Code: Select all
commit 00a0d9a5d4bda9a3a33d1992218c3e8094559730
Author: Auke Kok
Date: Mon Feb 29 08:35:36 2016 -0800
Doors: Prevent placement in protected areas.
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.
commit 5d28040915f9b23aad008553b51a9db5b2bee4dd
Author: paramat
Date: Thu Feb 25 00:29:35 2016 +0000
Default: Add 'snowy pine tree from sapling' schematic
Add function to detect nearby snow to enable snow on sapling-grown pine trees
Correct 'place schematic' rotation parameters to "0" or "random"
commit 62dbf293011424ca4f9cb7b154f560506965f7e2
Author: paramat
Date: Wed Feb 24 23:41:05 2016 +0000
Default/mapgen: Remove unnecessary spaces from log decorations
commit 6493e5fefb62b41c0641c565563665c6b74f069f
Author: paramat
Date: Mon Feb 22 20:38:00 2016 +0000
Default/mapgen: Make forest clearings larger and more common
In mgv5/v7/flat/fractal/valleys
Add missing noise parameters to pine logs for
density to vary in relation to pine tree density
commit 42cc6d2c311d4b70f328d3e31554bf90dd9fc45e
Author: rubenwardy
Date: Sat Jan 2 12:04:31 2016 +0000
Add item name to chest log messages
commit 3a55e19055871bb403eb306cbaa87836b66ef60c
Author: MT-Modder
Date: Mon Feb 22 18:28:43 2016 -0500
Control leaf decay with sneak.
As requested by @paramat.
Leaves are preserved by default and only decay when using place + sneak.
commit ea2a7d3b1fe4b0ea49527c0d68fdea4eada6ec5e
Author: MT-Modder
Date: Mon Feb 22 12:19:41 2016 -0500
Remove dig_up() from cactus.
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
commit 2c355a8642fbc0b94dd45831c3464337ab64ce42
Author: Auke Kok
Date: Sat Feb 20 20:03:09 2016 -0800
Allow mod namespace for door registrations.
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.
commit 777088481bc234cfdda24d3cb4668d1ceaae2492
Author: Auke Kok
Date: Fri Feb 19 23:32:43 2016 -0800
Fallback doors.register_door() code.
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.
commit 6b055ae18ad6af800bd953886547477b0ac3c1eb
Author: Auke Kok
Date: Sat Feb 20 00:41:22 2016 -0800
Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
commit 4c9944b263d31a8511a252f758e1bedf28559f7a
Author: Jean-Patrick Guerrero
Date: Sat Feb 20 13:24:29 2016 +0100
Creative: Rename fields with correct naming convention to avoid possible conflicts
commit 73d998ccdf73d2193b5e83f791ebbd422e2dedaf
Author: Auke Kok
Date: Mon Jan 18 13:35:21 2016 -0800
Lower snow footstep and dig sound level.
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.
commit 3fcb7821d78aef7c647a7e2687ff1a6328eb108b
Author: Auke Kok
Date: Thu Jan 14 21:22:21 2016 -0800
Move character.png to textures.
This file is obviously out of place, as the engine does not
load textures, ever, out of a models folder.
commit ed9fd475de2db49a9a5a8568e75a97c790936967
Author: Auke Kok
Date: Sun Feb 14 12:21:51 2016 -0800
Call on_place_node() callbacks after placing door.
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.
commit 2cc6640edffd96fcef16fe76901a1de7ab3326f0
Author: Auke Kok
Date: Sat Feb 13 20:27:03 2016 -0800
Open doors when right-clicking a door with a door.
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.
commit bbf17c9ecabe3e6f8782d1faf91c34ece361026b
Author: Auke Kok
Date: Sat Feb 13 20:00:37 2016 -0800
Allow building doors on buildable_to nodes.
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.
commit 1ab0fc12a73fb80448657782894fec062094358e
Author: MT-Modder
Date: Sat Feb 13 17:19:38 2016 -0500
Add background image to book formspec
commit 5569950b26507704f603fc2e43b3cae26825c511
Author: Auke Kok
Date: Sun Jan 31 19:29:01 2016 -0800
New gravel texture.
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.
commit 363b95c0037997eae92fac75a15d1d28be2f6e04
Author: Auke Kok
Date: Sat Feb 13 10:03:23 2016 -0800
Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
commit 8422f2ef52bd424cc04f43b7d32aa7b20bf30647
Author: Auke Kok
Date: Sat Feb 13 09:45:42 2016 -0800
Fix character.b3d animation issues.
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.
commit 36d18cb16163405234f92d17897b66d12487476a
Author: tenplus1
Date: Tue Feb 9 21:34:03 2016 +0000
added timer to tnt:tnt_burning for explosions
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.
commit b47a5564720f7fddcdd9163c3b1847abd47f4c3d
Author: Craig Davison
Date: Mon Feb 1 17:16:20 2016 +0000
Remove log_mods from TNT
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
commit 7d2dfe41016c7c4b50d1afdab308efca00c20681
Author: paramat
Date: Sat Feb 13 08:33:58 2016 +0000
Consolidate ABMs
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
commit 04f01bc57fee73d407874c1c92d59fa9ba803e2c
Author: Jean-Patrick Guerrero
Date: Sat Feb 13 11:30:21 2016 +0100
Doors: fix unability to register doors outside of doors mod
commit 7a3cff552943b0ecdf57e43b7d8d9040bea6c0ac
Author: Rui
Date: Thu Feb 11 13:47:26 2016 +0900
Remove minetest.inventorycube
commit 8f095c62a8af0f4660266c20d426e23a35792416
Author: Auke Kok
Date: Tue Feb 9 22:03:40 2016 -0800
Convert furnace ABM to node timer
Node timers are higher precision and a better guarantee
of happening at regular intervals, whereas ABM's may be
postponed, cancelled or missed if a player is too far.
The largest benefit is that once the furnace is done
cooking, no more ABM's are fired - the timer is stopped
instead and no more events are created until items
are put in the furnace.
This patch is larger due to the migration of the timer
function and indentation change as a result of the somewhat
reduced complexity. I've tested with several furnaces and
this works correctly and behavior is not affected, although
people may find that their furnaces now work more
regularly.
If you place several furnaces next to eachother, you will
still find all furnace timers firing exactly at the same
time. This is a bug in core that should not coalesce node
timers at second intervals.
commit f600a9f645af40d22c8eb7c17aff89507b71816e
Author: Auke Kok
Date: Fri Jan 15 18:50:32 2016 -0800
New mesh door models, and extensive door API
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.
commit 9e54b379c8ba50228f3773a158cc5e4aa8b427a8
Author: Muhammad Rifqi Priyo Susanto
Date: Thu Feb 4 17:24:14 2016 +0700
Creative: Extend search function to descriptions
commit 5994ac8dc5d1790b62bf2b113cd8e2849c2d745c
Author: paramat
Date: Wed Feb 3 22:43:37 2016 +0000
Default/schematics: Re-add force-placed root node to mapgen trees
Avoids trees or large cacti being placed multiple times at a single
position, by changing the node at the heightmap y value
commit c198d8c57eaa42def5576372d3e33db6c0f95998
Author: paramat
Date: Wed Feb 3 21:56:00 2016 +0000
Default/mapgen: Confine Aspen to one half of deciduous forest
commit 09dbaf79725c160d97232357cfbcc558fad76de6
Author: Craig Davison
Date: Mon Feb 1 17:34:12 2016 +0000
Follow naming conventions of textures in creative
commit 0add474af2d58f0a01f5c483ea44e69d6580ecf9
Author: Craig Davison
Date: Mon Feb 1 17:30:45 2016 +0000
Follow naming conventions of textures and models in boats
commit 0ea23a50d3788e14bb99e5c215f70cb85a73c98f
Author: kilbith
Date: Sat Jan 30 12:09:43 2016 +0100
Creative: move player datas in separate table (fixes #812)
commit 2f39cad09b763fc62dce3bf1dce2867ecc864955
Author: Auke Kok
Date: Mon Dec 14 21:49:20 2015 -0800
Create API for fence.register, and use it.
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.