forked from Mineclonia/Mineclonia
Merge branch 'master' into mod.conf
This commit is contained in:
commit
c1bed0a826
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---
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name: "Bug Report"
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about: "Use this for when something's broken."
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labels:
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- bug
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- unconfirmed
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---
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##### What happened?
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<!-- Describe what's wrong. -->
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##### What did I expect?
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<!-- Describe what should be happening instead -->
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##### How to get it to happen
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<!--
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Write down exactly what you did to get the bug to happen
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If you need more steps, just keep adding numbers. If you
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don't need them all, delete the empty numbers.
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-->
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1.
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2.
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3.
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##### Environment
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Mineclonia Version: <!-- Paste the version of Mineclonia here, if you know it. -->
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<!--
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Please refer to https://git.minetest.land/Mineclonia/Mineclonia/wiki/Reporting-Bugs
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if you need help finding your Minetest version.
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-->
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Minetest Version:
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@ -0,0 +1,22 @@
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---
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name: "Feature Request"
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about: "Mineclonia doesn't do something you need it to"
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labels:
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- "feature request"
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---
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##### Problem
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<!--
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Describe what's wrong.
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If you're reporting a missing feature from Minecraft,
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please include a link to the Minetest wiki or Mojang bug
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tracker entry describing that feature.
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-->
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##### Solution
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<!-- Write down an example of what you'd like to happen. -->
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@ -0,0 +1,51 @@
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<!--
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Please include the main mod this PR affects in the title, including
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the leading directory. For example, if you have added a new
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type of banner to mcl_banners, the title should look like:
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items/mcl_banners: add new banner type
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-->
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##### Problem
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TRACKING ISSUE: #<!-- Tracking issue number -->
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<!--
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Describe WHAT problem this pull request solves.
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If the tracking issue includes all the needed
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information, you can leave this section empty.
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-->
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##### Solution
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<!-- Describe HOW this pull request solves its problem. -->
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##### Details
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<!-- Include any additional information here. -->
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##### Testing Steps
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<!--
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Write how we can verify this patch addresses its problem.
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If you need more steps, just keep adding numbers. If you
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don't need them all, delete the empty numbers.
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-->
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1.
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2.
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3.
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<!--
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If your pull request still needs work, uncomment the
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following section and include a list of things that
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need to be done before it's ready for us to look at.
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Please remember to put WIP: in front of the title as well.
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-->
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<!--
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##### To do
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- [ ] Item 1
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- [ ] Item 2
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- [ ] Item 3
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-->
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@ -57,46 +57,44 @@ local function compute_sphere_rays(radius)
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local rays = {}
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local rays = {}
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local sphere = {}
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local sphere = {}
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for i=1, 2 do
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local function add_ray(pos)
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sphere[minetest.hash_node_position(pos)] = pos
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end
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for y = -radius, radius do
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for z = -radius, radius do
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for x = -radius, 0 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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add_ray(vector.new(-x, y, z))
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break
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end
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end
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end
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end
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for x = -radius, radius do
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for z = -radius, radius do
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for y = -radius, 0 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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add_ray(vector.new(x, -y, z))
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break
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end
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end
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end
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end
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for x = -radius, radius do
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for y = -radius, radius do
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for y = -radius, radius do
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for z = -radius, radius do
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for z = -radius, 0 do
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for x = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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local pos = { x = x, y = y, z = z }
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add_ray(vector.new(x, y, -z))
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sphere[minetest.hash_node_position(pos)] = pos
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break
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for z = -radius, radius do
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for y = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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end
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end
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@ -253,12 +251,12 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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if collisionbox then
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if collisionbox then
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-- Create rays from random points in the collision box
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local x1 = collisionbox[1]
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local y1 = collisionbox[2] * 2
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local y1 = collisionbox[2]
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local z1 = collisionbox[3] * 2
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local z1 = collisionbox[3]
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local x2 = collisionbox[4] * 2
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local x2 = collisionbox[4]
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local y2 = collisionbox[5] * 2
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local y2 = collisionbox[5]
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local z2 = collisionbox[6] * 2
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local z2 = collisionbox[6]
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local x_len = math.abs(x2 - x1)
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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local z_len = math.abs(z2 - z1)
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