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.
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.
When placing boats, align the boat with the player's yaw.
Align drivers yaw with boat yaw when entering a boat, would previously turn
boat yaw by player's yaw + 90° to the right.
Make lava cooling ABM use a new group 'group:cools_lava'.
Nodes other than water can cool lava. We assume snowblock and ice melt,
turn to water and cool lava.
Leave 'group:water' present temporarily to not break mod liquids.
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
Dig time is modified according to difference (leveldiff) between tool
'maxlevel' and node 'level'. Digtime is divided by the larger of leveldiff
and 1. In creative mode, where the hand is redefined to have maxlevel 3,
this results in higher level nodes taking significantly longer to break.
Now, to speed up digging, hand 'maxlevel' and 'digtime' have been
increased such that nodes of differing levels have an insignificant
effect on digtime. Dig time for all nodes is now identical to that of, for
example, dirt nodes.
A deeper, darker level of leaves is created by tiling the texture
2 by 2, reducing brightness and offsetting this.
For a denser leaf appearence with the 'simple leaves' setting.
Also used for acacia bush leaves.