Commit Graph

611 Commits

Author SHA1 Message Date
Maksim Gamarnik 778868d088 Update to Minetest 0.4.14 2016-05-15 16:30:09 +03:00
sfan5 854d9e3745 Bump version to 0.4.14 2016-05-15 14:49:15 +02:00
paramat 3f89bf4d7f Lua_api.txt: Fix documentation for facedir rotation 2016-05-10 02:21:53 +01:00
SmallJoker 53e9587861 Add [resize texture modifier Resizes the texture to the given dimensions. 2016-05-09 20:48:42 +02:00
Maksim Gamarnik 6a46c7bf60 Merge 2016-05-07 23:57:42 +03:00
paramat a279426d12 Lua_api.txt: Add warnings of l-system lighting bug 2016-05-06 00:29:16 +01:00
Maksim Gamarnik 51cb15bc45 Merge minetest commits / WIP!
Java part WIP, pls, use prev commits!
2016-04-29 10:11:25 +03:00
rubenwardy 17bfe2fe5b Builtin: Add basic_privs setting 2016-04-28 07:19:07 +01:00
SmallJoker 31c1fca6fd tile.cpp: Automatically upscale lower resolution texture 2016-04-25 06:39:32 +01:00
Maksim Gamarnik 3857a3b0bd Part III 2016-04-21 01:53:17 +03:00
Maksim Gamarnik 7f630419c1 Merge 2016-04-12 21:28:50 +03:00
rubenwardy eae33951ad Hud: Fix offset being ignored by inventory bar 2016-04-10 23:54:23 -04:00
raymoo c566a8f2de Document hpchange callback ordering thing (#3981)
Document hpchange callback ordering thing

Callbacks registered by register_on_player_hpchange are ordered so that non-modifiers are called after modifiers are called. Credit to @TeTpaAka who mentioned this previously-undocumented feature in #3799.

See also commit

aa13baa30a "Add minetest.register_on_player_hpchange"
2016-04-10 13:52:18 +02:00
Samuel Sieb ecdd5921a1 Clearer explanation of [colorize with alpha 2016-04-07 03:55:17 -04:00
Samuel Sieb 01ae43c480 Add an option to colorize to respect the destination alpha
Also, rework the colorizing code to be more efficient.
2016-04-03 04:24:28 -04:00
Maksim Gamarnik 4e40dc5bef Merge remote-tracking branch 'upstream1/master' 2016-03-21 01:45:56 +02:00
est31 d915ca1124 lua_api.txt: improve vector documentation
Before it rendered very badly in HTML.
Also point out what vector.round does.
2016-03-19 15:34:51 +01:00
Maksim Gamarnik 363afe5a55 Merge branch 'upstream/master' 2016-03-14 11:44:17 +02:00
Auke Kok 37b4f0d34c Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
Auke Kok e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
Auke Kok 4e59fcf5c1 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
ShadowNinja 3ce6642a26 Add AreaStore custom ID API 2016-03-07 16:33:20 -05:00
ShadowNinja 821551a266 Implement AreaStore serialization 2016-03-07 16:33:20 -05:00
ShadowNinja 095db16990 Simplify AreaStore ID management 2016-03-07 16:33:20 -05:00
est31 d494733839 Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00
Maksim Gamarnik 3505f8982f Merge 2016-03-04 16:30:16 +02:00
paramat 48a718e715 Decoration API: Allow force_placement of simple decorations 2016-03-04 02:38:55 +00:00
Jeija 1100a5d614 Require minetest.request_http_api to be called from the mod's main scope
Fixes #3764
2016-03-03 22:42:00 +01:00
Aleksey Vorona da97969c9b Fix a mistake in the world format documentation
Fixed a minor mistake that made it appear as if the inventory
is serialized multiple times - once per each variable. In fact
it is serialized once per each node.
2016-03-03 01:25:35 +01:00
Maksim Gamarnik b75c2e44d5 Merge remote-tracking branch 'upstream/master' 2016-02-27 21:08:56 +02:00
Maksim Gamarnik 92041152e1 v. 1.1.2-pre | build1 2016-02-23 06:40:14 +02:00
Maksim Gamarnik ae3d7c3ebc Merge remote-tracking branch 'upstream/master' 2016-02-23 00:38:30 +02:00
Jeija 31e0667a4a Add Lua interface to HTTPFetchRequest
This allows mods to perform both asynchronous and synchronous HTTP
requests. Mods are only granted access to HTTP APIs if either mod
security is disabled or if they are whitelisted in any of the
the secure.http_mods and secure.trusted_mods settings.

Adds httpfetch_caller_alloc_secure to generate random, non-predictable
caller IDs so that lua mods cannot spy on each others HTTP queries.
2016-02-22 15:39:41 +01:00
Maksim Gamarnik 9ac4477a67 Doc fix 2016-02-20 01:36:36 +02:00
ShadowNinja 4827ee1258 Require request_insecure_environment to be called from the mod's main scope
Previously you could steal a secure environment from a trusted mod by wrapping
request_insecure_environment with some code like this:

local rie_cp = minetest.request_insecure_environment
local stolen_ie
function minetest.request_insecure_environment()
	local ie = rie_cp()
	stolen_ie = stolen_ie or ie
	return ie
end
2016-02-19 14:52:10 +00:00
Maksim Gamarnik 152d9cfbdb ver. 1.1.2
Fix license, remove npc, fix creative inventory, mobs spawning fix, doc
improve
2016-02-19 00:31:22 +02:00
Maksim Gamarnik 9abdf23879 Not Minetest, MultiCraft!
Change Minetest on MultiCraft. =)
2016-02-12 05:52:43 +02:00
Maksim Gamarnik ae66c6a782 Merge Minetest commits 2016-02-11 22:35:23 +02:00
Diego Martinez 13dd7959db Initialize facedir and wallmounted tables only once.
This makes the functions a bit faster since they don't
have to recreate the tables every invocation, and makes
the code more readable.

Also, document `wallmounted_to_dir`.

The function was implemented but not documented in `lua_api.txt`.
2016-02-11 04:23:17 +00:00
Kahrl b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
Maksim Gamarnik 824e9e4664 Fix license version 2016-02-09 00:27:22 +02:00
Maksim Gamarnik d6d62cb03e Update Other License.txt 2016-02-07 20:01:15 +02:00
Maksim Gamarnik fe62fdcd57 MultiCraft 1.1 | Part 3/3
Font, textures and licension
2016-02-07 04:05:25 +02:00
Maksim Gamarnik 18c6b747b6 Merge branch 'master' of https://github.com/minetest/minetest 2016-01-31 20:57:03 +02:00
Auke Kok ad884f23d4 New timer design.
I could honestly not make much sense of the timer implementation
that was here. Instead I've implemented the type of timer algorithm
that I've used before, and tested it instead.

The concept is extremely simple: all timers are put in an ordered
list. We check every server tick if any of the timers have
elapsed, and execute the function associated with this timer.

We know that many timers by themselves cause new timers to be
added to this list, so we iterate *backwards* over the timer
list. This means that new timers being added while timers are
being executed, can never be executed in the same function pass,
as they are always appended to the table *after* the end of
the table, which we will never reach in the current pass over
all the table elements.

We switch time keeping to minetest.get_us_time(). dtime is
likely unreliable and we have our own high-res timer that we
can fix if it is indeed broken. This removes the need to do
any sort of time keeping.
2016-01-29 01:04:51 -05:00
Auke Kok 4ac1e9bccb Clocksource: use a better clock if available.
clock_gettime() is a far better clock than gettimeofday().

Even better than clock_gettime() is that you can select either
CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer
high precision time. And the _RAW variant will never roll back
due to NTP drift or daylight savings, or otherwise.

I've adjusted this code to select the right clock method auto-
matically based on what's available in the OS. This means that
if you're running a very old linux version, MacOS or other,
you will automatically get the best clocksource available.

I've tested all Linux clocksources by selectively compiling and
running a 10k+ timer test suite. In all cases I confirmed that
the 3 POSIX Linux clocksources worked properly, and were
selected properly.

I've modified the OS X compile path to use the high-res clock
source for all time functions, but I can't confirm it works or
that it compiles.

As for WIN32, I confirmed that the used clocksource is indeed
a Monotonic clocksource, so good news: that code section appears
to be exactly what it should be.
2016-01-29 00:58:08 -05:00
Auke Kok 882a89d65a Allow per-tiles culling.
Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.

Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:

    tiles = {{ name = "tex.png", backface_culling = true }},

Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.

I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.

No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
2016-01-20 00:36:48 +00:00
RealBadAngel 87291ea44a Show infotext with description for item entities 2016-01-18 17:21:41 +00:00
Pinky Snow 22bc66d3a7 corrected minetest.pos_to_string()
corrected this bit reflect the function properly.
2016-01-16 13:06:41 +00:00
paramat 8fc8cb819b Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
2016-01-11 01:32:20 +00:00