
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Rui914 authored
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- Mar 18, 2016
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James Stevenson authored
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
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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.
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Auke Kok authored
This was probably lost in either the API rewrite or a merge/rebase. Fixes #929
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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.
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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.
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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.
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- Mar 15, 2016
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paramat authored
Hue and saturation match desert stone and desert stone brick Preserve original mortar colour
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paramat authored
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Auke Kok authored
We raise the height of the fencegate node by 0.0001 to make the fencegate post stop fighting with node blocks. This makes the gate pole appear to be cut through the node, and doesn't leave a gap when stacking fencegates, which would look odd.
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Auke Kok authored
No need to find_node_near twice with the same params.
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Jean-Patrick Guerrero authored
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- Mar 13, 2016
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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.
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tenplus1 authored
This fixes a bug what crashes game when rotating an unknown node.
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