- Mar 13, 2016
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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.
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Auke Kok authored
This fence gate builds on NDT_CONNECTED by assuming fence nodes will automatically connect to it's sides properly. The fence gate will open and close just like doors, with sounds, but it only opens one way. The gate sticks out quite a bit and can be bumped into, so the fence may be used as some sort of path switch. The fence gate offers no form of protection and can be opened and closed by anyone. This is done on purpose - the fencegate isn't meant to provide protection from players, as fences can be trivially jumped over. Instead, these fences should be used for protecting crops from hungry sheep, or keeping rabbits in their pen, or just decoration. Mods can also modify the mod to add protection, of course. A recipe is added to make these. It's 4 sticks and 2 wood (any) as follows: stick wood stick stick wood stick The collision box of the open gate is such that if two gates are connected but mirrored (making an M shape) then you can walk a large entity that's larger than 1.0 wide through the opening. The gate of an opened fence can also be stood upon or bumped into. I've mixed together some sounds to provide a somewhat light sound experience, one that one would expect from a small gate latching open and close. This change requires #873, otherwise it doesn't connect to fences.
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Auke Kok authored
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype. These nodes are drawn by the client with the needed connections on the fly as the scene is drawn. There is no logic needed by mods to modify the nodes. These fences connect to (1) other fences, (2) planks and (3) tree trunks, but nothing else. They do not connect to stone, dirt, wool, etc. This is done by the "connects_to" parameter, which takes groups and node names. Due to the way textures are wrapped, we can make these nodes look a lot better by giving them a special tile. This change requires minetest/minetest#3503.
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- Mar 11, 2016
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Jean-Patrick Guerrero authored
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red-001 authored
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- Mar 09, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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- Mar 06, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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red-001 authored
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paramat authored
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- Mar 03, 2016
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tenplus1 authored
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's). Also adding a recipe to blank written books.
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MT-Modder authored
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MT-Modder authored
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MT-Modder authored
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red-001 authored
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- Feb 29, 2016
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Auke Kok authored
https://forum.minetest.net/viewtopic.php?f=42&t=1523&start=500#p208773 Currently, doors can be placed inside others' protected areas. We need to check protection for both bottom and top halves.
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- Feb 27, 2016
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paramat authored
Add function to detect nearby snow to enable snow on sapling-grown pine trees Correct 'place schematic' rotation parameters to "0" or "random"
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- Feb 25, 2016
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paramat authored
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- Feb 24, 2016
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paramat authored
In mgv5/v7/flat/fractal/valleys Add missing noise parameters to pine logs for density to vary in relation to pine tree density
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rubenwardy authored
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- Feb 23, 2016
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MT-Modder authored
As requested by @paramat. Leaves are preserved by default and only decay when using place + sneak.
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MT-Modder authored
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
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Auke Kok authored
This is an adapted version of #861 - by oleastre Most mods had been calling `doors.register_door() with a door name that included the "modname:" prefix, and we should continue to allow mods to do so, without registering the nodenames created in the "doors:" namespace. The default case is to use the "modname:" prefix verbatim. If mods or code calls this function without a prefix, then "doors:" is automatically used. Now that the namespace is corrected, the copy replacement ABM is no longer needed.
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Auke Kok authored
This function maps doors.register_door to the new API as far as reasonable. We can't map the texture, so we fall back to a default texture. An error message is printed if mod writers did not provide the needed new tiles field for the door. The created doors are functional and a full replacement. Old doors are replaced with the new ones through an ABM.
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Auke Kok authored
A previous fix overwrote the `def` variable during registration, causing protected doors no longer to be placed with protection.
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- Feb 21, 2016
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Jean-Patrick Guerrero authored
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Auke Kok authored
These sounds were perceived to be too loud in the game. I've lowered them significantly but they remain plenty audible. The dig sounds were very loud as well so I toned them down as well.
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Auke Kok authored
This file is obviously out of place, as the engine does not load textures, ever, out of a models folder.
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- Feb 19, 2016
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Auke Kok authored
Other mods may depend on knowing whether doors are placed to setup additional attributes or perform node manipulations. This is something e.g. mesecons does to connect circuits to doors. This was tested with mesecons. Placing a door next to a mesecon wire will make the wire automatically connect, which was otherwise not happening.
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Auke Kok authored
And similarly, if we wield a door and right click any node that has an on_rightclick() handler, call the handler instead. Just to be on the safe side, assure that none of this code runs when right-clicking an entity or player, which would likely crash the server. Fold in PR #831 as well - prevent server crash on door place on unknown blocks, by @tenplus1.
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Auke Kok authored
This code never allowed placing a door on e.g. a grass plant. The code to handle this isn't that complex. With this code, doors can be placed on flowers and on normal node surfaces without issues.
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MT-Modder authored
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Auke Kok authored
Issue #811 - new gravel texture needed. This texture was Gambits' PixelBOX gravel light texture. Gambit posted that his texture pack is WTFPL: - https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196 I've made significant modifications to this texture: - slightly rotated and rolled some sections of pixels - minor burn/dodge some pixels to keep high contrast - removed lineair repeating effects - etc. Attribution is added back to Gambit. Thanks.
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- Feb 18, 2016
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Auke Kok authored
This allows mod makers to register their own recipies, including none, to register doors.
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Auke Kok authored
Both the standing and sitting animations had misplaced curve cusps that caused the end part of the animation to wiggle the feet slightly back and forward. I've fixed both animations parts and re-exported. Verified in-game with multiplayer that everything was indeed fixed.
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tenplus1 authored
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
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Craig Davison authored
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
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- Feb 14, 2016
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paramat authored
Spread ABM intervals evenly across 1 to 16 seconds 16s ensures no nodes are missed when player walks past Adjust chance values to compensate, for identical action rates Combine lavacooling ABMs into one, return to chance = 1 Grass growth: add 'neighbors = "air"' to avoid processing the thousands of underground dirt nodes Grass death: Reduce action rate to that of grass growth Fire: Use chance = 1 for flame extinguishing and flame removal when mod is disabled
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- Feb 13, 2016
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Jean-Patrick Guerrero authored
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