Commit Graph

1152 Commits

Author SHA1 Message Date
Tim 594365310d Doors: Remove unnecessary node lookups 2016-07-09 16:34:28 +01:00
Tim 71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +01:00
paramat e38099225c TNT: Add missing 'then' 2016-07-07 19:22:26 +01:00
Tim 5644ab4bd3 Bucket: Allow liquid placed against unknown nodes instead of aborting abnormally 2016-07-07 19:22:13 +01:00
Tim fe450b4144 Bucket: Prevent crashing when placing liquid against a buildable node into an unknown node 2016-07-07 19:21:46 +01:00
paramat 3d44804074 Doors: Code cleanup
Remove spaces inside curly brackets
Split lines over 90 columns
2016-07-07 18:14:36 +01:00
paramat 60f6564c75 Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes 2016-07-07 18:14:36 +01:00
paramat f17d791173 Default, flowers: Use 'get_mapgen_setting()' 2016-07-07 18:14:36 +01:00
tenplus1 497e6f6257 TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
2016-07-07 18:10:57 +01:00
paramat d42f77cc5f Default/mapgen: Simplify iron ore registrations
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
2016-07-05 18:16:52 +01:00
paramat d476d017a4 Default/mapgen: Add ores above y = 1024
Each ore's rarity is equal to that occuring below y= -1024
2016-07-05 18:16:52 +01:00
paramat 1886d293d7 Default/mapgen: Clean up ore registrations
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
2016-07-05 18:16:52 +01:00
tenplus1 21b457c9e1 Bucket: Correct liquid placing in protected areas
- Placing liquid inside a protected area no longer returns an empty bucket
- Remove on_place function, tidy up code, return proper itemstack
- Shorten code (changes from HybridDog/patch-35)
2016-07-05 18:15:35 +01:00
tenplus1 80d49095f5 Tidy sethome code, add global functions, round coords to 1 decimal
- Global functions sethome.set(name, pos) , sethome.get(name) and sethome.go(name)
- Tidy: trim coords to one decimal place and write to table and output table in one go.
- Add error checking
- Add t4im's homepos loader
2016-07-03 18:40:43 +02:00
paramat f4f9e58ef2 Flowers: Make waterlily floodable
When waterlilies are placed near river water source make flowing river
water remove waterlilies instead of flowing around them in an ugly way
2016-07-01 07:05:53 +01:00
Thomas--S 55fd286083 Doors: Remove use_texture_alpha from door definition 2016-07-01 07:05:19 +01:00
HybridDog 1231f72628 Wool: Use adv- and optipng to optimise texture files 2016-07-01 07:03:17 +01:00
HybridDog 15b82f5b03 Wool: Clean up code 2016-07-01 07:02:38 +01:00
paramat f796194c69 Doors: Add dedicated sounds for glass doors
Changed node sounds for steel door/trapdoor to stone
defaults instead of wood defaults
2016-06-27 05:32:36 +01:00
paramat 84e4ae1881 Default: New aspen tree schematics 2016-06-27 05:32:36 +01:00
tenplus1 f15f35c604 Default: Enable crafting of mese crystal fragments into mese crystal 2016-06-27 05:31:04 +01:00
tenplus1 be918d2d98 Default: Craft locked chest from chest plus steel ingot 2016-06-27 05:30:20 +01:00
paramat 983af7b1c0 Stairs: Code cleanup, fix various errors
Improve registration format
Fix groups not matching corresponding full node
Improve some descriptions
2016-06-26 06:11:16 +01:00
paramat 22dc7b2d9e Stairs: Register stone / desert stone / sandstone / obsidian blocks 2016-06-26 06:11:16 +01:00
paramat 9d6df824d6 Default: Add stone / desert stone / sandstone / obsidian blocks 2016-06-25 06:58:18 +01:00
paramat 5809c28ae3 Stairs: Stair recipe returns 8 stairs not 6
Make it consistent with the slab recipe which conserves volume
2016-06-22 02:12:57 +01:00
Xunto e77ef553ff Default: Fix character model uv-mapping
Arm and leg textures are now edge-consistent
2016-06-22 02:12:11 +01:00
paramat 1fafed3387 Default: Remove mortar from stone brick, desert stone brick 2016-06-22 02:10:52 +01:00
Yutao Yuan e0bec501f2 Flowers: Fix misaligned waterlily texture
Previously waterlily has misaligned top and bottom textures and looks
different when viewed from below.

This also hides the flower in bottom texture.
2016-06-21 02:21:00 +01:00
Auke Kok 3e9afe097c Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
2016-06-21 02:20:47 +01:00
cd2 5775c9147c Farming: Add negative fall_damage_add_percent to straw
This doubles the fall height without damage to 11 nodes.
2016-06-17 23:43:41 +01:00
Auke Kok ba1ae07b4a Default: Make brick and plank nodes rotatable
Allow many crafted nodes to be rotated in any way possible.

These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.

Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.

Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
2016-06-17 23:41:42 +01:00
paramat 50eb079813 Creative: Add missing 'formspec_escape' to fix bug
Symbols used in search caused the game to hang with a grey screen,
for example searching for 'diamond;ingot'
2016-06-14 23:29:21 +01:00
paramat da0fe31443 Boats: Raise collisionbox top surface to fix boat behaviour
Lowering the top surface to be level with the boat top somehow
causes the boat to fall through world if underwater. Revert to
previous position that is needed for correct behaviour
2016-06-14 23:29:21 +01:00
Auke Kok 2199be5108 Stairs: Add mossy cobble slab and stair
Allow water to turn cobble slab and stairs to turn into mossy versions.

There is no crafting recipe for mossy stairs and mossy slabs, the
stair/slab API has been modified to allow for a recipeitem that
is `nil`, which will omit adding a crafting recipe for these two
items. The API documentation is updated.

The slabs and stairs will turn mossy when water is adjacent, just like
cobblestone. You can either farm mossy versions by placing them in
water for a while, then collecting them, or run water over your craft.
2016-06-14 23:28:17 +01:00
paramat b5ea7d17b2 Mapgen: Add biome fields for riverbed node and depth 2016-06-05 19:15:50 +01:00
Auke Kok dcf2465441 Farming: allow LBM's for other mods as well.
Fixes #1114
2016-06-04 13:39:58 +01:00
paramat 6386684f3e Fire: Ignite tnt, gunpowder, permanent flame above coalblock
Enable ignition of tnt, gunpowder and permanent
flame above coalblock using flint and steel
Override coalblock to remove flame above when dug
Add depends.txt for default mod
2016-06-04 13:39:00 +01:00
Auke Kok ba33639887 Doors: Pass pointed_thing to on_rightclick() callback
This is an omission technicality. The callee should be able
to trust this isn't `nil`
2016-05-30 11:55:12 +01:00
paramat 541b2d79c7 Default: New mese texture. Add missing texture credits
Mese texture is a classic-mese-yellow version
of celeron55's texture used in MTv0.4.0
Add missing texture credits for mese crystal
and mese crystal fragment
2016-05-30 11:54:24 +01:00
paramat 37347d40f4 Default: Bookshelf has 2 openings instead of 4
Make rotatable with 'paramtype2 = facedir'
2016-05-28 15:11:43 +01:00
Auke Kok d61803b65f Fire: move fire node removal out of ABM.
Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).

A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.

We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.

There's some low hanging fruit cleanups in here as well.
2016-05-28 15:11:31 +01:00
Auke Kok e0cb3fce02 Default: Convert saplings to use node timers
Each sapling is given a single node timer that is between
2 and 4 days of game play time (40-80 minutes). If you walk out
of the zone, and come back later, the tree will always grow
to full if the timer has elapsed.

Because trees.lua is all functions, it needs to be parsed before
nodes.lua, since that references some of its functions. Hence,
change the order of parsing here. Otherwise saplings would not
grow to full.
2016-05-25 03:27:08 +01:00
Auke Kok 70ef7864c1 Farming: Convert plants to use node timers
This PR requires @minetest/minetest#3677

Farming and plant growth has traditionally in minetest been
implemented using ABM's. These ABM's periodically tick and cause
plants to grow. The way these ABM's work has several side effects
that can be considered harmful.

Not to mention a comprehensive list of downsides here, but ABM's
are chance-dependent. That results in the chance that some nodes
potentially never get processed by the ABM action, and others get
processed always. One can easily find this effect by planting a large
field of crops, and seeing that some nodes are fully grown really
fast, and some just won't make it to fully grown status even after
hours or play time.

One could solve the problem by making the ABM's slower, and giving them
a 100% of action, but this would cause the entire field to grow a step
instantly at ABM intervals, and is both ugly, and a large number of
node updates that needs to be sent out to each client. Very un-ideal.

With NodeTimers though, each node will see a separate node timer event,
and they will likely not coalesce. This means that we can stop relying
on chance to distribute plant growth, and assign a single timer event
to grow the plant to the next phase.  Due to the timer implementation,
we won't ever miss a growth event, and we can re-scehdule them until
the plant has reached full size.

Previously, plants would attempt to grow every 9 seconds, with a
chance of 1/20. This means typically, a plant would need 9*20 seconds
to grow 1 phase, and since there are 8 steps, a typical plant growth
would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual
underlying events per block, roughly).

because plants are likely not growing to full for a very long time
due to statistics working against it (5% of the crops take 20x longer
than the median to grow to full, we'd be seeing ABMs fire possibly
up to 9*20*8*20 with a 95% confidence interval (the actual math
is likely off, but the scale should be correct). That's incredibly
wasteful. We'd reach those conditions easily with 20 plant nodes.

Now, after we convert to NodeTimers, each plant node will see exactly
8 NodeTimer events, and no more. This scales lineairly per plant.

I've tuned the growth rate of crops to be mature in just under 3
whole days. That's about 1hr of game time. Previously, about half
the crops would grow to full in under 2 days, but many plants would
still not be mature by the end of day 3. This is more consistent.

An additional problem in the farming mod was that the final fully-grown
plant was also included in the ABM, causing infinite more ABM's even
after the entire field had grown to completion.

Now, we're left with the problem that none of the pre-existing plants
have actual node timers started on them, and we do not want a new ABM
to fix this issue, since that would be wasteful.  Fortunately, there
is now an LBM concept, and we can use it to assure that NodeTimers
on crop nodes are properly started, and only have to do the actual
conversion once per block, ever.

We want to provide a fairly similar growth rate after this conversion
and as such I've resorted to modelling some statistical data. For this
I created a virtual 32x32 crop field with 9 steps (8 transitions)
as is the default wheat crop. We then apply a step where 1 in 20
plants in the field grows a step (randomly chosen) and count the
number of steps needed to get to 25%, 50, 75% and 95% grown.

The resulting data looks as follows:

25% - ~120 steps * 9 sec / abm = 1080s
50% - ~152 steps               = 1368s
75% - ~194 steps               = 1746s
95% - ~255 steps               = 2295s

Next, we want to create a model where the chance that a crop grows
is 100% every node timer. Since there will only be 8 steps ever,
we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds
and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals.
We can roughly compare this to a normal distribution with a median
of 1400 with a stddev of ~350 (thick fingering this one here).

The rest is a bit of thick-fingering to get similar growth rates,
taking into account that ABM's fire regularly so if they're missed
it's fairly painless, but our timers are going to be 1-2 minutes
apart at minimum. I calculate the timer should be around 150s
median, and experimented with several jitter ranges.

Eventually I settled for now on [80,200] with a redo of [40,80],
meaning that each growth step at minimum takes (80 to 200) seconds,
and if a negative growth condition was found (darkness, soil not
wet, etc), then the growth step is retried every (40 to 80) seconds.

The end result is a growth period from seed to full in ~ 2.25
minetest days. This is a little bit shorter than the current
growth rate but the chances you'll miss timer ticks is a bit
larger, so in normal gameplay it should be fairly comparable.

A side effect is that fields grow to full yield fairly quickly
after crops make it to mature growth, and no crops are mature
a very long time before the majority grows to full. The spread
and view over a growing field is also fairly even, there's no
large updates with plenty of nodes. Just a node here or there
every second or so in large fields.

Ultimately, we get rid of ABM rollercoasters that cause tens of
node updates every 9 seconds. This will help multiplayer servers
likely a lot.
2016-05-25 03:26:53 +01:00
Auke Kok fc902a77de Boats: Lower boat collision box top
Standing on a boat makes you appear to "hover" over it since this
collision box is way too high. Lower it so that it's low enough
to look normal when walking on top of a boat
2016-05-23 08:37:58 +01:00
paramat 3e5f3f28d2 Vessels: Improve code style 2016-05-23 08:37:58 +01:00
paramat d8daee7e47 Vessels: Make shelf open on 2 sides not impossible 4 sides
Make shelf facedir rotatable as is now required
2016-05-23 08:37:58 +01:00
Duane Robertson 7681682d28 Doors: Fix uninitialized state variable 2016-05-23 08:37:11 +01:00
Thomas--S b9422ed44e Vessels: Smaller/improved textures, remove duplicated 'inv' textures
Removed unnecessary inventory textures
The drinking glass inventory texture now differs from
the node texture to be more clearly a drinking glass
Smaller textures to reduce size as nodes
2016-05-21 03:03:03 +01:00
red-001 b1e0864cf1 Creative: Reset 'start_i' to 1 when the inventory filter is changed 2016-05-21 03:02:10 +01:00
paramat 90f24e312d Default: Remove unnecessary infotexts for chests and signs 2016-05-21 03:01:10 +01:00
paramat e7a55734d3 Tnt: Avoid divide-by-zero errors in calc_velocity() 2016-05-08 22:53:16 +01:00
tenplus1 b36b154257 Creative: Fix inventory crash after toggling creative mode in-game 2016-05-08 00:40:52 +01:00
tenplus1 3976dc6a5b Creative: Fix '-' glitch in playername
Fix the glitch when players use the '-' character in their username
on a server, causing creative inventory to not pass page 2
2016-05-07 02:13:00 +01:00
tenplus1 8ea031ef77 Creative: Add global variable creative.formspec_add
This pull adds a new global variable called creative.formspec_add
that will allow mods to add to the creative inventory screen
without the need to fork the mod altogether.  Simple solution
that works already for inventory_plus' BACK button
2016-05-07 02:07:55 +01:00
paramat 8c3f96d738 Stairs/default: Make sandstone(brick) groups consistent
Sandstone is crumbly = 1 cracky = 3 to be slowly diggable by hand
Sandstonebrick(stair/slab) is cracky = 2
2016-05-05 23:46:53 +01:00
Foz 8d3d558e42 Tnt: Fix bug in dropped item counting 2016-05-05 23:46:10 +01:00
paramat de3adb5859 Default: Lower grass_side and snow_side textures
Half coverage for a more grassy appearance
Make snow_side universal by removing green pixels
Move KevDoy's heart texture credit to above sound credits
2016-05-05 23:42:10 +01:00
rubenwardy acafe5ca86 Add give_initial_items API 2016-05-01 19:29:15 +01:00
Auke Kok 12c763a6c7 TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.
2016-05-01 18:57:45 +01:00
Auke Kok 098ea0d10a TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.

The function should return three values:

  bool do_damage, bool do_knockback, table drops

do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.

do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.

the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.

I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
2016-04-30 20:47:21 +01:00
Auke Kok f14b411157 TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.

We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
2016-04-30 20:47:21 +01:00
Foz 1a6298958e Default: Add function 'node_sound_gravel_defaults()' 2016-04-29 23:19:30 +01:00
paramat fafbe2c268 Default: New grass and grass_side textures
Derived from Casimir's Voxelgarden texture
2016-04-29 23:19:30 +01:00
tenplus1 dc7cbdd5ab Beds: Quicker saves with tidy output
Tweaked the beds.save_spawns() function to compile list then output
to file with shortened co-ordinates containing 1 decimal place
2016-04-29 23:18:05 +01:00
Auke Kok 5cd4b5a231 TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.

We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).

The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
2016-04-26 22:34:00 +01:00
Auke Kok f62afa02b7 TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.

To compensate, I've lowered the spawner time and expiration length
as well.
2016-04-26 22:34:00 +01:00
Auke Kok 7a892c70e6 TNT: self-start boom removal timer. 2016-04-26 22:34:00 +01:00
Auke Kok 682d79b82a TNT: make tnt:burning a falling node.
This allows TNT to be used for e.g. traps (drop it from the
ceiling) or weird tnt effects with other explosions.
2016-04-26 22:34:00 +01:00
Auke Kok 8b384fb257 TNT: randomly vary ejecting velocity
We add a +/- 0.5 random value to the velocity vector of
ejecting nodes.

I've spotted a lot of nodes going exactly straight up if blowing
up sand above TNT. The extra variation looks less artificial.
2016-04-26 22:34:00 +01:00
Auke Kok d6c33da355 TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.

We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
2016-04-26 22:33:59 +01:00
Auke Kok 386dcdef06 TNT: Whitespace cleanup 2016-04-26 22:33:59 +01:00
Auke Kok 54b87e955d TNT: Add on_blast to all nodes with an inventory
Adds a minor helper function that allows efficient retrieval of
several inventories from a node inventory. We use this helper to
quickly retrieve the items in chests, vessel shelves, book shelves
and furnaces, and return these with the nodes itself to the TNT caller.

The TNT caller then performs the entity physics, and we don't need
to do anything else.

We disable TNT doing anything with bones.

We expose a bug in the code that drops the items - metadata was lost
entirely. This patch corrects that by properly copying the metadata
and creating the drops list inclusive metadata.
2016-04-26 22:33:59 +01:00
paramat f32a3ff57c Farming: Add quiet sounds to seeds 2016-04-23 20:09:04 +01:00
kilbith 16fe1efcd8 Flowers: Fix waterlily node's duplication with stack of 1 2016-04-23 20:08:43 +01:00
KevDoy fa43bd8a56 Default: New heart texture
Similar to before, add symmetry and slightly more rounded off
2016-04-23 20:01:09 +01:00
paramat e426f64993 Fire: Higher chance of removing flammable nodes
Flammable nodes burn away quicker
2016-04-19 05:33:13 +01:00
paramat ab7b7c7504 Flowers: Make flower spread a public function to enable override
Remove search for 'group:flora_block'
Enable flora spread on 'dirt with dry grass'
2016-04-19 02:58:03 +01:00
Auke Kok 80664f9f8a Doors: Use LBM instead of ABM to convert doors.
This works much more efficiently to replace old style doors.
2016-04-19 02:57:54 +01:00
paramat 0ca43e42bc Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM 2016-04-18 01:52:03 +01:00
Auke Kok 33aa5e77dc Character: Fix boat leg wobble.
There was a small leg wobble in the sitting animation (visible
when sitting on the boat). This removes it.
2016-04-18 01:51:57 +01:00
paramat f8e273da15 Boats: Increase maximum velocity to 5n/s 2016-04-16 19:27:47 +01:00
tenplus1 9ece86cc7a Flowers: Tweak flower and mushroom spreading
Tidy up position numbers and code
Check for flora group aswell
Improve node light check for mushroom growth
Shrooms grow in 3 and below light
2016-04-16 19:27:41 +01:00
Auke Kok 7d93272caa Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
2016-04-16 19:27:34 +01:00
Auke Kok 64fe69f382 Remove "grass under snow" from default:dirt_with_snow in darkness.
This is technically "dirt with grass" that's just under a snow
cover, so in darkness the grass on these nodes will also die,
turning it into dirt.

This doesn't convert dirt_with_snow under snow.
2016-04-16 19:27:34 +01:00
Auke Kok a2d4e57716 Call nodeupdate on the entire blast zone
This will make sand and gravel blocks on top of TNT actually fly
in the air.

  https://youtu.be/4omndVZijLc
2016-04-16 19:27:16 +01:00
Auke Kok 8114c3dbab Limit entity speed to 250m/s.
Let's just call it "terminal" velocity.
2016-04-16 19:27:16 +01:00
Auke Kok e6cef57661 TNT: Move timer start to on_create() for burning nodes.
We add on_create() handlers for both burning TNT and burning
gunpowder. Because gunpowder will explode TNT in 1 second,
and not 4, we need to modify the 4 second timer after we
make the TNT burning. Other mods can now place burning TNT
that will by default explode after 4 seconds.
2016-04-16 19:27:16 +01:00
Auke Kok 0736d30e33 TNT: Fix up nil derefs
I spotted two places where under stress (many explosions) luajit would
end up passing nil to these functions. I'm not entirely sure how,
but it seems good form to guard against it, which does make it
more robust. After this patch, I'm not able to crash the server. With
many explosions, it may still lag significantly, but always returns
in the end.
2016-04-16 19:27:16 +01:00
red-001 a84e2669c7 Restructure code to only check `def` once. 2016-04-16 19:27:16 +01:00
Auke Kok ccee025ce3 Calculate blast intensity at all locations.
We define the blast intensity as the square of the tnt_radius, divided
by the square of the distance to the explosion center, where distance
is limited to 1 at the lower end.

When destroying nodes, we calculate the intensity for each node, and
only destroy the nodes when the intensity is 1.0 or larger. To avoid
perfectly spherical explosions, we make sure to retain a randomness
factor of 20%. This will make explosion edges jagged and not smooth,
but not too much.

We pass the calculated intensity to on_blast() functions as well,
except we take the jitter here out and make sure it's always 1.0
or larger.
2016-04-16 19:27:16 +01:00
Auke Kok 8c801529df TNT: Limit amount of stacks ejected.
We apply a log scale to the size of the stacks ejected, so that
in larger explosions we are getting larger stacks. For normal r=3
explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
it could end up giving stacks of 25+.V
2016-04-16 19:27:16 +01:00
Auke Kok 3ddff2fbea TNT: Chain reaction
With the new high res timer, we can make TNT much better create chain
reactions. This does exactly that.
2016-04-16 19:27:16 +01:00
Auke Kok eafd1ebc43 TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
2016-04-16 19:27:16 +01:00
Auke Kok 3623398b78 TNT: Spacing / codestyle fixes
- Fix spacing errors around = and ..
- Indentation fixes
- Break up long lines
2016-04-16 19:27:16 +01:00
red-001 b25889e742 Make TNT faster by using `VoxelManip()` for removing nodes. 2016-04-16 19:27:16 +01:00
red-001 9f4dc1412b Fix TNT mod calculate blast intensity.
Currently the TNT mod uses a dummy vaule of 1 for this.
2016-04-16 19:27:16 +01:00
red-001 cfef21f4d9 Add TNT API. 2016-04-16 19:27:16 +01:00
Auke Kok 8556dd30e2 TNT: add some depth to the explosion effect
We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.

This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.

The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.

This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.
2016-04-16 19:27:16 +01:00
Auke Kok 8cd049c224 Make TNT a bit more fun.
But not too much.

TNT is a bit underwhelming at the moment. We can make it a bit
more interesting by ejecting not just one or two itemstacks,
but a bunch of them. This code splits up the drops into
separate itemstacks that are 2-5 items together, which
results in generally roughly 10 itemstacks being ejected.

Since now we have multiple ejecta, it makes sense to tune
the ejecta velocities a bit better to get the appearance of
an actual explosion better. The items will not all start
with the same vertical velocity, since that would look
like fireworks. Instead we give them all a different vertical
speed.
2016-04-16 19:27:16 +01:00
Auke Kok 12d5ca2f48 Allow the on_blast API to pass an itemstack.
If the node is special and has an on_blast() handler, we need
to call it instead of getting node drops manually. However, we
do want to know if drops should be added for the special nodes,
so we modify the on_blast() handler code to allow the nodedef
handlers to pass back itemstacks. This could be used by e.g.
the doors mod to drop door items after a blast.

Since this API is documented in lua_api.txt, a separate PR will
be incoming to update the on_blast() documentation.
2016-04-16 19:27:16 +01:00
Auke Kok 3ecafbcfb4 Remove composed shelf side.
Don't compose the shelf side texture. The texture isn't transparent,
and unlikely to be in any case.
2016-04-14 02:46:03 +01:00
kilbith 082b36d3e7 Books: Split text per page relatively to number of lines 2016-04-14 02:45:57 +01:00
kilbith 7be008936e Flowers: Fix itemstack when waterlily is placed 2016-04-12 01:28:16 +01:00
tenplus1 6e1a329763 default: Strengthen obsidian glass Remove group 'oddly_breakable_by_hand' 2016-04-12 01:27:55 +01:00
kilbith 47b197e4d5 Flowers: Cleaning of waterlily's placement 2016-04-08 01:13:14 +01:00
paramat be05441e77 Farming: Override dirt_with_dry_grass to enable cultivation 2016-04-08 01:13:05 +01:00
paramat aadac1223d Default/mapgen: Denser rainforest, fewer logs 2016-04-08 01:12:56 +01:00
kilbith 9a6cb2d7c8 Creative: Add myself in credits
Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55.

This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months.

I expect to be credited.
2016-04-04 05:39:29 +01:00
Auke Kok f4e77edcc6 Flood snow with either lava or water.
Fixes #1005

This doesn't flood snow or ice blocks.
2016-04-04 05:39:23 +01:00
tenplus1 e38f69d549 Fix doors disappearing while underwater
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
2016-04-04 05:39:16 +01:00
Auke Kok 874b1ae326 Beds: Check for buildable_to for bottom half
We properly checked top half already, just not the top half
target location.

Assure both checked positions are not unknown nodes.

Fixes #991
2016-04-04 05:39:06 +01:00
Auke Kok 1977ae19ae Boats: Optimize, re-UV unwrap.
The boat model had over 1700 tris (!) before this redo. I've reduced
the amount of tris to ~150, which is very reasonable given that there
are almost 45 faces to this model.

I've also spent a good hour re-UV unwrapping the entire model which
has a huuuge impact on the boats' appearance. As much as possible,
the boat now looks like it's made out of actual blocks of wood,
and I've even attempted to make the grains connect around edges,
appear in the same pattern and spacing, and generally make it look
like it's just a nice crafted thing out of several pieces of wood.

I've had to tweak the rudder part to make the texture actually have
square texture pixels. I did that by varying the vertical position of
the botton of the rudder handle and the top of the rudder bottom, which
worked well. I also had to 'slice' the rear face of the boat to prevent
a strange texture tear, probably due to non-flat surface somewhere,
but I couldn't spot the issue there anymore after adding 2 extra edges.

This looks totally like a new boat now.

 - http://i.imgur.com/stiVzsa.jpg
2016-03-30 23:11:12 +01:00
Rui 7bbbcbf7b0 Fire: Use get_item_group instead of get_node_group 2016-03-30 23:11:04 +01:00
Auke Kok 4d7dbfc826 Start timer as well when moving items around.
It's possible to hit this when using an e.g. charcoal mod
where a tree is both a fuel and a source.
2016-03-30 23:10:59 +01:00
tenplus1 787ccb5747 Add recipe to craft clay block back into lumps
Added a recipe to craft a clay block back into 4 clay lumps.
2016-03-30 23:10:52 +01:00
Jean-Patrick Guerrero 12bcfeab4d Shelves: Fix listring functionality + code cleaning 2016-03-30 23:10:46 +01:00
paramat 14334a1d89 Default: Reduce sand footstep and dug sound gains 2016-03-25 13:15:22 +00:00
Jean-Patrick Guerrero 6749da1070 Books: Ensure backward compatibility for older written books 2016-03-25 13:15:12 +00:00
Jean-Patrick Guerrero 7a29d26e3e Fire: Allow placing only above flammable blocks 2016-03-25 13:15:04 +00:00
Rui 7cba7af894 Rename Glass Door (the obisian one) to Obsidian Glass Door 2016-03-22 15:46:26 +00:00
Jean-Patrick Guerrero a71948c007 Books: Move page buttons at the bottom 2016-03-22 15:46:19 +00:00
Jean-Patrick Guerrero c3d2bc383b Wooden Sign: Add group oddly_breakable_by_hand 2016-03-22 15:46:13 +00:00
paramat 7d55320d5c Default: Make some plant nodes non-flammable 2016-03-22 15:46:07 +00:00
paramat 0d3bca790c Default: Fix rotation errors for mapgen aspen and sapling jungletree 2016-03-22 15:46:00 +00:00
Auke Kok ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
Jean-Patrick Guerrero 1a5f89e750 Creative: Code cleaning + Fix items moving in virtual inventory 2016-03-22 15:45:48 +00:00
tenplus1 51891122f2 Changes to Screwdriver to add new drivers.
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels.  Tried and tested with new diamond screwdriver :)
2016-03-22 15:45:39 +00:00
paramat 537f94c28e Fire: Speed up fire spread and burn out 2016-03-21 06:17:50 +00:00
Auke Kok da0cc7f6f6 Beds: priv/griefing fixes.
- disallow placing beds in protected areas
- fix rotation of beds(broken after 41c2b2ae)
- allow using others' beds, but don't change spawn location

Fixes #953. #943 isn't something I think was ever implemented, and
this does a fair job of addressing the main concern (spawning in
others' houses)
2016-03-21 06:17:45 +00:00
Jean-Patrick Guerrero b57dd0f9b2 Books: Add support for multiple pages 2016-03-21 06:17:40 +00:00
Rui 8fdcfea9f9 Allow for shift+clicking inventory from bones 2016-03-21 06:17:33 +00:00
Auke Kok 9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
Rui914 a2ecc51fbc Create API for registration of fence gate. 2016-03-21 06:17:21 +00:00
James Stevenson d90a081722 Rename argument to priv check
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
2016-03-18 02:35:38 +00:00
Auke Kok 70248505ae Walls: Don't connect to group:cracky
the ```group:cracky``` group contains all sorts of odds and ends
nodes that we shouldn't connect to. There are a few nodes that
walls now no longer connect to, that probably should get
```group:stone``` added, or something similar, though.
2016-03-18 02:35:28 +00:00
Auke Kok 22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
Auke Kok c94349eaef Re-export character.b3d without texture linkage.
I've created a modified B3Dexport.py version that automatically strips
the embedded texture link to external texture files. These links were
causing the engine to spew "can't find character.png" messages on the
console, but were harmless due to texture loading being done by the
client side and not through irrlicht.

I previously moved character.png to /textures/, which is wrong. I now
understand that character.png was in the same folder as character.blend
simply to make blender load the texture from the embedded linkage
automatically. Nothing more, nothing less.

Subsequently the character.png file should just sit in convenience
in the /models/ folder with the blend file, and not in the textures
file. This patch moves it back. And yes, minetest does load the
character.png from this path.
2016-03-18 02:35:14 +00:00
Auke Kok 41c2b2aeea Allow both sides of the bed to be digged up.
Tested with nodebreaker, fire.

If called from lua, minetest.remove_node() calls on_destruct() callbacks
before the map is actually updated. This means that we can't look at the
map data to determine if we're done cleaning up adjacent nodes, and we
have to stop recursing some other way.

There's no data we can pass around through functions that would survive
scope to a secondary on_destruct() callback, so we have to maintain
local state somewhere in the mod namespace.

In this case, we keep a bitflag. The bitflag is set to "true" by
default. On the first half removal, the flag is flipped and afterwards
we remove the other half node. When the on_destruct for the other half
is running, it's value is false and we flip it back to true without
removing the other half node.

This thus prevents recursing.

To facilitate easier finding of the bed partner, we tell our on_destruct
whether we're a top or bottom half node through a passed flag.

Now that the top is diggable, we just need to assure that it drops a
bottom bed part.
2016-03-18 02:35:07 +00:00
Auke Kok cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
paramat f18871d60c Default: Colourise desert cobble to be consistent with desert stone
Hue and saturation match desert stone and desert stone brick
Preserve original mortar colour
2016-03-15 16:23:13 +00:00
paramat c17c317669 Doors: Update glass door item textures to new design 2016-03-15 16:23:05 +00:00
Auke Kok 7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
Auke Kok e5304ce674 Fire: Optimize spreading ABM.
No need to find_node_near twice with the same params.
2016-03-15 16:22:50 +00:00
Jean-Patrick Guerrero 28884cc784 Add flint and flint-and-steel 2016-03-15 16:22:42 +00:00
Auke Kok dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
tenplus1 20053d6b52 Fix bug rotating unknown node
This fixes a bug what crashes game when rotating an unknown node.
2016-03-13 04:49:15 +00:00
paramat 079b796031 Dye: Add global table of dye names and descriptions 2016-03-13 04:49:03 +00:00
paramat 9c887e0b32 Dye: Make pink dye mixable
Correct 2 inconsistent mixes
Clean up code style and vertically align mix table
Remove dyelocal and simplify table names
2016-03-13 04:49:03 +00:00
Auke Kok 2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
Auke Kok f8f7502e32 Basic stone walls, using NDT_CONNECTED.
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).

The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.

This change requires minetest/minetest#3503.

Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
2016-03-13 04:11:22 +00:00
Auke Kok b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
Auke Kok d979293f14 Convert fences to NDT_CONNECTED.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.

These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.

These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.

Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.

This change requires minetest/minetest#3503.
2016-03-13 04:10:51 +00:00
Jean-Patrick Guerrero 676822d286 Change steel ladder sounds + fix/add missing recipes 2016-03-11 15:28:13 +00:00
red-001 a5ad30748d Add an on_burn callback. 2016-03-11 15:27:57 +00:00
paramat 45bc0b245f Beds: Fix code style issues 2016-03-09 02:44:32 +00:00
Jean-Patrick Guerrero aa676ab878 Add steel sign + Update wooden sign texture 2016-03-09 02:44:27 +00:00
paramat f80fafbcfb Default: New jungletree_top texture 2016-03-06 01:32:11 +00:00
Jean-Patrick Guerrero 7f317871d4 Add steel ladder 2016-03-06 01:31:36 +00:00
paramat 6c6cc2159a Default/craftitems: Fix whitespace and code style issues 2016-03-06 01:30:40 +00:00
tenplus1 aa254e2835 Fix book formspec to word-wrap lines
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's).  Also adding a recipe to blank written books.
2016-03-03 00:37:07 +00:00
MT-Modder 29252c6fb2 Allow non-players to dig steel doors. 2016-03-03 00:37:01 +00:00
MT-Modder ac843f8fe7 Allow non-players to dig locked chests. 2016-03-03 00:37:01 +00:00
MT-Modder 0410b5e0ca Allow non-players to dig bones. 2016-03-03 00:37:01 +00:00
Auke Kok 00a0d9a5d4 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.
2016-02-29 20:29:47 +01:00
paramat 5d28040915 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"
2016-02-27 21:47:10 +00:00
paramat 62dbf29301 Default/mapgen: Remove unnecessary spaces from log decorations 2016-02-25 00:08:30 +00:00
paramat 6493e5fefb 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
2016-02-24 22:53:32 +00:00
rubenwardy 42cc6d2c31 Add item name to chest log messages 2016-02-24 22:53:20 +00:00
MT-Modder 3a55e19055 Control leaf decay with sneak.
As requested by @paramat.
Leaves are preserved by default and only decay when using place + sneak.
2016-02-23 20:35:08 +00:00
MT-Modder ea2a7d3b1f Remove dig_up() from cactus.
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
2016-02-23 20:34:32 +00:00
Auke Kok 2c355a8642 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.
2016-02-23 20:34:23 +00:00
Auke Kok 777088481b 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.
2016-02-23 20:34:23 +00:00
Auke Kok 6b055ae18a Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
2016-02-23 20:34:23 +00:00
Jean-Patrick Guerrero 4c9944b263 Creative: Rename fields with correct naming convention to avoid possible conflicts 2016-02-21 15:31:37 +00:00
Auke Kok 73d998ccdf 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.
2016-02-21 15:31:28 +00:00
Auke Kok 3fcb7821d7 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.
2016-02-21 15:31:20 +00:00
Auke Kok ed9fd475de 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.
2016-02-19 19:54:55 +00:00
Auke Kok 2cc6640edf 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.
2016-02-19 19:54:50 +00:00
Auke Kok bbf17c9eca 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.
2016-02-19 19:54:50 +00:00
MT-Modder 1ab0fc12a7 Add background image to book formspec 2016-02-19 19:54:45 +00:00
Auke Kok 5569950b26 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.
2016-02-19 19:54:40 +00:00
Auke Kok 363b95c003 Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
2016-02-18 13:57:09 +00:00
Auke Kok 8422f2ef52 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.
2016-02-18 13:57:04 +00:00
tenplus1 36d18cb161 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.
2016-02-18 13:56:57 +00:00
Craig Davison b47a556472 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?
2016-02-18 13:56:50 +00:00
paramat 7d2dfe4101 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
2016-02-14 05:22:20 +00:00
Jean-Patrick Guerrero 04f01bc57f Doors: fix unability to register doors outside of doors mod 2016-02-13 18:37:16 +01:00
Rui 7a3cff5529 Remove minetest.inventorycube 2016-02-13 03:47:49 +00:00
Auke Kok 8f095c62a8 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.
2016-02-13 03:47:38 +00:00
Auke Kok f600a9f645 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.
2016-02-13 03:47:28 +00:00
Muhammad Rifqi Priyo Susanto 9e54b379c8 Creative: Extend search function to descriptions 2016-02-06 01:24:24 +00:00
paramat 5994ac8dc5 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
2016-02-06 01:24:19 +00:00
paramat c198d8c57e Default/mapgen: Confine Aspen to one half of deciduous forest 2016-02-06 01:24:14 +00:00
Craig Davison 09dbaf7972 Follow naming conventions of textures in creative 2016-02-03 19:33:59 +00:00
Craig Davison 0add474af2 Follow naming conventions of textures and models in boats 2016-02-03 19:33:46 +00:00
kilbith 0ea23a50d3 Creative: move player datas in separate table (fixes #812) 2016-02-03 19:33:31 +00:00
Auke Kok 2f39cad09b 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.
2016-02-03 19:33:19 +00:00
paramat a4e144e4c8 Default/mapgen: Add gravel beach in Tundra 2016-01-29 03:50:32 +00:00
tenplus1 f4512cb5b6 ability to dye coloured wool white
as above, the avility to dye coloured wool whilte again.
2016-01-29 03:50:07 +00:00
Auke Kok 38a8351327 Register biomes before ores.
We may want to use biomes here at a later stage.
2016-01-26 21:33:27 +00:00
Auke Kok a5d40e13be Stair and Slab groups.
Organizing these in groups will allow mods to do several things
easier:

- create craft recipes using them as ingredients
- manipulate map nodes based on group properties

There are quite a few slab and stair blocks already, so automatically
add these groups at registration time for all of those. Since most
mods I've seen use the registration code in this submod, they will
also benefit.
2016-01-26 21:33:17 +00:00
paramat 4b8410a982 Default/mapgen: Remove unused 'mapgen_air' alias 2016-01-22 13:21:26 +00:00
kilbith 250be40ecd Fix blank page in creative in some rare case and keep crafting tab's size stationary 2016-01-20 22:17:38 +00:00
Auke Kok 322967d2d1 Better trapdoor side appearance.
We're using a normal wooden side texture to draw the sides
of trapdoors. But the side textures have only 2 edges that
have a nice texture for the 2px wide trapdoor. We can
either repaint the textures, or just rotate the texture
properly for the two sides that need it.

Because the side texture for wooden doors was just a default:wood
texture, it clashes with the colors in the trapdoor, and so
we add a wooden trapdoor-matching tile side texture as well.

This also improves the steel trapdoor side, but without a
texture change there since that was already a specially
drawn texture for that node.

We also increase the thickness of the trapdoor to 2px. Right
now the model is 0.4 large, but this causes the side textures
to look odd as there's a mismatch in pixel size. By scaling the
trapdoor side up to exactly 2px, the sides look natural.

Thanks to @kilbith for the suggestion.
2016-01-20 22:17:25 +00:00
Auke Kok f41314185e Allow trapdoors to be rotated all ways.
There really is no reason to prevent rotation in trapdoors, I
expect this to be an oversight.

Trapdoors work perfectly well sideways, upside down and can
work like fences, gates and more. Most commonly, people will
want to put them in the top half of the node so they remain
flush with a floor.
2016-01-20 22:17:13 +00:00
kilbith 6d79d157c3 New design of the creative inventory (with tabs) 2016-01-15 04:56:24 +00:00
Auke Kok 6267f26027 Aspen trees.
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.

Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.

Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.

The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.

Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.

Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.

Add stairs, slabs for these wood types as well.

Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
2016-01-15 04:56:15 +00:00
Auke Kok 535e611eb1 Fix trapdoor recipe conflict with iron bar recipe.
In oversight, I added this recipe not verifying that it was already
taken.

We change this to a 2x2 iron bar recipe. The shape and amount are
reasonable (reduced to output 1 steel trapdoor), and I verified that
it wasn't in use.

Fixes #779
2016-01-12 04:03:19 +00:00
Auke Kok 223e924edf Lower mushroom-on-log rate for pine forests.
These were likely too high, so we lower them to the rate
of mushrooms on apple trees.

issue #773
2016-01-08 04:44:29 +00:00
Auke Kok 556f0d48e3 Replace aliased fertile mushrooms.
This is a non-issue: these are aliased to normal mushrooms. For
clarity, we replace them with the normal mushrooms here as well.
2016-01-08 00:24:05 +00:00
Auke Kok 57939c6c3f Place tree logs as decorations.
We can vary the landscape a bit more by placing "fallen logs"
around the various forests. These decorations are quite fast
and will provide some gameplay value but are still more rare
than the corresponding trees, so they don't provide free
materials.

I've manually put the schematic as lua tables since these log
schematics are only 8 blocks. We vary the log lengths between
1 and 3 blocks by making the end blocks have a lower chance
of appearing.

Amount is varied by fill_ratio, except for acacia trees where
we reduce the scale, so that acacia logs show up near places with
acacia trees consistently.

Mushrooms are placed optionally on each log. We can't place
two different mushrooms on a log, so instead we opt to place
brown mushrooms on oak/appletree logs, brown mushrooms on
jungletree logs, and red mushrooms on pine logs. No mushrooms
are placed on acacia logs, as they occur in a dry biome,
savannah, and this adds a bit of biome diversity.
2016-01-07 05:36:12 +00:00
Auke Kok 9542d119f6 Fix endless trapdoor bug.
Closes #770 - thanks to @tenplus1, @kilbith
2016-01-05 23:29:24 +00:00
jeanpatrick.guerrero@gmail.com 7488f483c7 Minor polishing of creative 2016-01-05 23:29:15 +00:00
Auke Kok b0ec8f1b5a Allow books to be copied on the craft grid.
Combine any written book with an empty book to copy it. The
copy is in player hands when using, and the original is put
back on the crafting grid and can be directly copied again.

All ownership and metadata is retained, so the copy of the book
is as writable as the original is, or isn't.
2016-01-05 23:29:08 +00:00
ShadowNinja c76a91943c Fix TNT drops being placed inside nodes 2016-01-05 23:28:59 +00:00
paramat 0472e61a9d Default: Remove normalmap textures 2016-01-03 02:12:22 +00:00
Auke Kok e9a7782c88 Steel Trapdoor.
Adds a steel trapdoor. Textures were painted from scratch, and
inspired by the current Steel Door. Ownership on the trapdoor
works as expected, and so does the crafting recipe.
2016-01-03 02:11:40 +00:00
paramat 76471dd137 Default: Add mapgen alias for air 2015-12-31 00:05:34 +00:00
paramat 11115c7d15 Default: New appletree schematics with more variation 2015-12-28 21:41:23 +00:00
Auke Kok 481d1758ad Fix door volume level.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes door sounds unneccesarily loud from
very far away.

Convert all door samples to mono, 22kHz 64kbit.

Trimmed all door samples to remove lead, trail silence.
2015-12-28 21:41:15 +00:00
Auke Kok 32bdb9a393 Remove spores from mushrooms.
These have almost no value gameplay wise. Mushrooms spread
by their very nature into appropriate soil nearby, and
harvesting spores is something only scientists do. Actual
mushroom farmers leave a few mushrooms and put on more
manure, and keep the light off.

Modify the growth ABM to test for light levels and attempt
to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light
at both source and destination needs to be low enough. I've
tuned it to be 3-4 spaces from a torch.

Mushrooms will die in full sunlight, but they can survive under
trees and may grow out at night anywhere.

Removed obsolete textures.

Remove unused nodes and provide aliases for them.

Aliased obsolete nodes so no unknown item nodes appear.

Mushrooms die only in full sunlight (light level 15).
2015-12-25 15:37:40 +00:00
Auke Kok 82299b94dc Verify node type is facedir.
This prevents nodes that are not of the "facedir" paramtype2,
as these are generally not expected to be able to rotate. Mods
and other methods may still manipulate param2 of these nodes
as expected.

Addresses #712
2015-12-25 15:37:17 +00:00
jeanpatrick.guerrero@gmail.com b1e2ece638 Add a search field to the creative inventory 2015-12-25 15:36:55 +00:00
paramat eaed418b10 Ores: Allow dirt and sand blob ore in sandstone, desert stone
Re-align parameter format in 'register ore'
2015-12-23 16:55:18 +00:00
paramat 8704afe5b1 Flowers/mapgen: Slightly more flowers in mgv5/v7/flat/fractal 2015-12-19 15:03:10 +00:00
paramat c3a1545ca1 Default/mapgen: Correct spelling of 'noise threshhold' in 'register ore' 2015-12-19 15:03:09 +00:00
paramat a1b8b68e92 Default/mapgen: Re-add grassy sand dune biomes 2015-12-19 15:03:09 +00:00
Auke Kok b57ecb94df Add a separate image for a written book.
Since written books are quite different from empty books, the
visual clue that they are different items is really needed in-game.

I've added a "clasp" or "belt-with-buckle" like element to the
png from default_book, keeping them very similar but also
immediately recgnizably different.

I added the new texture to blockmen's license list since it's
obviously derivative of his work.

The PNG was run through a minimizer/optimizer to save space.
2015-12-12 19:56:56 +01:00
paramat c66a98bbed Default: Slightly reduce alpha of water post effect colour
To make water a little clearer and feel purer
Also correct lava alpha values from 192 to 191
2015-12-12 13:42:54 +00:00
paramat 25e1f84733 Default: Remove root from mapgen trees and large cactus 2015-12-06 22:19:23 +00:00
jeanpatrick.guerrero@gmail.com b8333cf82a Speed-up creative inventory initializing (~10x faster) 2015-12-06 00:22:12 +00:00
paramat abf0ca9c7e Default/mapgen: Retune cactus density due to low density fix 2015-11-23 03:19:11 +00:00
paramat 135d80eb86 Default/trees: Make 'can grow' public to enable over-riding 2015-11-23 03:19:00 +00:00
paramat 0d49978341 Default/mapgen: Use sidelen 16 for low density decorations
The fixing of low density decorations allows returning to
sidelen 16 for acacia trees and cacti, previously sidelen
80 was required for low density decorations to appear
Also use sidelen 16 instead of 8 for mgv6 papyrus
2015-11-15 09:20:21 +00:00
paramat 4ef6810298 Beds: Re-add commas at list ends 2015-11-14 05:18:11 +00:00
Rui 1d8def5c06 Beds: Make non pointable by pointable definition 2015-11-14 04:49:22 +00:00
paramat e41a411f1c Default, fire: Disable catch-up in some ABMs
To avoid processing spikes where catch-up is non-essential
Disable in: Lavacooling, grass growing, grass removal
and all fire mod ABMs
2015-11-14 04:49:03 +00:00
paramat e67e28d226 Default/mapgen: Fix missing taiga pine 2015-11-09 01:10:41 +00:00
paramat 3d6f1685ad Default/mapgen: Tune biome points for improved disribution
Bring humidity points closer to reduce distortion of voronoi cells
Slightly reduce size of hot and frozen biomes
Improve location of glacier biomes
Remove unnecessary snow nodeboxes from tundra to improve FPS
Add missing dirt_with_snow to taiga
2015-11-08 05:04:39 +00:00
paramat 592ca341ea Default/mapgen: Tune biome points and biome depths 2015-11-04 01:13:46 +00:00
Rui914 a88576afd1 Boats: Check player attached object 2015-10-29 23:06:01 +00:00
paramat 6f6d46ddfc Fire: Add 'permanent flame' node
Update 'disable fire' documentation in conf.example
2015-10-28 03:08:09 +00:00
Craig Davison 7c0abe9366 Remove unused TNT & torch textures
Closes #544
2015-10-28 03:07:56 +00:00
paramat 321bd66721 Default/trees: Clean-up 'can grow' function 2015-10-27 01:51:54 +00:00
paramat 2729777b94 Default/functions: ABM for mossycobble replacing cobble next to water 2015-10-25 23:11:29 +00:00
paramat f3dc78204c Boats: Check inventory in boat.on_punch
If puncher inventory is full, then drop boat
2015-10-20 00:26:30 +01:00
Marcin b292975fbc Use PI variable rather than unclear constant 2015-10-20 00:26:19 +01:00
Rui 3fb6ee5bdf Default/book: textarea -> table 2015-10-18 18:02:27 +01:00
paramat ef8b7e230d Default/trees: Add requirement of light level 13 for sapling growth 2015-10-17 09:41:17 +01:00
paramat 41c1e99b1f Default/mapgen: Remove dunes biome. Sand for glacier seabed 2015-10-10 16:28:49 +01:00
paramat f4a412d9c1 Papyrus: Grow on dirt and grass only, remove from desert ocean 2015-10-05 01:47:37 +01:00
paramat 8148bbf95e Flowers: Allow placing waterlily on river water
Add 'buildable_to = true' to flowers and waterlily
2015-10-05 01:47:18 +01:00
paramat 2119054a95 Mgv5/7 biomes: Add more shallow dirt waters
Dirt waters are more suitable for waterlilies
Add dedicated dunes biome in coniferous forest
Papyrus: use dirt base again
Force-place roots on mapgen tree schematics
Tune some humidity points to improve voronoi cells
Add random rotation to jungle trees
2015-10-03 01:12:45 +01:00
paramat ac810dbf9d Default: Remove light source from mese ore
New brighter mineral_mese texture
2015-10-03 01:11:10 +01:00
paramat 8e51f318b3 Rename to Minetest Game
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs
2015-09-30 23:33:12 +01:00
LeMagnesium 93a2c40ebc Adding bones' drop feature Before, when you died, you got to punch you bones to get back your stuff, the bones block was not dropped. However, a lot of people wants to use them for decorations/building, and have to install a dedicated mod since 0.4.10-release. With this commit, a bones block containing an inventory is dropped/added to inventory (if enough room) when the bones block is removed. Then, when a player places a bones block by himself, he will dig it like any other basic node (eg. default:tree), not just punch it.
Thanks for reading.
2015-09-29 21:01:34 +01:00
codeandfix ff0973fa4f Update api.lua
added protection for seed placement and hoeing
2015-09-29 21:01:20 +01:00
Rui914 1f85f001f9 Remove ugly def of xpanes 2015-09-29 01:26:02 +01:00
LeMagnesium 279b85fc45 Add option to disable bed's night skip - Solve second point of #512 by adding a setting, `enable_bed_night_skip` , with default value of `true`. 2015-09-29 01:25:40 +01:00
paramat 24578ca968 Default/mapgen blob ores: Tune, make faithful to mgv6 2015-09-20 00:39:05 +01:00
paramat d0fad4b004 Flowers: Make waterlily not walkable. Add missing flower group 2015-09-17 16:50:11 +01:00
paramat 4bb9652c0f Flowers: Add waterlily and add to mapgen 2015-09-17 12:34:17 +01:00
Craig Davison b6c12010b1 Remove beds/Changelog.txt & farming/API.txt
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead
- The information in farming/API.txt is already documented in game_api.txt
2015-09-14 23:08:52 +01:00
MT-Modder f5c8f881d7 Change obsidian glass drawtype to glasslike_framed_optional 2015-09-14 23:08:37 +01:00
Wouters Dorian 0004c5e637 Better bucket textures 2015-09-14 06:58:19 +02:00
paramat 1cc8300ba9 Default/mapgen: Make river water ice in glacier biome
Add commented-out 'node river water' lines to all biomes
2015-09-10 16:34:34 +01:00
paramat fd5721faa8 Flowers: Make flowers wave when waving shader enabled 2015-09-10 16:34:18 +01:00
paramat 09d910efcb Default/schematics: Fix root error in jungletree from sapling 2015-09-05 06:09:47 +01:00
paramat acb0cecb36 Fire: Move flame extinguishing to separate faster ABM
Add extinguish sounds (from default mod lavacooling)
'disable fire' setting extinguishes fire quickly using a dedicated ABM
'disable fire' also disables all other ABMs
Simplify flammable node removal ABM
Speed up node ignition, it was too slow
Add 'sunlight propagates = true' and 'paramtype = "light" to flame
Balance fire sounds' gain
2015-09-04 23:05:26 +01:00
paramat c2307b8816 Default/nodes: Fix acacia leaves not waving 2015-09-01 06:18:06 +01:00
paramat 73113f3443 Default/trees: Add not-force-placed tree schematics grown from saplings 2015-09-01 05:57:07 +01:00
paramat 4d9b595a69 Default: Allow papyrus growing on default:sand
Mgv5/mgv7 papyrus schematic now has sand nodes as a base
Add sand beach to mgv5/mgv7 deserts
2015-08-31 22:58:33 +01:00
paramat 908d8e5f90 Default/nodes.lua: Add missing spaces, shorten lines 2015-08-25 06:47:55 +01:00
paramat a0d7644a86 Default: Add snow, snowblock, ice to puts_out_fire group 2015-08-25 03:03:06 +01:00
paramat 2392842948 Fire: Slow down fire spread and reduce lua load
Increase chance value of ABMs
Disable ignition from a distance
Only detect neighbouring extinguishing nodes
Fix code style issues and add comments
2015-08-20 04:09:22 +01:00
RealBadAngel 3740efb393 New normalmaps for some nodes 2015-08-19 03:24:45 +01:00
RealBadAngel 835ca02be5 Add tiling info for grass nodes 2015-08-19 00:59:22 +01:00
paramat 99d0442cc9 Boats: Fix sinking through boat when detaching
By CProgrammerRU
Also, by paramat:
Slightly raise base of collision box
Improve code style
2015-08-18 22:35:16 +01:00
paramat b24049950e Default: New stone brick and desert stone brick textures 2015-08-17 21:59:43 +01:00
paramat 86dab909ed Default: Change to 'pixelbox2' long grass textures by Gambit 2015-08-17 03:58:34 +01:00
paramat ffcb3d6356 Stairs: Add aliases needed due to new pine wood name 2015-08-16 00:31:41 +01:00
paramat c7b9e734ff Default: New grass textures, new footprint overlay texture 2015-08-15 21:19:39 +01:00
paramat 450543f782 Stairs: Add straw and metal blocks
Make replace ABM optional, disabled by default
2015-08-14 23:23:41 +01:00
paramat b7a1426b42 Default: New darker jungletree_top and junglewood textures 2015-08-14 19:15:33 +01:00
paramat 408ee69fb8 Flowers: Add sporeless mushrooms and edit drops 2015-08-14 01:34:35 +01:00
Christian Wischenbart 35de5241f4 Fixed invalid check. This fixes minetest/minetest_game#609 2015-08-11 18:56:15 +02:00
paramat be4dd6479d Default: Rename pine tree nodes, textures and mapgen aliases 2015-08-10 09:19:02 +01:00
est31 7066a6a0dd Tweak mushroom drops
-> Don't always drop the main mushroom (allowed endless spore generation loop before)
-> Drop less spores, before you got lots of spores
2015-08-10 01:03:15 +02:00
paramat 6194f9ffea Default/trees: Combine sapling ABMs into one ABM 2015-08-09 05:52:46 +01:00
paramat 47c7b0b187 Mushrooms: Rename spore nodes. Single ABM for mushroom growing
Code re-arranged and clarified
2015-08-07 19:07:48 +01:00
paramat 0a3bf5b220 Biomes: Tune v5/v7 biomes and v5/v6/v7 mushroom distribution
More complex distribution of dry grasses
Remove water below glacier rivers
Gravel as glacier seabed
Do not force-place acacia root
Tune acacia tree density
Match mgv5/v7 mushrooms to tree density
Spawn mgv6 mushrooms by trees
2015-08-07 17:13:33 +01:00
Craig Davison 14ee61ab92 Fix mese block alias
It should alias the old name (mese_block) to the new/current name (mese) rather than the other way round.
2015-08-04 01:02:01 +01:00
paramat f7f178ce03 Stairs: Lengthen interval of replace abm 2015-08-04 01:01:40 +01:00
paramat 547a7b3304 Default/functions: Reduce lavacooling ABM/sound overload 2015-08-04 01:01:25 +01:00
paramat 8d1eef025d Flowers: Make mushrooms farmable using spores 2015-08-04 01:00:47 +01:00
paramat 84de5f0f40 Add biomes for mgv5 and mgv7 2015-07-30 01:19:12 +01:00
paramat cbea61e8dd Default: Thicker snow nodebox 2015-07-29 01:18:30 +01:00
paramat 2885ae6018 Default: Add papyrus schematic 2015-07-28 02:27:45 +01:00
paramat cf781ee218 Default: New appletree schematic with tuned apple chance 2015-07-27 05:06:32 +01:00
paramat 252dffce78 Default/mapgen: Disable nyancats in singlenode mapgen 2015-07-27 05:05:50 +01:00
paramat 83c2a88c91 Flowers: Keep mushrooms above water level 2015-07-24 21:56:16 +01:00
paramat e7def5d4e6 Default: Add improved mgv5/mgv7 tree schematics 2015-07-24 00:59:44 +01:00
paramat ec68283812 Stairs: Register acacia wood stair and slab 2015-07-23 05:14:43 +01:00
paramat bc4d0c1344 Flowers: Add mushrooms to mgv6 2015-07-23 05:14:32 +01:00
paramat e2033025b0 Default: Add biome API tree schematics and enable growing by sapling ABMs 2015-07-20 22:56:35 +01:00
Rui914 da9789e3ce Fix not_in_creative_inventory
Update
2015-07-17 20:53:55 +01:00
jeanpatrick.guerrero@gmail.com 26866e4c21 Grant multiple tiles on stairs model 2015-07-17 20:53:32 +01:00
jeanpatrick.guerrero@gmail.com 0cf4fd4c18 Add mushrooms 2015-07-17 10:12:00 +02:00
RealBadAngel 2ddbf68e31 Better default stone normalmap, sharpened a bit 2015-07-14 14:53:13 +02:00
RealBadAngel 0c5f6dabc0 Add new texture for leaves, jungle leaves and style simple 2015-07-13 03:17:26 +01:00
paramat fdae2832bb Default: New ice texture by Gambit and asl97 2015-07-13 00:45:38 +01:00
paramat 6843ddb814 Default: Add savanna nodes, textures, crafting and fuels 2015-07-12 22:41:59 +01:00
RealBadAngel 166b1c623a Add some normalmaps with heightmap in alpha channel 2015-07-12 12:24:02 +02:00
jp e8cafeb3e7 Improved diamond block texture (from #548) 2015-07-12 12:06:38 +02:00
Wouters Dorian 8a7af21e3a Improved stairs model, v2 2015-07-11 00:22:18 +01:00
jeanpatrick.guerrero@gmail.com 407b32e04c Improved stairs model 2015-07-09 21:35:53 +01:00
jeanpatrick.guerrero@gmail.com f3f8b22698 Convert stairs in meshnode 2015-07-08 19:07:22 +01:00
paramat 585b2bc22e Default/trees: Add checks for air/ignore/needles to pinetree trunk
Speed optimise: Trunk placing, add_pine_needles, add_snow
2015-07-05 15:23:55 +01:00
paramat 0914e595c7 Default/mapgen: Add missing spaces 2015-07-01 08:34:25 +01:00
Amaz 7361eb5e05 Add the listring functionality c977fbd928 2015-06-23 19:17:57 +02:00
Marcin 44ac020f28 Fix node placing sound being heard on left channel only 2015-06-22 18:33:15 +02:00
paramat e15fde1624 Fix is_ground_content settings for nodes
Remove line if set to the default of 'true'
2015-06-18 02:25:02 +01:00
Novatux 15ef8b0995 Fix bookshelf's allow_metadata_inventory_move (check if item belongs to "book" group instead of checking if it is "default:book") 2015-06-17 18:33:54 +02:00
kilbith d8dd9332ed Improved Iron Bar texture 2015-06-14 11:34:52 +02:00
paramat c4fb5bd385 Bucket: Register river water bucket, add texture
Add groups to registration and use water_bucket group
2015-06-14 01:18:14 +01:00
tenplus1 8b4a92ef2d word-wrap book text
This change word-wraps text when reading a book.
2015-06-08 16:29:44 +02:00
paramat f92d49feff Default/functions: Fix cactus growing by rotation again. Cleanup code 2015-06-08 00:32:40 +01:00
ShadowNinja 64fa8e6be5 Make books writable 2015-06-07 15:57:29 +02:00
Wuzzy 0aebf864d1 Add gunpowder trails
Uses group “connect_to_raillike”
2015-06-07 14:27:18 +02:00
paramat 016fa0da40 Default/functions: Fix cacti not growing when rotation is 1-3 2015-06-07 04:39:25 +01:00
paramat 7786f7f8b1 Default/nodes: Match river_water post_effect_colour hue to that of new texture 2015-06-07 04:39:02 +01:00
Calinou 6919d43d02 Remove deprecated ore generation code 2015-06-07 04:38:52 +01:00
LeMagnesium 01ad09036b Improved flowers' registration system - Specific nodeboxes, - Color groups - All datas were put into a table then unpacked for add_simple_flower 2015-06-06 14:51:25 +02:00
Ombridride 638add603f Simplified flowers' registration - Created a new local function to register flowers 2015-06-06 14:51:25 +02:00
Calinou 750f9575af Improve water post effect color 2015-06-06 14:13:01 +02:00
paramat 40e2b945e3 Default: New obsidian brick texture. Add river water textures 2015-06-02 01:13:34 +01:00
paramat 03b51e8c8f Default: New sandstone brick texture 2015-05-31 05:55:12 +01:00
Calinou a4d056e493 Make some common nodes let light pass through 2015-05-14 17:34:17 +02:00
Novatux 23a37e5e79 Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP 2015-05-14 17:33:10 +02:00
Calinou 300b14078f Give 24 rails per craft instead of 15 2015-05-14 17:28:30 +02:00
Novatux eae3740d85 Fix missing argument for on_rotate 2015-05-14 16:07:19 +02:00
Novatux 3669ca0a83 Make beds not skip night if nobody is online 2015-05-14 14:41:26 +02:00
Novatux 46c6154444 Make doors not depend on screwdriver. 2015-05-14 14:24:14 +02:00
Novatux 2824562dc9 Add screwdriver callbacks, and code them for doors and beds 2015-05-14 10:24:56 +02:00
Wuzzy 852b337916 Use connect_to_raillike for rail
Used value: 2
2015-05-14 10:19:07 +02:00
paramat dd34dffa45 Default/mapgen: Add sandstone alias for sandstone biome detection 2015-05-12 23:31:38 +01:00
Novatux aaa6c260cd Copy pos before giving it to on_blast because it can modify it; also remove a debug print that had nothing to do here 2015-05-12 21:03:02 +02:00
Novatux 81259e9fcc De-duplicate code in doors mod in make_on_blast 2015-05-12 20:55:46 +02:00
Novatux 4bd1094619 Fix problems with TNT 2015-05-12 16:53:04 +02:00
Wuzzy 8bc8dd64c5 Make TNT respect on_blast, implement on_blast for some nodes
Implemented nodes:
- Steel Door: Ignores explosion
- Locked Chest: Ignores explosion
- Fire: Ignores explosion
- TNT: Starts burning
- Burning TNT: Explodes immediately
- Gunpowder: Starts burning
- Burning Gunpowder: Ignores explosion
2015-05-12 16:32:52 +02:00
paramat ab4485f824 Default/mapgen: Add mapgen aliases for sandstone brick and sandstone brick stair, to enable sandstone dungeons 2015-05-12 16:23:09 +02:00
paramat fa1b4d0d44 Default/nodes: Increase meselamp light level to light_max (14) 2015-05-11 22:50:44 +01:00
paramat 055157d084 Default/mapgen: Make register function selection compatible with future mapgens 2015-05-11 05:37:04 +01:00
HybridDog fe3c5a7090 allow overriding papyrus and cactus grow functions
dont grow cactus on a lying one

use minetest.get_node 2 times less

do a bit what ShadowNinja wrote

add comment

return true if the plant is set
2015-04-27 01:09:32 +01:00
paramat d0070f2b1a Default/mapgen: Add dry shrub to mgv6 tundra 2015-04-23 06:28:49 +01:00
paramat c570f9f494 Default/mapgen: Add alias for river water source 2015-04-19 04:00:46 +01:00
paramat f8c8047a52 Default: Add river_water nodes 2015-04-19 02:27:06 +01:00
paramat fe7a982343 Default/nodes: Make water, lava and ice is_ground_content = false 2015-04-06 01:43:17 +01:00
paramat 87468eb6fc Default/mapgen: Fix missing num_spawn_by = 1 line for papyrus 2015-04-05 01:37:14 +01:00
paramat 4a7a51a46e Default/mapgen.lua: Remove ores absheight flags. Add aliases for mgv6 snow biomes 2015-03-30 00:21:47 +01:00
Rui 9c15ebccab Add max_hear_distance for fire 2015-03-29 21:35:03 +02:00
MT-Modder 525f467057 Slow down fire spread a bit 2015-03-29 21:25:46 +02:00
BlockMen 820a97e397 Add Meselamps
- Mese glows
- Glass + Mese = Meselamp
- New mese mineral texture
2015-03-29 21:17:53 +02:00
jp 3f2e35e827 Add vessels shelf 2015-03-29 21:00:32 +02:00
paramat ccb4b925ed default/mapgen.lua: Register mgv6 decorations
Organise and cleanup code
2015-03-27 00:29:44 +00:00
paramat 21c874ab52 flowers/mapgen.lua: Remove unnecessary double quotation marks 2015-03-25 22:03:53 +00:00
paramat 8a8712e4a3 flowers/mapgen.lua: Register flower decorations for mgv6 2015-03-25 21:28:15 +00:00
jp@localhost.localdomain 9eb9502209 Optimize boat model 2015-03-21 17:28:36 +01:00
paramat a192f9fc78 default/mapgen.lua: Update biomes for new biome API
Register blob ores in mgv6 to replace addDirtGravelBlobs
Combine ores and blobs functions
2015-03-17 07:46:45 +00:00
ShadowNinja 794a436d86 Fix bucket code indentation 2015-03-07 21:26:55 -05:00
BlockMen 41837e6193 Fix beds respawn settings check 2015-03-06 19:29:16 +01:00
kilbith 86e0e4b2bf Remove undeclared writing variable 2015-03-06 11:49:22 +01:00
BlockMen 2a6050e552 Add option to disable bed respawn, better recipe for fancy bed 2015-03-06 10:46:05 +01:00
ThatGraemeGuy e604d8d7f3 Remove dupe aliases (fixes #438) 2015-02-28 22:49:32 +01:00
Calinou 5a2aab855f Make some tools dig faster 2015-02-28 22:44:31 +01:00
jp f86ac2fdff Optimize textures and model (use *.b3d instead *.x) 2015-02-28 22:33:19 +01:00
tenplus1 df35360372 Make empty buckets stackable 2015-02-28 22:15:46 +01:00
MT-Modder 3e912f7b85 Add reverse recipes for hoes
- Adds material for crafting (keeps def.recipe compatibility)
- Fix two typos in api documentation
2015-02-28 22:05:07 +01:00
BlockMen ea7b04a712 Use only red and white wool for beds 2015-02-24 21:55:14 +01:00
BlockMen edb02e9d33 Add beds 2015-02-24 20:59:04 +01:00
paramat 3b526a7276 mapgen.lua: Add dirt/sand/gravel blob ores for mgv5/mgv7
Create register ores function. Select and order functions per mapgen
Use blob ore for clay. Update ore height_min/max to y_min/max
Tune flower amount
2015-02-22 01:34:35 +00:00
Jeija 03c00a831d Clean up trapdoors code and make them more flexible, so custom trapdoors
can be registered by other mods
2015-02-14 00:48:28 +01:00
Craig Davison a9137e8c21 Fix typo in survival formspec & create legacy file 2015-02-12 22:18:22 +01:00
Tim 75ea7e3160 Bones mod fixes
1. don't delete protected nodes, 2. time out in loaded chunks, 3. don't crash when dying in certain nodes (like default doors or sign_lib signs)
2015-02-12 22:10:15 +01:00
Xanthin 047ecea3a2 Make trapdoor better visible when held in the hand
Screenshots at: https://github.com/minetest/minetest_game/issues/411
2015-02-12 16:51:32 +01:00
jeanpatrick.guerrero@gmail.com 5518c277f3 Textures Update 2015-01-25 10:48:42 +01:00
Xanthin 4468015cbe Fix typo for obsidian glass door texture
I think that was just a typo?
2015-01-24 20:40:08 +01:00
MT-Modder 0755a8fa05 Mossycobble fixes 2015-01-24 20:36:37 +01:00
jeanpatrick.guerrero@gmail.com 5d8b2442ce Add straw 2015-01-17 16:30:31 +01:00
Craig Davison 6157982787 Follow naming convention of textures and sounds in doors 2015-01-17 16:05:23 +01:00
Craig Davison 07dcae7258 Add fancy inventory for bones 2015-01-17 16:05:19 +01:00
PilzAdam 3689bdad75 Fix typo in water_flowing tile animation Also add missing commas and use non-deprecated field-names 2015-01-10 15:47:30 +01:00
PilzAdam 4ce47528e1 Clarify comment in default:grass_1 2015-01-10 15:47:30 +01:00
PilzAdam 2edfb55c29 Restructure default/nodes.lua 2015-01-10 15:47:30 +01:00
PilzAdam d1e715ebac Add tree growing functions to game_api.txt 2015-01-10 15:47:30 +01:00
PilzAdam c654c9fd11 Remove weird constants in default 2015-01-10 15:47:30 +01:00
PilzAdam 2c0f716a13 Remove useless, empty callbacks 2015-01-10 15:47:29 +01:00
Craig Davison 64bf6c1b89 Add crafting grid result arrow to creative inventory 2015-01-10 15:32:16 +01:00
paramat 047bfb9ad1 Simple biomes for mgv5/mgv7. Uses get_mapgen_params 2015-01-10 15:32:16 +01:00
Craig Davison cab01b6694 Add Obsidian / Obsidian Brick stairs & slabs 2015-01-10 15:32:16 +01:00
Lean Rada 554d15fadb Change furnace fire icons 2015-01-10 15:16:41 +01:00
Craig Davison a9ac480dcd Set number of screwdriver uses to 200 2014-12-21 22:36:20 +01:00
PilzAdam 1237bc3a4b Don't override param2 bits that are not used for rotation in screwdriver 2014-12-20 13:06:53 +01:00
PilzAdam 854415fd33 Fix typo in furnace.lua 2014-12-13 12:52:47 +01:00
PilzAdam 99cfe73bbf Give 4 obsidianbrick for 4 obsidian 2014-12-12 17:15:48 +01:00
PilzAdam 697b39d40d Only allow rotating nodes that could be dug 2014-12-12 16:14:25 +01:00
PilzAdam 2b7ca68805 Cleanup
* Remove unused variables
* Fix wearing out of screwdriver
* Move magic numbers into constants
* Scale down texture
2014-12-12 16:14:25 +01:00
tenplus1 bd24c15db4 Screwdriver rewrite 2014-12-12 16:14:24 +01:00
paramat 69614dc20d Pinetree (by sfan5, from mg mapgen) lua generation and sapling ABM. Add checks for ignore to other trees 2014-12-12 16:11:42 +01:00
Calinou 75dfcdb1e7 Add 3D signs 2014-12-12 16:10:30 +01:00
ShadowNinja c332081e81 Add white to the crack texture
This makes the crack stand out better on dark textures,
like obsidian and black wool.
2014-12-12 16:06:55 +01:00
HybridDog 608e51f16d Add obsidianbrick
use Zeg9`s texture
2014-12-12 16:04:27 +01:00
PilzAdam b0fb180e4d Use an overlay over default_dirt.png for soil 2014-12-07 19:46:23 +01:00
PilzAdam 2ebd6b3839 Correct node definitons for pine saplings and pine needles 2014-12-07 11:57:37 +01:00
PilzAdam 5a06de184c Rewrite furnace
* Move furnace related code into furnace.lua
* Move duplicated code into functions
* Rewrite ABM:
	* Easier to follow strcuture (no returns in the middle)
	* No unnecessary calls to get_craft_result
	* Split logic and "visual feedback" (a bit)
	* Fewer calls to meta:set and meta:get
	* Better feedback on the current state of the furnace
2014-12-06 21:18:02 +01:00
PilzAdam 957f94534b Remove remains of finite liquids from bucket mod
This reverts commit 79856c914d.
2014-12-06 20:58:03 +01:00
PilzAdam 4ec4672f01 Remove remains of weather 2014-12-06 20:58:03 +01:00
PilzAdam ef0eb4d435 Move doc for dyes to game_api.txt 2014-12-06 20:54:53 +01:00
PilzAdam 11a7b88434 Fix visibility of global/local dye tables 2014-12-06 20:54:02 +01:00
PilzAdam 9ec33f34f1 Set param2 to 1 if player places leaves 2014-12-06 20:36:20 +01:00
PilzAdam 2c2edfad04 Move leafdecay doc to game_api.txt 2014-12-06 20:36:20 +01:00
PilzAdam 22dd46dcc6 Dont dry out soil if unloaded blocks are nearby 2014-12-06 11:54:56 +01:00
PilzAdam 20f938e44a Allow the group book to be placed into bookshelfs 2014-12-06 11:46:04 +01:00
PilzAdam fd34872de8 Fix possible stacking of books in bookshelf
Original author: @MT-Modder
2014-12-06 11:43:07 +01:00
PilzAdam 31edc5a9ff Add all saplings to group sapling 2014-12-03 17:26:01 +01:00
PilzAdam 19bdcb26f6 Add missing groups to pine sapling 2014-12-03 17:26:01 +01:00
PilzAdam 5b7db48372 Fix various fire sound bugs 2014-12-03 16:59:36 +01:00
Craig Davison 128f0adb24 Fix some undeclared global variables 2014-11-30 18:02:33 +01:00
paramat 6fb072e5ff Pine tree, pine needles, pine sapling and pinewood nodes, including textures by Splizard and Cisoun 2014-11-30 17:47:02 +01:00
Amaz 8007c142de Added the new door textures 2014-11-30 17:34:35 +01:00
Diego Martínez e707ba3cf1 Fix leaked globals. 2014-11-29 18:03:18 +01:00
kilbith 6680a51988 New ladder texture 2014-11-23 11:54:40 +01:00
PenguinDad 3bf3249d71 Fix leaking globals in flowers and default mapgen.lua
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 00:24:49 +10:00
paramat e71b71c1a9 Default and flowers: only run on-generated functions in mgv6. Remove indev ore definitions 2014-11-16 19:38:04 +01:00
RHRhino a90338d40d New flower textures 2014-11-08 23:45:18 +01:00
BlockMen 929559fe85 Revert "Fix fire blocking sunlight"
This reverts commit dcce6e9795.
2014-11-08 23:25:40 +01:00
kilbith c41762d211 New grass(plant) and leaves textures 2014-11-08 22:54:00 +01:00
kilbith f06d4b8547 Vessels: new textures 2014-11-08 17:39:52 +01:00
ShadowNinja dcce6e9795 Fix fire blocking sunlight 2014-11-04 16:17:56 -05:00
paramat d57cb0a110 Boats mod improve y motion. Smaller collision box. Reverse turn with negative velocity only. Smooth turning. Enable underwater higher acceleration 2014-10-29 10:54:39 +00:00
kilbith ba8cbbcdbd Add new ore blocks textures 2014-10-05 08:49:55 +02:00
BlockMen 56cc4191ca Tweak some textures, new chest texture 2014-10-03 11:29:17 +02:00
BlockMen 6532978a58 Add improved grass textures by @Philipbenr (slightly modified), fixes #323 2014-10-03 11:29:10 +02:00
BlockMen 349a63ed14 Allow only boat driver to be detached from boat (fixes #276) 2014-10-03 03:20:31 +02:00
BlockMen 7f44a49d99 Use new optional framed glasslike drawtype 2014-10-02 11:51:47 +02:00
BlockMen 5047540db2 Make new textures fit existing style 2014-09-27 20:33:17 +02:00
Neuromancer56 9dfaab7f20 Some new textures (natural beauty texturepack) 2014-09-27 20:10:58 +02:00
BlockMen 8fe62ea7f6 Use new firelike drawtype 2014-09-21 22:25:00 +02:00
BlockMen c4969665e7 Fix dye stuff, fixes #243 2014-09-16 19:40:50 +02:00