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  1. Nov 27, 2016
  2. Nov 26, 2016
    • paramat's avatar
      Farming/fire: Add tool break sounds · e8376215
      paramat authored
      Add tool break sounds to hoes and flint and steel.
      Flint and steel: Reduce gain of use sound and only add tool wear
      if not in creative mode.
      e8376215
  3. Nov 25, 2016
    • Rogier's avatar
      Default: Several improvements of character model · fd87b04f
      Rogier authored
      - Improve arms attachment
      
        The arm bones were at an angle, so that the bones were difficult
        to orient correctly, as unintuitive combinations of angles
        would be needed to get the default orientation, or any other
        acceptable orientation. Moreover, a simple rotation of the arm,
        e.g. forward, would require all angles to be adapted, instead
        of just one.
      
        The ends of the arms bones were moved from touching the body, to
        the center of the arm, at an equal distance from the sides of the
        arm and the shoulder; the arm bone is now in the center of the arm.
      
      - Fix body rotation
      
        The body was rotated 180° while the rest wasn't, leading to
        strange results when setting bone positions manually.
      
      - Fix default rotation of limbs (manually positioning them in
        their default position would require an 180° rotation).
        Is is not know how this was fixed. Maybe just because the
        model was re-exported.
      
      - The bone of the cape was moved to the center of the cape (it was
        at the edge). For some reason this fixed the 180° rotation of the
        cape when it was manually positioned (similar to previous issue).
      
      The changes above fix most of the issues mentioned in #1376
      
      - Add a player-model-specific workaround for the problem described in:
        https://github.com/minetest/minetest/issues/2813#issuecomment-198796927
        https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915
      
        During walking, attached tools would randomly switch hands. Walking also
        happens to be the only animation where the body does not move. Making the
        body move an imperceptible amount makes the issue disappear for the player
        model.
      
      - Fix body vertex group: it no longer includes parts of arms and legs
      
      Thanks to @stujones11 for these last two changes.
      fd87b04f
    • 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
  4. Nov 24, 2016
    • sfan5's avatar
      Use travis' container-based infrastructure (#1314) · b0ae4882
      sfan5 authored
      Use travis' container-based infrastructure (no sudo)
      
      b0ae4882
    • Auke Kok's avatar
      Merge 'torches' mod as default:torch. · 0bd2efcf
      Auke Kok authored
      This merges the current state of the well-maintained and tested
      `torches` mod as I've maintained it for the last 6 months.
      
      This started out as a thorough cleanup of 3D torches by blockmen,
      where some of the initial code still remains.
      
      The models were redone entirely from scratch and have been extensively
      tested with dozens of animated textures converted with mcimport,
      and look a lot better than the original 3D Torches mod.
      
      The ceiling torch is retained and functional. The `wieldlight`
      addition that the torches mod has was removed, since it relies
      on wieldview to look decent. This can stay external mod code.
      
      I've opted to move the torch nodes to a separate file. It's not
      a lot of code but nodes.lua is already huge, and I wanted to
      retain the copyright header and some of the readme.txt notes,
      and this was the easiest way of doing it.
      
      This code passes "default:torch" to nodes with on_rightclick,
      fixing problems with itemframes. Essentially it has a more
      elaborate item_place() routine to make sure we're not passing
      the wall torch to nodes that may display it.
      
      The ceiling torch is a separate model and not the same as the
      floor model. That does mean that there are 3 models in this
      mod.
      0bd2efcf
  5. Nov 22, 2016
  6. Nov 21, 2016
    • Thomas--S's avatar
      Farming: Add forgotten colon · 55ab3a11
      Thomas--S authored
      This makes the itemstrings consistent over the whole file.
      55ab3a11
    • paramat's avatar
      Default: Add water footstep sounds · ec95f470
      paramat authored
      Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
      ec95f470
    • Auke Kok's avatar
      Carts: Merge boost_cart as "carts" mod · 1e691c44
      Auke Kok authored
      This is all the working code from SmallJoker's boost_cart, poored into
      a more suitable form for minetest_game.
      
      - Mesecons and moreores stuff was removed entirely.
      - Textures were all renamed and moved out of default/
      - Updated license, readme.txt, attribution
      - Changed code license to MIT, left artwork at CC0
      - removed default:rail and made aliases for it
      - :carts:rail is now carts:rail.
      - localized entity def
      - removed copper rail entirely
      - startstop rail was removed, as well as detector rail
      - remodeled to b3d using stujones11 excellent blend model, but sizes
        of cart adjusted to make pixel sizes consistent (0.625) everywhere.
      - slightly more complex texture map for the cart (front/side visibly
        different)
      - rail parameters are passed as a separate def table, and stored in
        a private list. This avoids having to call `get_meta` on every
        node. In return, we need the node name, though.
      - adds metal sounds (based on default metal sound function) and
        cart moving sound.
      - reduced cart speeds to max 7, 5 by pushing.
      - Added on_step() rail event handler, gets called when a cart is on
        a rail.
      - Added various rebased updates from upstream (thanks Krock)
      - Included a fix that removes the 'reverse jiggle' when stopping.
      - Included reworked textures by sofar.
      
      The mod namespace is still public, but I'm NOT declaring it an API. I'd
      rather see it localized instead, for now. Any public interface in this
      code is *experimental* at best, and should be considered non-stable and
      unsupported for now.
      1e691c44
  7. 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
    • paramat's avatar
      Textures: Revert many back to RGBA to fix visual bug · 47efa2f5
      paramat authored
      With mip-mapping enabled, some GPUs cause a visual bug with indexed
      textures that use alpha. This bug has been present for a while but
      not noticed before. All indexed alpha textures must now be converted
      to RGBA, to start this process we revert some textures converted to
      indexed in the recent commit af3c9186.
      47efa2f5
    • pilino1234's avatar
      Boats: Use player yaw on place, align player yaw with boat on enter · 2c122052
      pilino1234 authored
      When placing boats, align the boat with the player's yaw.
      
      Align drivers yaw with boat yaw when entering a boat, would previously turn
      boat yaw by player's yaw + 90° to the right.
      2c122052
  8. Nov 18, 2016
  9. Nov 14, 2016
  10. Nov 10, 2016
  11. Nov 07, 2016
  12. Nov 06, 2016
  13. Nov 05, 2016
  14. Nov 02, 2016
  15. Oct 31, 2016
  16. Oct 30, 2016
  17. Oct 29, 2016
  18. Oct 27, 2016
    • paramat's avatar
      Default: Add bush stem and leaves nodes · 048aaa26
      paramat authored
      To allow mapgen bushes in green-grass and savanna grasslands.
      Nodes for a generic bush and an acacia bush.
      Stem nodes are craftable to a single wood node to provide a small
      amount of wood resource in grasslands.
      Fuel times are that of corresponding 'wood' nodes, 1/4 that of
      corresponding tree nodes.
      No leafdecay to enable use as hedges or without a nearby tree trunk.
      Uses 'default leaves simple' texture for extra visual thickness.
      048aaa26
  19. Oct 26, 2016
  20. Oct 25, 2016
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