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  1. Apr 16, 2016
    • Auke Kok's avatar
      Calculate blast intensity at all locations. · ccee025c
      Auke Kok authored
      We define the blast intensity as the square of the tnt_radius, divided
      by the square of the distance to the explosion center, where distance
      is limited to 1 at the lower end.
      
      When destroying nodes, we calculate the intensity for each node, and
      only destroy the nodes when the intensity is 1.0 or larger. To avoid
      perfectly spherical explosions, we make sure to retain a randomness
      factor of 20%. This will make explosion edges jagged and not smooth,
      but not too much.
      
      We pass the calculated intensity to on_blast() functions as well,
      except we take the jitter here out and make sure it's always 1.0
      or larger.
      ccee025c
    • Auke Kok's avatar
      TNT: Limit amount of stacks ejected. · 8c801529
      Auke Kok authored
      We apply a log scale to the size of the stacks ejected, so that
      in larger explosions we are getting larger stacks. For normal r=3
      explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
      it could end up giving stacks of 25+.V
      8c801529
    • Auke Kok's avatar
      TNT: Chain reaction · 3ddff2fb
      Auke Kok authored
      With the new high res timer, we can make TNT much better create chain
      reactions. This does exactly that.
      3ddff2fb
    • Auke Kok's avatar
      TNT particles: use drops list smartly · eafd1ebc
      Auke Kok authored
      The drops list already has quantities, so let's just select the one
      with the highest quantity from it, and use that as tile. Fallback
      tile will therefore only be used if explosion happens in air. Oh well.
      eafd1ebc
    • Auke Kok's avatar
      TNT: Spacing / codestyle fixes · 3623398b
      Auke Kok authored
      - Fix spacing errors around = and ..
      - Indentation fixes
      - Break up long lines
      3623398b
    • red-001's avatar
    • 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
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