- May 22, 2017
- May 21, 2017
- May 20, 2017
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theFox6 authored
Action of some abm's call functions directly, instead of calling the function inside a function.
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- May 18, 2017
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sfan5 authored
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Vanessa Ezekowitz authored
This keeps the filenames the same, but adds a new "inside" double texture for the open chest. Use regular drawtype for closed chest and delete the "cube.obj" model. X-flip the right-side texture for the closed chest.
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- May 15, 2017
- May 13, 2017
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cx384 authored
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
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- May 08, 2017
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Auke Kok authored
The back side had a UV mapping issue which caused the bottom rear part to "shrink" when opened.
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Auke Kok authored
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SmallJoker authored
Prevents generating ugly looking dummy images for mods that weren't updated yet.
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- May 07, 2017
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Ezhh authored
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- May 01, 2017
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sfan5 authored
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Tim authored
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Fernando Carmona Varo authored
The previous behaviour is kept as fallback for compatibility, for when the on_ignite is not defined in the node.
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Auke Kok authored
Adds a mesh model that appears when a chest is opened. The chest stays visibly open as long as the player keeps it open. When the player closes the formspec, the chest returns back to the closed shape. While opening and closing, a sound plays. A second person inspecting the chest will trigger a second sound open. However, only after the last player closes the chest, does the chest actually visually close and is the sound close played. This keeps mesh updates to a minimum. While it's possible that a server shutting down may cause chests to remain open, this does not affect the chests' working matter, and opening or closing them should fix them. Old chests are converted to the new style by LBM. I previously had them converted on open but this was unreliable, and LBMs don't have that problem. Open chests cannot be dug up. This prevents people from keeping a chest open and digging it out as well, since closing a chest would place a chest back (swap) at the spot. We could protect against this, but it still messes up the client and causes a lot of "missing node inventory" error messages otherwise. It's unlikely but possible that a player lagging out causes a chest to stay "open" and thus unremovable by digging, but there are other ways of dealing with that - a server restart fixes that issue. If the lid of the chest is obstructed, the sounds continue to play, but the lid isn't opened. Obstructed means that a node is present above the chest lid, however, we ignore several node types like signs, torches (not 3d) and wallmounted nodeboxes (typically signs) since they don't pose any major obstruction in almost any case, and are typically found above chests. Additionally, the selection box of the opened chest does not include the lid, and so one can still interact with e.g. a sign behind an open lid. Due to the fact that chests now have 7+ textures, we can no longer use materials (limit: 6) to texture the chest, and so there is now a single UV mapped image that applies both to open and closed chests. While this does mean texture pack makers need to create it, this is extremely simple and consists of a simple cut'n'paste over the template and should be really easy to do. Only one texture file is now then used for both open and closed chests.
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- Apr 29, 2017
- Apr 27, 2017
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Auke Kok authored
We have enough gray recipes, but brown is more difficult. Fixes #1710
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rubenwardy authored
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- Apr 24, 2017
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paramat authored
Previously i had matched ore density to moreores, but this density was too high and out of balance with MTGame, reduce density to be similar to copper ore. The 2 levels of underground ore were overlapping, fix. Textures are actually by kilbith, update credits. Also credit kilbith for bronze, copper, gold and steel blocks, credits had not been updated at the time.
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paramat authored
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Dániel Juhász authored
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- Apr 20, 2017
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paramat authored
Use Calinou's textures from moreores mod. Craft bronze from tin and copper instead of steel and copper. Match ore density to the moreores mod but start ore at a depth of y = -32 to be part of the depth progression of other ores.
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upsilon authored
As written in game_api.txt.
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octacian authored
Commit 73d61cbb103415c9a3970eaf2c48aeadabfff828 makes skeleton keys craftitems rather than tools, warranting the move from tools.lua to craftitems.lua.
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octacian authored
Allow skeleton keys to be stacked by converting them to craftitems and adding a few lines of code to add a new itemstack to the inventory with the new key or drop it at the player position if the inventory is full.
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- Apr 13, 2017
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Thomas--S authored
Seems like this was a typo
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- Apr 12, 2017
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paramat authored
Bush saplings grow in half the time of tree saplings. Bushes do not need 'from sapling' schematic variants because only the stem node is force-placed in the mapgen schematic, so only the sapling is force-replaced. Bush leaves drop saplings with a rarity that ensures at least 1 sapling per bush on average.
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paramat authored
Also delete nyancat API documentation from game_api.txt.
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- Apr 11, 2017
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Ekdohibs authored
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MarkuBu authored
Slabs are placed horizontal instead of vertical, even if they are placed on a wall. Slabs are rotated automatically if they are placed to another slab, no matter which material. Slabs are placed at the lower position if the placer points into the lower half of the pointed node and to the upper position if pointed to the upper half. Stairs are placed normal if the placer points to the lower half of the pointed node and rotated upside down if pointed to the upper half.
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Alex Ford authored
This also allows custom actions (such as using the screwdriver as a wrench).
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