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  1. Jul 16, 2016
  2. Jun 22, 2016
  3. May 01, 2016
  4. Apr 30, 2016
    • Auke Kok's avatar
      TNT: Allow mods to override entity physics. · 098ea0d1
      Auke Kok authored
      Introduces an `on_blast(luaobj, damage)` callback that mods can attach
      to an entity def. The function will get called with the damage that
      TNT would make.
      
      The function should return three values:
      
        bool do_damage, bool do_knockback, table drops
      
      do_damage allows the mod to tell the TNT code to perform damage on
      the entity for the mod. The mod code should not do anything with
      the entity HP. The entity should not be immortal. If false, then
      the entity will not be damaged by the TNT mod.
      
      do_knockback allows the mod to tell the TNT mod to perform an
      entity knockback effect. If false, no knockback effect is applied
      to the entity.
      
      the drops table is a list of items to drop. It may be nil. E.g. {
      "wool:red" }.
      
      I've documented both on_blast() API methods in game_api.txt. It is
      a better place than lua_api.txt.
      098ea0d1
  5. Apr 26, 2016
    • Auke Kok's avatar
      TNT: Add on_blast to all nodes with an inventory · 54b87e95
      Auke Kok authored
      Adds a minor helper function that allows efficient retrieval of
      several inventories from a node inventory. We use this helper to
      quickly retrieve the items in chests, vessel shelves, book shelves
      and furnaces, and return these with the nodes itself to the TNT caller.
      
      The TNT caller then performs the entity physics, and we don't need
      to do anything else.
      
      We disable TNT doing anything with bones.
      
      We expose a bug in the code that drops the items - metadata was lost
      entirely. This patch corrects that by properly copying the metadata
      and creating the drops list inclusive metadata.
      54b87e95
  6. Apr 16, 2016
  7. Mar 21, 2016
  8. Mar 13, 2016
    • Auke Kok's avatar
      Basic stone walls, using NDT_CONNECTED. · f8f7502e
      Auke Kok authored
      These basic connected wall nodes automatically connect
      to neigboring stone blocks, other wall blocks and anything
      that's "cracky". The do not connect to wood (fences will do
      that).
      
      The walls are generated using a new walls.register() API.
      Documentation on the API is included in game_api.txt.
      
      This change requires minetest/minetest#3503.
      
      Walls are added for all cobble stone materials. They generally
      look best and are the natural use cases for these materials.
      f8f7502e
  9. Mar 11, 2016
  10. Mar 06, 2016
  11. Feb 18, 2016
  12. Feb 13, 2016
    • Auke Kok's avatar
      New mesh door models, and extensive door API · f600a9f6
      Auke Kok authored
      This patch replaces the default door nodes with a new mesh model
      and nodes.
      
      Two new models were added that are 2 blocks high. One for left-hinge
      and one for right-hinge doors. This allows us to make a single texture
      fit on both models. The alternative would have been 1 model and 2
      unmapped textures, which is more work for mod developers.
      
      Doors work exactly like the old doors, including ownership, breaking
      doors, opening and closing.
      
      Under the hood, we can prevent the top part of the door from being
      obstructed by placing an invisible node. This prevents liquids from
      flowing through doors or people placing sand or other blocks in the
      top half. The door code automatically places and removes these as
      needed.
      
      Metadata is used to store door state, just like the old version.
      
      A doors API is added, it allows mods to use the API to open/close or
      toggle door states without worrying about sounds, permissions and
      other details. This is intended for e.g. mesecons. This API allows
      mods to manipulate or inspect doors for players or for themselves.
      
      In-game old door nodes are automatically converted using an ABM and
      preserve ownership and orientation and state.
      
      TNT blows up all doors and trapdoors except for the steel ones,
      who can survive a blast. We return an itemstack in on_blast(),
      which requires a TNT API patch which is also pending.
      
      We enable backface culling for most of these doors, as this gives
      the identical visual appearance that the old doors had. In the case
      of the glass door, there's a slight twist.
      
      The texture files used by the new doors have new names that do
      not conflict with previous texture file names to avoid texture
      pack conflicts.
      
      Thanks to red-001 <red-001@users.noreply.github.com> for some
      of the conversion code, cleanups, and extra textures.
      f600a9f6
  13. Feb 03, 2016
    • Auke Kok's avatar
      Create API for fence.register, and use it. · 2f39cad0
      Auke Kok authored
      This converts the call to minetest.register() for the default
      fence node, so it can be called by other mods to quickly
      setup other fences.
      
      Since this creates an API, insert it into the game_api.txt.
      
      The api looks like minetest.register(name, {def}), and has two
      uncommon fields: "texture" and "material". Any normal nodedef
      property can be passed through, except "drawtype". The "fence"
      group will always be added.
      
      The default fence recipe is modified to be as follows:
        wood, stick, wood
        wood, stick, wood
      
      This recipe yields 4 fence nodes.
      
      This allows us to create according recipes for acacia, pine,
      aspen, and junglewood fences without adding new stick types:
      
        pine wood, stick, pine wood
        pine wood, stick, pine wood
      
      This is a from-scratch implementation, written by heart but inspired
      by (#665 - Add many wooden fences).
      
      Stick and fences nodes are named in a consistent way.
      2f39cad0
  14. Oct 11, 2015
  15. Oct 01, 2015
    • paramat's avatar
      Rename to Minetest Game · 8e51f318
      paramat authored
      Rename in game.conf and documentation
      Update game_api.txt documentation for bucket API and tree functions
      Fix tab, space and comment formatting in game_api.txt
      Rename in mod READMEs
      8e51f318
  16. Jun 07, 2015
  17. May 14, 2015
  18. Feb 28, 2015
  19. Feb 24, 2015
  20. Feb 14, 2015
  21. Jan 10, 2015
  22. Dec 06, 2014
  23. Sep 16, 2014
  24. Aug 07, 2014
  25. Jul 06, 2014
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