Commit Graph

1590 Commits (06f9c541db53e573849bbcbe8f5ae09e7b56041f)

Author SHA1 Message Date
Dániel Juhász 24559d012e Creative: Automatic item colorization for creative mode 2017-04-23 23:05:06 +01:00
paramat 2668619638 Ores: Add tin ore, lump, ingot and block
Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
2017-04-20 19:55:05 +01:00
upsilon 6335525757 Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
2017-04-20 19:54:27 +01:00
octacian c54a7e882f Keys: Move skeleton key to craftitems.lua
Commit 73d61cbb103415c9a3970eaf2c48aeadabfff828 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
2017-04-20 19:51:51 +01:00
octacian 701abc2d2f Keys: Allow skeleton keys to be stacked
Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
2017-04-20 19:50:34 +01:00
Thomas--S 98216810ef nodebox -> node_box
Seems like this was a typo
2017-04-12 18:39:42 -07:00
paramat a57d2db54a Bushes: Add saplings
Bush saplings grow in half the time of tree saplings.
Bushes do not need 'from sapling' schematic variants because only the
stem node is force-placed in the mapgen schematic, so only the sapling
is force-replaced.
Bush leaves drop saplings with a rarity that ensures at least 1 sapling
per bush on average.
2017-04-12 17:18:50 +01:00
paramat d68d2c08ef PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
2017-04-12 17:18:35 +01:00
MarkuBu e6d0d775e3 Stairs: Improve stair and slab rotation on placement
Slabs are placed horizontal instead of vertical, even if they are
placed on a wall.
Slabs are rotated automatically if they are placed to another slab,
no matter which material.
Slabs are placed at the lower position if the placer points into
the lower half of the pointed node and to the upper position if
pointed to the upper half.
Stairs are placed normal if the placer points to the lower half of
the pointed node and rotated upside down if pointed to the upper half.
2017-04-11 08:33:30 +01:00
Alex Ford 8d43b984fc Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
2017-04-11 03:58:13 +01:00
LNJ fe021281e6 Textures: Replace aspen leaves texture with BlockMen's 2017-04-11 03:57:44 +01:00
paramat 9e4f0d3689 Leafdecay: Do not restart aready running timers 2017-04-11 03:57:07 +01:00
paramat acfd58cdeb Carts: Make rail recipes more generous
As part of making vertical travel easier to reduce reliance on
sneak ladders.
Calculate using cubic pixels of steel.

A steelblock is 16^3 = 4096 cubic pixels steel.
6 ingots is 6/9 steelblocks.
A rail is a 2*2*16 pixel length of steel, 64 cubic pixels steel.
6 ingots produces 2*21 rails = 21 rail nodes.
Choose 18 for an even number that is a multiple of ingot number.

Replace the stick with 2 wood in the recipe to be closer to the amount
of wood that would be needed for 20*4 sleepers.

Replace 2 mese crystal fragments with 1 mese crystal to
compensate for the larger number of nodes returned. The result
is the recipe is much more generous with steel usage but slightly
less generous with mese usage, keeping power rail cost reasonably high.

Replace 2 coal lumps with 1 for a similar recipe to power rails.
2017-04-11 03:57:01 +01:00
Milan* 3feb689563 update submodule illuna 2017-04-02 13:41:54 +02:00
Milan* b0ed39ec1e update submodules ethereal, illuna 2017-04-02 13:18:14 +02:00
SmallJoker b377aaa50d doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by b847888
2017-04-02 10:01:01 +02:00
paramat 5fe831ed13 Carts: Remove '+' added in commit 077316b 2017-03-30 04:24:29 +01:00
paramat 2f46103ff8 Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 2017-03-30 04:24:23 +01:00
zaoqi 077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
cx384 b847888cb7 doors: add groups to the door craftitem 2017-03-29 20:40:56 +02:00
Milan* 7dcb844f18 add submodule digilines, turtle, basic_robot 2017-03-28 14:15:11 +02:00
Milan* 6d0a08fafe update submodule illuna 2017-03-27 19:32:08 +02:00
upsilon 7c42c41170 doors: record protection violation if it cannot be dug 2017-03-26 03:06:44 +01:00
paramat 08eec2beb7 Flora spread: Re-enable dry shrub replacing flora in desert sand
Flora is converted to dry shrub in desert sand and silver sand.
No conversion in sand to preserve sand dune grasses.
Dry shrubs do not spread so this conversion, used by players, is the
only way to generate them.
2017-03-26 03:06:37 +01:00
Auke Kok 9b45e7b3e9 PB&J Pup.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.

The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.

The mod can also be disabled entirely this way for those who don't
want it.

There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
2017-03-26 03:05:57 +01:00
Milan* fc23cd62f2 add submodule hopper 2017-03-25 11:31:07 +01:00
paramat 91182d6a9e Flora spread: Do not replace flora with dry shrub, only 'return'
If there is no group:soil node found below, do not replace flora with
dry shrub, this was breaking flower pots and other mods.
Originally, flora would only turn to dry shrub if in desert sand.
2017-03-22 22:30:35 +00:00
Milan* 7f2d4f4fbf merge upstream 🐈 2017-03-20 22:40:16 +01:00
Milan* e99f72a103 update submodule illuna 2017-03-20 22:40:02 +01:00
paramat 86fd616f3c Flora spread: Allow spread on rainforest litter. Other improvements
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.

Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
2017-03-20 00:14:56 +00:00
octacian 2a74032745 Books: Fix backwards compatibility issues
Commit c68b8274fe prevented books from
being copied in the crafting grid, and made it so that old books, though
seemingly successfully transferred to the new format, could not be written
to as the old data still persisted.
2017-03-20 00:13:31 +00:00
Auke Kok ecf160d93d Screwdriver: simplify logic, allow wallmounted rotation.
- Allow rotation of wallmounted nodeboxes (signs) since they are
  now rotating properly.
- Instead of testing `ndef` several times, do it once, correctly.
- Simplify exception logic for nodes that have `on_rotate` set.
- For simplicity, return itemstack, always.
- Remove a useless nil check.
2017-03-20 00:12:16 +00:00
tchncs 9f19de97fe update submodule 3d_armor (fixes crash) 2017-03-19 15:08:21 +01:00
tchncs 52df0fae8c update submodule 3d_armor 2017-03-19 12:57:28 +01:00
tchncs 740cab71d6 merge upstream 🐈 2017-03-19 12:56:38 +01:00
Milan* 934d0c9458 update submodule teleport_potion 2017-03-19 12:50:34 +01:00
Thomas--S 6a55e150af Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (73e4666).
2017-03-19 00:43:12 +00:00
tchncs 0f7a29f035 merge upstream 🐱 2017-03-18 20:56:32 +01:00
Milan* ff43f66f7d update submodule ethereal, illuna_ethereal 2017-03-18 20:50:31 +01:00
tchncs a17260c8e9 merge upstream 🐈 2017-03-18 14:51:09 +01:00
Milan* 346adcd71e add default:mese_ongen and use this for the mapgen as replacement for default:mese 2017-03-18 14:44:20 +01:00
tchncs ea26028784 add submodule unifieddyes as requiered by technic 2017-03-18 08:31:17 +01:00
Milan* 2ce30050d4 update all submodules with updates
submodule update 3d_armor
submodule update hemp
submodule update mobs_animal
submodule update mobs_monster
submodule update mobs_redo
submodule update pipeworks
submodule update playereffects
submodule update princess
submodule update protector
submodule update technic
submodule update wine
submodule update worldedit
drop chat_bubbles
2017-03-18 08:07:57 +01:00
Milan* f398673e4f update submodule ethereal 2017-03-18 07:56:18 +01:00
tchncs 133cd86cb6 re-add submodule fun_caves 2017-03-17 23:05:16 +01:00
tchncs 376b009159 drop submodule fun_caves to solve conflicts 2017-03-17 23:04:38 +01:00
Milan* 9d221299d9 replace/add submodules caverealms, underworlds, fun_caves 2017-03-17 22:50:49 +01:00
paramat d2aae95c39 Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
2017-03-17 05:52:06 +00:00
paramat 02921baa7a Junglegrass: Prevent seeding of dirt_with_grass
Previously you could place junglegrass on dirt to convert that dirt to
dirt_with_grass, but this is unsuitable now that rainforest has a
surface of dirt_with_rainforest_litter.
Remove junglegrass from the 'grass' group.
2017-03-17 05:52:06 +00:00
octacian 07e11427cf Keys: Fix crash when using unconfigured default:key
Since meta secret field is blank on any keys (default:key) obtained using
/give, the game will crash if you attempt to use one of these. This follows
along the principle that the game should never have any reason to crash.
2017-03-17 05:50:50 +00:00
paramat 68212967c0 Biomes: Add and auto-select mgv7 floatland biomes
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.

Make sandstone desert filler 1 node deeper to match other deserts.
2017-03-17 05:49:57 +00:00
Thomas--S 73e4666f28 Change doors to default.can_interact_with_node() 2017-03-16 09:11:20 -07:00
paramat bd4d2dff1c Farming: Add override for default:dirt_with_rainforest_litter 2017-03-15 22:22:21 +00:00
Auke Kok 61d7c43c83 Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.

This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.

Fixes #1625
2017-03-15 22:22:21 +00:00
SmallJoker 780f991a87 Sapling_on_place: Restore after_place_node() calls 2017-03-15 22:18:50 +00:00
Auke Kok 1c78fd346d Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
2017-03-15 22:18:36 +00:00
Milan* 70f14fda58 update submodule ethereal 2017-03-15 11:41:51 +01:00
Milan* 464fee1dee fix mergeconflicts 2017-03-15 11:30:00 +01:00
Milan* 37dbcf9d1f update submodule ethereal 2017-03-15 00:34:48 +01:00
Milan* f1a827e17a update submodule illuna_ethereal 2017-03-15 00:34:23 +01:00
Milan* 28b042ee13 update submodule illuna_extras 2017-03-15 00:33:58 +01:00
Fixer da69fcdf91 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
paramat 37c81f70b0 Textures: New textures for silver sandstone nodes 2017-03-14 19:05:14 +00:00
Auke Kok 7b90044574 TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
Milan* 6a65683b5a add submodule fun_caves 2017-03-13 11:42:36 +01:00
Milan* 853aae28c5 update submodule illuna_ethereal 2017-03-13 10:24:27 +01:00
Milan* b3d42c40a8 update submodule illuna_extras 2017-03-13 09:13:29 +01:00
Milan* 626784702a add submodule illuna_extras 2017-03-13 09:13:13 +01:00
SmallJoker b87ef5ccde Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in 9d3a526
2017-03-12 12:20:31 -07:00
paramat 07a5fca432 Leafdecay: Register leafdecay for bush leaves 2017-03-12 10:20:26 +00:00
Auke Kok d5e19d70c2 Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
2017-03-12 10:20:19 +00:00
Dániel Juhász efb81d188e Correct rotation of attached nodes, and rotate colored nodes 2017-03-12 10:20:19 +00:00
Auke Kok 297192dd39 Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.

Allows us to drop `nextrange()` as well.
2017-03-12 10:20:19 +00:00
Auke Kok f14b0a6ff5 Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.

Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
2017-03-12 10:20:19 +00:00
paramat ad118ea98d Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which
can be nil if not pointing at anything or at an entity. This caused
sounds to be played to all players on a server non-positionally.

Fallback to player pos for sounds if 'pointed_thing.above' is nil.

Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
2017-03-10 19:30:18 +00:00
paramat c52ad140ae Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
2017-03-10 19:28:43 +00:00
paramat 0f0dd0f6e8 Tree schematics: Alter jungletree, aspen, pine, appletree
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.

Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.

Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.

Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
2017-03-10 19:28:38 +00:00
Milan* 0e35b613d2 update submodules ethereal, illuna_ethereal 2017-03-09 22:47:20 +01:00
Milan* 19c6231abd update submodule ethereal 2017-03-07 20:26:33 +01:00
Milan* d0ec140fd6 update submodule geomoria 2017-03-07 09:20:55 +01:00
paramat 1f6d633037 Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.

Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
2017-03-07 06:43:44 +00:00
rubenwardy a16413f96c sfinv: Fix wrong tab being highlighted
Thank you to @ForbiddenJ for finding cause of the issue.
2017-03-07 06:43:18 +00:00
tenplus1 6d67badcac Screwdriver: Fix crash
If 'node_box' is nil 'node_box.type' causes a crash.
2017-03-07 06:37:33 +00:00
Diego Martínez 1d45b27c12 Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
2017-03-06 19:03:30 -08:00
Milan* 07a4991896 add submodule integral 2017-03-06 22:09:29 +01:00
Diego Martínez 496521f4a1 Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
paramat 28ecb3b261 Dungeons: Use 'block' instead of 'brick' for nodebox stairs 2017-03-05 09:27:44 +00:00
Milan* 3c409b6f7a update submodule ethereal, illuna_ethereal 2017-03-04 22:57:56 +01:00
Milan* eb3980906f add submodule geomoria 2017-03-04 13:05:15 +01:00
Milan* 477abb0a24 update submodule illuna 2017-03-03 09:08:27 +01:00
octacian c68b8274fe Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
2017-02-28 18:16:55 -08:00
Auke Kok 78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
Milan* 0ec1989737 update submodule illuna_ethereal 2017-02-28 21:50:24 +01:00
Milan* 9c95f8ef5b update submodule illuna_ethereal 2017-02-28 20:59:27 +01:00
Milan* b89dac55dd add submodule bacon 2017-02-28 20:46:15 +01:00
Milan* 18ee108642 update submodules ethereal, illuna_ethereal 2017-02-28 20:39:15 +01:00
paramat d1b132555b Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
2017-02-28 05:32:19 +00:00
octacian 9d3a526324 Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
2017-02-27 19:00:14 -08:00
paramat bb18eeccaf Corals: Smaller, less dense reefs 2017-02-25 03:52:31 +00:00
paramat d5f1f964e3 Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
2017-02-25 03:52:26 +00:00
paramat 1ec31d8472 Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.

With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.

The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
2017-02-25 03:52:19 +00:00
MarkuBu 60e5b299af Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.

The API is documented in game_api.txt.

`default.register_leafdecay(leafdecaydef)`

`leafdecaydef` is a table, with following members:
{
	trunks = { "default:tree"}, -- nodes considered trunks
	leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
	radius = 3, -- activates leafdecay this far from the trunk
}

The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.

The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.

Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.

The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.

-- The API was added by sofar.
2017-02-25 03:50:15 +00:00
Thomas--S 37dd910747 Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
2017-02-21 10:17:12 -08:00
SmallJoker 89c45993ac Carts: Fix the rail table overwrite behaviour 2017-02-12 11:39:52 -08:00
paramat 0819d4bade Visual scale: Update plantlike nodes to post-bugfix values
Plantlike drawtype no longer applies 'visual scale' twice, so now we
use the actual scale factor desired.
Remove unnecessary 'visual_scale = 1.0' lines.
2017-02-12 01:27:34 +00:00
octacian f6dfa4a1cb Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.
2017-02-12 01:23:53 +00:00
rubenwardy e3dd3d19cd Add sfinv.set_page, plus other helper functions 2017-02-10 23:54:57 +00:00
Paramat 86849d9eec Default: Add nodebox mese post light usable as a growlamp (#1480)
Light level 14 to be able to grow plants.
3 returned from crafting with 1 glass node, 3 mese crystals and 1
wood plank.
Seamlessly placable on appletree wood fence posts.
2017-02-08 16:01:30 -08:00
Thomas--S c88c0a98fd Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
2017-02-08 15:59:25 -08:00
Milan* 581b6cfd3c update submodule ethereal, illuna_ethereal 2017-02-03 22:26:52 +01:00
paramat 2e950ac61c Mapgen: Dedicated registrations for mgv6 blob ores
Now that biomes are being specified for blob ores we need a separate
set of blob ore registrations for mgv6 which has no Biome API biomes
defined.
Various minor improvements to mapgen.lua.
2017-02-02 17:20:53 +00:00
paramat 2b215848d8 Trees: Add 'snowy' group for pine sapling snow detection
Use the 'snowy' group in the 'is snow nearby' function instead of
default nodes. Often snow nodes are not from the default mod.
2017-02-01 17:51:44 +00:00
paramat e86955afae Creative: Cache creative mode setting 2017-02-01 17:51:35 +00:00
paramat d560f59a74 Ores: Add silver sand blob ore, relocate other blob ores 2017-02-01 17:51:22 +00:00
Milan* 84b009652b update submodule ethereal, illuna_ethereal 2017-01-31 20:15:25 +01:00
tchncs 77a9507b55 cleanup 🐱 2017-01-31 12:46:29 +01:00
tchncs aa5ef38e13 update submodule illuna, xdecor 2017-01-31 12:31:18 +01:00
tchncs 03a3b98300 update submodule illuna 2017-01-31 11:13:52 +01:00
rubenwardy b06368adf2 Fix node drops not being added to inventory when not in creative mode 2017-01-27 19:48:59 +00:00
paramat 1dd9fdb530 Dungeons: Add mapgen alias for desert stone stairs 2017-01-26 17:56:16 +00:00
number Zero 38500da655 Stairs: Fix smooth lighting of stair mesh 2017-01-26 17:55:16 +00:00
rubenwardy bee5b316a8 Creative: Add creative.is_enabled_for 2017-01-26 17:54:45 +00:00
paramat ae426878d4 Sounds: Remove 'default_dig_crumbly' from leaves defaults table
Now that the missing 'default_dig_snappy' sound has been added we can
remove the dirt dig sound from the table. All nodes that use the
leaves defaults table have group 'snappy' so 'default_dig_snappy' now
becomes their default dig sound.
2017-01-22 07:47:04 +00:00
Martin Doege eb1805ea0a Textures: Strip color profiles from some textures
Removes the "iCCP: known incorrect sRGB profile" error messages on the
console when starting minetest_game by stripping offending color profiles.
2017-01-22 07:43:12 +00:00
tchncs e42de05b85 merge upstream 🐱 2017-01-20 22:37:14 +01:00
Auke Kok 1104d571b0 TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
Milan* 0063569541 update submodule ethereal 2017-01-19 21:34:36 +01:00
Auke Kok 6dcf541f6e Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit 5e4a6e8ac6, and
             commit 60cf3f85b6.

The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.

The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
2017-01-15 17:43:17 -08:00
paramat 1470b9df79 Tree log decorations: Replace lua tables with .mts files 2017-01-15 04:29:56 +00:00
Lars Hofhansl 8715b83ff0 Fire: Make explosions remove flames
TNT removes flammable nodes from the destruction radius and should
remove flames within it too because they lose their fuel and would
be removed by ABM later anyway.
2017-01-15 04:24:01 +00:00
Baptiste Pouget 57eb906047 Add support for custom bed sounds 2017-01-12 12:42:38 -08:00
Auke Kok df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
paramat c8b1671ef0 Default: Alter sand to sandstone recipe
Craft 4 default:sand to default:sandstone.

Previously, 4 group:sand was craftable to sandstone and sandstone was
craftable back into default:sand, allowing silver and desert sands to
be converted into incorrect colour sandstone and yellow sand.
2017-01-07 22:01:36 +00:00
paramat 96aac5ff5b Fire: Reduce flame light level to 13 2017-01-07 22:01:30 +00:00
rubenwardy cadc8b34d7 Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.

This is a game play change, so it better suited to
Minetest Game rather than builtin

Fixes #857
2017-01-07 22:01:19 +00:00
tchncs f9026ab405 drop submodule moresnow 2017-01-07 20:56:57 +01:00
rubenwardy 48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
paramat 42700a4b4b Default: More generous meselamp recipe
Require only 1 mese crystal instead of 3.
To make farming in dark locations easier.
To reduce and balance recipe ore cost.
2017-01-02 18:31:01 +00:00
SmallJoker 8bc93598c6 Papyrus, cactus: Require light level 13 for growth 2017-01-02 18:30:05 +00:00
DS-Minetest f07c4dcd83 Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
paramat 3c9d0893ee Boats: Avoid crash if boat pos over limit
If the boat pos is over limit, 'add entity' will not add an entity,
causing 'boat' to be nil.
2016-12-21 13:42:23 +00:00
Milan* 82fd20c6a9 update submodule craftguide
add submodule moreblocks
add submodule craftguide
2016-12-19 20:18:13 +01:00
paramat 12b1541971 Sounds: Edit some sound gains, mostly footsteps
I recently made glass footstep and dig gains too low, raise slightly.
Change dirt dug gain from above-maximum 1.5 to maximum 1.0.
Reduce gain of footsteps: stone, dirt, gravel, wood, metal
Raise gain of leaves footstep.
2016-12-17 20:02:40 +00:00
Auke Kok e5c5c2637e Furnace: Attempt to fix exploits
The fuel would remain active even if source went empty, giving
free cook time to newly inserted items. This patch is supposed
to stop this.
2016-12-17 20:01:46 +00:00
Milan* 991d7213af update submodule illuna_ethereal 2016-12-17 15:54:42 +01:00
Milan* 359996b6df update submodule illuna_ethereal 2016-12-17 15:32:12 +01:00
Milan* 01798a3834 update submodule illuna_ethereal 2016-12-17 11:58:13 +01:00
Milan* 1c0f439dd5 update submodule illuna_ethereal 2016-12-16 20:09:04 +00:00
Milan* 7cf70e4f83 update submodule illuna_ethereal 2016-12-16 19:31:01 +00:00
Milan* c74b9c968d fix mergeconflicts
readd submodule boats+farming
2016-12-15 18:51:42 +00:00
Milan* 90ad2b6689 tnt: remove settingscheck 2016-12-15 18:11:57 +00:00
Milan* 50206b842d readd submodule boats, farming 2016-12-15 18:04:19 +00:00
Milan* 960a9de9d8 fix mergeconflicts 2016-12-15 18:03:31 +00:00
Milan* 1cb367a2ac update submodule illuna_ethereal 2016-12-15 14:23:37 +00:00
tchncs 50aa4c610b update submodule illuna_ethereal 2016-12-13 19:19:18 +01:00
tchncs 54704d6d69 flowers: disable spawns 2016-12-13 15:41:46 +01:00
paramat 55a16cd2c6 Default: Add missing 'default_dig_snappy' sound
Some nodes with the snappy group (wool, glass pane, seeds) were missing
sound when dug with a sword.
Adding the sound causes it to be used for glass pane, so define a 'dig'
sound in the 'node sound glass defaults' table, use the footstep sound.
Adding the sound also causes it to be used for seeds which deliberately
have no dig sound, so add an empty sound override for seed dig.

Reduce the gain of the glass footstep sound which was excessively loud.

Add some freesound members to license.txt.
2016-12-13 03:15:30 +00:00
tchncs 2eaf3347e4 update submodule illuna_ethereal 2016-12-12 23:42:58 +01:00
tchncs de66907554 update submodule illuna_ethereal 2016-12-12 22:46:57 +01:00
tchncs 5f753fc5a5 update submodule illuna_ethereal 2016-12-12 22:42:04 +01:00
tchncs 4548b11520 update submodule illuna_ethereal 2016-12-12 22:36:34 +01:00
tchncs 2f8751ebf8 update submodule illuna_ethereal 2016-12-12 22:15:07 +01:00
tchncs d5f88bbadb update submodule ethereal 2016-12-12 20:40:15 +01:00
tchncs e7e7dcd3ef update submodule illuna_ethereal 2016-12-12 19:44:05 +01:00
tchncs 2aa01904c8 update submodule illuna_ethereal 2016-12-12 19:39:19 +01:00
tchncs 48bffe4c49 update submodule illuna_ethereal 2016-12-12 18:50:34 +01:00
tchncs 517096503e update submodule illuna_ethereal 2016-12-12 18:03:28 +01:00
tchncs 07bef394ff update submodule illuna_ethereal 2016-12-12 17:17:52 +01:00
tchncs d0bf20f152 update submodule illuna_ethereal 2016-12-12 17:11:21 +01:00
tchncs fed23af4a3 update submodule ethereal 2016-12-12 16:48:50 +01:00
tchncs cbd422dbf5 update submodule illuna_ethereal 2016-12-12 16:40:11 +01:00
tchncs 0bae25e4dd update submodule illuna_ethereal 2016-12-12 13:04:35 +01:00
tchncs be36b88042 update submodule illuna_ethereal 2016-12-11 22:45:59 +01:00
tchncs 00e28068c9 update submodule illuna_ethereal 2016-12-11 22:39:57 +01:00
tchncs d0990d6caf update submodule illuna_ethereal 2016-12-11 22:34:43 +01:00
tchncs 7d10d53a23 update submodule illuna_ethereal 2016-12-11 22:23:07 +01:00
tchncs 23789c7342 update submodule illuna_ethereal 2016-12-11 21:56:18 +01:00
tchncs cc38ea7a54 update submodule illuna_ethereal 2016-12-11 18:01:51 +01:00
tchncs 2d53a7786d update submodule illuna_ethereal 2016-12-11 17:41:32 +01:00
tchncs 15d457bed8 update submodule illuna_ethereal 2016-12-11 14:37:24 +01:00
tchncs c1626d32d6 update submodule illuna_ethereal 2016-12-11 00:18:48 +01:00
tchncs f8a1ce06fc update submodule illuna_ethereal 2016-12-11 00:11:59 +01:00
tchncs cb2a11125d update submodule illuna_ethereal 2016-12-10 23:58:53 +01:00
tchncs 4f94b2a737 update submodule illuna_ethereal 2016-12-09 15:52:26 +01:00
tchncs 810fdad210 update submodule illuna_ethereal 2016-12-09 15:46:25 +01:00
tchncs dd17238984 update submodule illuna_ethereal 2016-12-08 21:42:58 +01:00
tchncs 19c02ea652 update submodule ethereal 2016-12-08 11:27:22 +01:00
tchncs 627ebd80cd update submodule ethereal 2016-12-07 22:04:23 +01:00
tchncs 764467c3c3 merge upstream 2016-12-07 16:04:19 +01:00
tchncs aaa1ef47f4 update submodule ethereal 2016-12-07 16:04:16 +01:00
tchncs e574d62946 add submodule moresnow 2016-12-07 12:57:38 +01:00
tchncs 28c3f9cc60 merge upstream 🐈 2016-12-07 11:27:08 +01:00
tchncs afd4f6b0a2 update submodule ethereal 2016-12-07 11:26:51 +01:00
paramat 3e5852993d Carts: Stronger handbrake
Handbrake was barely noticeable and fairly useless.
Equalisng with brake rail deceleration makes it more intuitive to use
and easier to judge stopping distance.
2016-12-07 08:29:41 +00:00
HybridDog 4a5206e3a7 Furnace: Make furnaces work when unloaded
This is slightly modified after #1279 - the setting for furnace
timer was removed and hardcoded to 1.0s, which is the old furnace
timer interval.
2016-12-07 08:28:53 +00:00
paramat fed2151d70 Fire: Rewrite fire sound code
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.

New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.

Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.

Reduce gain of flame extinguish sound.
2016-12-07 08:28:08 +00:00
tchncs ba4767729f update submodule illuna_ethereal 2016-12-06 23:44:12 +01:00
tchncs 819394bc23 update submodule illuna_ethereal 2016-12-06 22:32:30 +01:00
tchncs 166df90f72 update submodule illuna_ethereal 2016-12-06 19:56:38 +01:00
tchncs d52a913816 correct misplaced submodule illuna_ethereal 2016-12-06 09:24:08 +01:00
tchncs 113984c556 fix mergeconflict in gitmodules 2016-12-05 21:56:37 +01:00
tchncs 43996e32e6 add submodule illuna_ethereal§ 2016-12-05 21:55:21 +01:00
tchncs ed6d75fba9 update submodule ethereal 2016-12-05 21:54:29 +01:00
tchncs 2791afcd2a drop submodule bakedclay
will migrate the plants into an ethereal extension mod
2016-12-05 13:48:44 +01:00
paramat 58038a7941 Snappy group: Remove beds and cactus from group 2016-12-05 01:41:41 +00:00
rubenwardy 0ff09e018d Add sfinv.get_homepage_name(player)
Also sets creative:all as default inventory page
Fixes #1423
2016-12-05 01:39:50 +00:00
tchncs 3b205b1dae experimental: add submodule chat_bubbles :o 2016-12-04 23:30:00 +01:00
tchncs 2fe3551f1d update submodule ethereal 2016-12-04 23:25:13 +01:00
tchncs 1470e9ee1f update submodule ethereal 2016-12-04 21:33:28 +01:00
tchncs 03537a8e89 add submodule bakedclay 2016-12-04 21:25:39 +01:00
tchncs f5c8b003dc update submodule ethereal 2016-12-04 21:21:52 +01:00
tchncs a4bbdac2d5 merge upstream 🐱 2016-12-04 20:46:35 +01:00
tchncs 4e8b247626 update submodule ethereal 2016-12-04 20:46:23 +01:00
tchncs 20b5aa2b63 3d_armor: switch back to master
drop submodule clothes
2016-12-04 19:34:47 +01:00
tchncs 6ed418eff1 3d_armor: switch to 0.5.0-dev
add submodule clothing
add submodule character_creator
2016-12-04 17:18:21 +01:00
paramat 7998de671f Default: Convert remaining indexed leaves to RGBA
Some GPUs cause visual bugs when mip-mapping is used with indexed textures
that use alpha. Because leaves are sometimes rendered opaque it is even
more important to keep these as RGBA to preserve the correct background
colour.
2016-12-04 06:36:05 +00:00
paramat fc791d80f0 Default/flowers: Improve papyrus and waterlily schematics
Papyrus:
Make base node dirt instead of dirt_with_grass. Formerly the exposed
dirt would change to grass but the new grass spread ABM now prevents that.

Waterlily:
Don't specify a water_source node in the schematic, as it may be used in
river water. It was not force-placed but should really be "air" prob = 0.
2016-12-04 06:36:05 +00:00
Napiophelios e67a60376f Xpanes: Improve bars texture 2016-12-04 06:35:39 +00:00
Auke Kok ea9c4012d5 Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.

This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.

We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
2016-12-04 06:34:51 +00:00
Auke Kok d7f176dfd8 Torches: Make selection boxes consistent
This makes all the 3d torch selection boxes 1px oversized. Before,
they were inconsistently sized and too small for the upright torch.
2016-12-04 06:34:16 +00:00
Wuzzy c5f11d74d4 Default: Make Book with Text a furnace fuel 2016-12-03 02:18:15 +00:00
paramat 42afe679a7 Default / flowers: New biomes. Limit dirt blobs. Add corals, bushes
Biomes:
Add 'sandstone desert', 'cold desert', 'snowy grassland'.
Rename 'glacier' biome to 'icesheet' biome.
Rename non-swamp 'swamp' biomes to 'shore' biomes.
Remove 'sandstone grassland' biome.
Rename 'stone grassland' biome to 'grassland' biome.
Edit biome points for improved similarity to Whittaker classification.
Change 'tundra' to bare stone with snowblocks.
Make dirt 'swamp' / 'shore' less deep.

Ores:
Make dirt blob ore biome-specific, limit to dirt biomes.

Decorations:
Make mushroom noise spread match that of appletrees as originally intended,
to have mushrooms spawn in darker thicker forest areas.
Add coral reefs in warm oceans.
Add bushes and acacia bushes.
Jungletrees in deeper water for larger swamps.

Register flower mod decorations in singlenode mapgen for use by
minetest.generate_registered_decorations, as in default/mapgen.lua.
2016-12-03 02:18:06 +00:00
tchncs 726efae8db update submodule technic 2016-12-02 23:25:58 +01:00
Napiophelios 0413cb67b8 Add Cobble Walls to Moss Growth ABM 2016-12-01 12:59:25 +01:00
paramat f06f66ccc2 Boats / carts: Fix and improve on_punch functions
Boats:
Previously, boats were not added to inventory in creative mode, fix.
In creative mode multiple boats will not be added to inventory.
Add comment.

Carts:
Set speed to 2 if punched by a non-player, to match the effect of a
player punch.
Add comments.
2016-11-30 02:44:44 +00:00
sfan5 04f045158f Avoid "leaking" creative inventories to other players 2016-11-28 13:43:02 +01:00
Auke Kok 4f32fd253c Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
2016-11-27 18:26:31 -08:00
paramat 0196c4793a Carts: Make rails 'is ground content = false' 2016-11-28 01:28:24 +00:00
paramat fa17fe31d6 Creative: Re-implement constant hand dig times, add comment 2016-11-28 01:28:24 +00:00
Diego Martínez 788ae97ba1 Carts: Take creative mode into account
This commit makes the carts mod not add the cart
item to the player's inventory if running with
creative mode and the player already has it.
2016-11-28 01:27:54 +00:00
tchncs fed4cb547d update submodule ethereal 2016-11-27 20:13:52 +01:00
tchncs ba083518af update submodule ethereal 2016-11-27 17:38:30 +01:00
SmallJoker 1a6ad498d7 Carts: Increase performance overall 2016-11-27 03:27:53 +00:00
SmallJoker 2effe40dc5 Carts: Improve readme file 2016-11-27 03:27:53 +00:00
SmallJoker 81f8c8aef8 Carts: Move entity definition to seperate file 2016-11-27 03:27:53 +00:00
paramat 9bbe7f99da Carts: Increase power rail acceleration to help climbs
This is partly a workaround for a bug.
Climbs with continuous power rails were failing often due to
unexplained losses of speed leading to a reversal of direction.
The lack of acceleration on climbs meant that lost speed was not
regained.
Keeping cart speed at maximum on climbs helps reduce the chance of
reversals.

This also allows players to slowly accelerate up to full speed on a
climb without needing a horizontal run-up to reach full speed first.
It may not be possible to build the horizontal sections needed, or,
if players are replacing a previous carts mod their track
constructions, bridges, tunnels etc. will often not have the
horizontal sections needed.
Players will also sometimes need to place and enter a cart on a slope
and be able to climb.
2016-11-27 03:27:53 +00:00
rubenwardy d42ae715b8 Sfinv: Add sfinv to allow tabs to be added to the inventory 2016-11-27 03:27:12 +00:00
paramat e837621537 Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
2016-11-26 03:14:56 +00:00
Rogier fd87b04f3c Default: Several improvements of character model
- Improve arms attachment

  The arm bones were at an angle, so that the bones were difficult
  to orient correctly, as unintuitive combinations of angles
  would be needed to get the default orientation, or any other
  acceptable orientation. Moreover, a simple rotation of the arm,
  e.g. forward, would require all angles to be adapted, instead
  of just one.

  The ends of the arms bones were moved from touching the body, to
  the center of the arm, at an equal distance from the sides of the
  arm and the shoulder; the arm bone is now in the center of the arm.

- Fix body rotation

  The body was rotated 180° while the rest wasn't, leading to
  strange results when setting bone positions manually.

- Fix default rotation of limbs (manually positioning them in
  their default position would require an 180° rotation).
  Is is not know how this was fixed. Maybe just because the
  model was re-exported.

- The bone of the cape was moved to the center of the cape (it was
  at the edge). For some reason this fixed the 180° rotation of the
  cape when it was manually positioned (similar to previous issue).

The changes above fix most of the issues mentioned in #1376

- Add a player-model-specific workaround for the problem described in:
  https://github.com/minetest/minetest/issues/2813#issuecomment-198796927
  https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915

  During walking, attached tools would randomly switch hands. Walking also
  happens to be the only animation where the body does not move. Making the
  body move an imperceptible amount makes the issue disappear for the player
  model.

- Fix body vertex group: it no longer includes parts of arms and legs

Thanks to @stujones11 for these last two changes.
2016-11-25 03:03:48 +00:00
Auke Kok e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
Auke Kok 0bd2efcfc1 Merge 'torches' mod as default:torch.
This merges the current state of the well-maintained and tested
`torches` mod as I've maintained it for the last 6 months.

This started out as a thorough cleanup of 3D torches by blockmen,
where some of the initial code still remains.

The models were redone entirely from scratch and have been extensively
tested with dozens of animated textures converted with mcimport,
and look a lot better than the original 3D Torches mod.

The ceiling torch is retained and functional. The `wieldlight`
addition that the torches mod has was removed, since it relies
on wieldview to look decent. This can stay external mod code.

I've opted to move the torch nodes to a separate file. It's not
a lot of code but nodes.lua is already huge, and I wanted to
retain the copyright header and some of the readme.txt notes,
and this was the easiest way of doing it.

This code passes "default:torch" to nodes with on_rightclick,
fixing problems with itemframes. Essentially it has a more
elaborate item_place() routine to make sure we're not passing
the wall torch to nodes that may display it.

The ceiling torch is a separate model and not the same as the
floor model. That does mean that there are 3 models in this
mod.
2016-11-23 15:29:53 -08:00
paramat 09a229b412 Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
Auke Kok 208c9f4901 Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
2016-11-21 21:23:50 -08:00
Thomas--S 55ab3a117d Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
2016-11-21 03:19:47 +00:00
paramat ec95f47021 Default: Add water footstep sounds
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
2016-11-21 03:19:37 +00:00
Auke Kok 1e691c4429 Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.

- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
  of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
  different)
- rail parameters are passed as a separate def table, and stored in
  a private list. This avoids having to call `get_meta` on every
  node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
  cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
  a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.

The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-11-21 03:15:04 +00:00
tchncs 3be9947326 snow becomes a lightsource 2016-11-20 09:27:13 +01:00
tchncs 6bdd13d10c add submodule glow 2016-11-20 08:52:44 +01:00
Auke Kok 75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
paramat 47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00