Development tools (for both Minetest and mods)

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LMD
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Re: Development tools (for both Minetest and mods)

by LMD » Post

IntelliJ works on Linux btw...
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Re: Development tools (for both Minetest and mods)

by treytomes » Post

It looks like Craft Studio has been made free to use, and has the ability to produce models and animations in a style that would work well inside of minetest.

https://sparklinlabs.itch.io/craftstudio

Has anyone tried integrating Craft Studio models into minetest yet? It can export obj files, but animations are exported in a custom json format.

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Re: Development tools (for both Minetest and mods)

by Nathan.S » Post

treytomes wrote:It looks like Craft Studio has been made free to use, and has the ability to produce models and animations in a style that would work well inside of minetest.

https://sparklinlabs.itch.io/craftstudio

Has anyone tried integrating Craft Studio models into minetest yet? It can export obj files, but animations are exported in a custom json format.
The OBJs should work without any problems, but you won't be able to get any animations with those as OBJ doesn't support animation. You'd have to write something to combine the mesh and animation data into some format that supports animation, such as .b3d or .x
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Re: Development tools (for both Minetest and mods)

by Linuxdirk » Post

Looked good up to the point where it forces you to register an account to use it.

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Re: Development tools (for both Minetest and mods)

by sorcerykid » Post

Please add RocketLib Toolkit to the dev wiki, as it can be very useful for examining offline copies of the map database.

viewtopic.php?t=23891

Also my Advanced Rangefinder provides a chat command for locating entities and nodes given a search pattern.

viewtopic.php?t=24287

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Re: Development tools (for both Minetest and mods)

by Badkraft » Post

I code in Windows. Use VS Code with LUA and a LUA lint extensions. Pretty intuitive and robust features.

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Re: Development tools (for both Minetest and mods)

by loosewheel » Post

I’m not sure if this is the right place for this. It’s not so much a development tool, but a lua script to read the lua_api.txt file and output a series of html files. Hopefully making the documentation a little easier to navigate.

This worked with the lua_api.txt for v5.3.0. I just code blocked the mod folder structure so it lined up a little better. I don’t know about other versions. If the markdown tags are the same it should work.

If you don’t feel like running the script, the output folder has v5.3.0 already done. Just open the file index.html in a browser.

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Re: Development tools (for both Minetest and mods)

by philipbenr » Post

The HTML documents is quite nice, as it can be easily styled (add your own markings for each bit that is important to you) and made nicer to read.

All that you need is an easy way to search all the documents and you're golden ;)

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Re: Script for lua_api.txt

by loosewheel » Post

I managed to put a search bar on the pages, that search only the document set. Added a couple of style classes, mainly to do with the search. Added an option to have some control of the size of the output pages (more, smaller pages).

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Re: Development tools (for both Minetest and mods)

by Desour » Post

There is https://minetest.gitlab.io/minetest/ if you want prettily rendered lua_api.txt.

Added luacheck, busted and nodebox_editor to the wiki.
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Re: Development tools (for both Minetest and mods)

by Wuzzy » Post

ContentDB now has a new tag: "Developer Tools". Authors can tag their game/mod as a developer tool so it can be easily filtered out.

Look here: https://content.minetest.net/packages/? ... oper_tools

Currently, there are 13 developer tools in the ContentDB.

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Re: Development tools (for both Minetest and mods)

by wsor4035 » Post

...its not actually new
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Wuzzy
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Re: Development tools (for both Minetest and mods)

by Wuzzy » Post

It is relatively new. Rubenwardy added it on June 5, 2022.

https://github.com/minetest/contentdb/issues/375

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Re: Development tools (for both Minetest and mods)

by apercy » Post

And I follow using xed for mod development🙃

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Re: Development tools (for both Minetest and mods)

by LMD » Post

apercy wrote:
Sun Jun 12, 2022 00:00
And I follow using xed for mod development🙃
I'd recommend you µ or Visual Studio Code (or one of its FOSS variants VSCodium or Code: OSS).
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Re: Development tools (for both Minetest and mods)

by apercy » Post

LMD wrote:
Sun Jun 12, 2022 08:40
apercy wrote:
Sun Jun 12, 2022 00:00
And I follow using xed for mod development🙃
I'd recommend you µ or Visual Studio Code (or one of its FOSS variants VSCodium or Code: OSS).
The first is very interesting!
Thank you

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Re: Development tools (for both Minetest and mods)

by Mantar » Post

I hear good things about ZeroBrane, a foss ide designed specifically for lua. Personally, Emacs + flycheck-lua works plenty good enough for me.
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