Commit Graph

492 Commits (9d3a5263244e7cd001a4ad9c2875c4068193392c)

Author SHA1 Message Date
Wuzzy 0acd9a2ccb Add icon overlay to shelf inventory slots 2016-10-30 15:32:43 -07:00
paramat 02a82c9d7a Default: Remove unnecessary leaf 'visual scale' 2016-10-29 14:44:00 +01:00
paramat 89b9c3e69e Default: Remove 'player falling damage' sound
This plays when damage is disabled, an engine bug.
We can remove it because both sounds are identical, now it is removed
the 'player damage' sound still plays when falling damage is taken.
2016-10-29 14:42:47 +01:00
paramat 048aaa2616 Default: Add bush stem and leaves nodes
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
2016-10-27 02:54:04 +01:00
paramat 581c390591 Default: Remove alpha channel from acacia tree textures 2016-10-26 07:14:12 +01:00
paramat 41a3345718 Default: Update and set volume of damage sounds
Use 'player damage' sound for both damage and falling damage.
Gains for damage sounds are set in the engine, however we cannot change
those gains as other subgames already use damage sounds based on those
gains.
Sound has been re-edited from source and normalised to 0 dB for
maximum volume, which is only just enough because gain is fixed at 0.5
in the engine.
2016-10-25 04:22:12 +01:00
Fernando Carmona Varo 3c9d71e6f7 Make flammable: Flowers, grasses and several crafitems 2016-10-25 02:37:36 +01:00
Auke Kok fbac9be51c Change many metal nodes to use default metal sounds 2016-10-25 02:37:36 +01:00
Auke Kok fa9a34554b Default: Add metal sound table function and metal sounds 2016-10-25 02:34:39 +01:00
paramat 9b62d8a504 Default: Add damage and falling damage sounds 2016-10-24 04:55:03 +01:00
Fernando Carmona Varo bcb4426ec7 Default: Destroy flammable items when in fire or lava
The check for igniters (fire/lava) will be performed every 10 secs
if the item is flammable.

if the item is found to be in lava it will then burn up and
disappear in a smoke puff.

If a non-lava igniter node is found, a combination of `flammable`
value of the item and `igniter` group value of the node will be used
to determine the chance for the item to be removed.
2016-10-23 03:48:37 +01:00
paramat 4ea74466e4 Default: Fix 'leaves simple', 'jungleleaves simple' textures
'jungleleaves simple' had completely different leaf colours to
'jungleleaves', now matched.
'leaves simple' had dark green instead of black colour for transparent
pixels (the 'leaves' texture uses black), normally these pixels would
not be rendered as opaque colours but bush nodes now use this texture
and will be rendering it as opaque. The dark green pixels resulted in
a texture lacking in contrast.
2016-10-18 05:53:45 +01:00
paramat 3d26b33e5b Default: Add coral nodes and death ABM
Original code by Sofar.
Textures by Pithydon.
Exposure to air converts live coral to coral skeleton.
Live corals drop coral skeleton.
2016-10-12 23:55:46 +01:00
paramat 1906ab84f5 Default/functions: Tune speed of grass spread ABM
Through testing the chance is changed to 50 such that grass spread
speed matches that of the previous (0.4.13) ABM version.
2016-10-05 22:24:02 +01:00
Tim 1799754a8f Default: Prevent possible nil-crash on invalid book metadata 2016-10-05 22:23:49 +01:00
Tim 32f7051eb8 Fix sapling placement handling of on_rightclick and CONTENT_IGNORE 2016-10-05 22:22:15 +01:00
paramat 67fc2247fc Default: Add 'silver sand' for cold desert biome 2016-10-05 22:22:08 +01:00
paramat c0de5646d2 Default: Generalise, optimise and simplify grass spread function
Credit to tenplus1 for the suggestion to generalise for mod use.
Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
function to work with mod nodes.

Add some nodes to this group.

Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
running everywhere and constantly, on the dirt nodes immediately below
the surface nodes. Now the action only runs in the rare case of a dirt
node with neighbouring air, grass decorations or snow.

Remove check for air above to allow grass to spread under light-
transmitting nodes such as fences, walls, plants. This causes spread
under slabs, stairs and glass, when near air, but seems worth it.

Remove unnecessary check for nil node.
2016-10-01 23:15:05 +01:00
DS-Minetest 36a78c87d7 Default/player.lua: Remove outdated comment 2016-09-30 02:43:11 +01:00
paramat 34c768d394 Default: New snow textures by Gambit
From PixelBOX2 texture pack.
Brightness increased for 'snow' and 'snow side'.
2016-09-14 06:02:16 +01:00
paramat 992f295880 Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup 2016-09-08 06:17:05 +01:00
paramat 6171fb43f0 Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat 7d70d25eeb Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat f844a4f379 Default: Vary wood burn times according to wood density
Retain definitions for node groups to support mods.
Burn time is unchanged for applewood, and increases in the order:
aspen, pine, apple, acacia, jungle which is also the order of wood
colour darkness.
2016-09-04 05:39:24 +01:00
Auke Kok 1d6fbe04cd Default/furnace: Indicate dst full
Indicate in the infotext when a furnace has filled up `dst` but still
has fuel. The info text shows the item as 100% with added "(output
full)" text, indicating that while it can cook the item, there is no
place for it in the `dst`. Emptying the `dst` should make the item
cook immediately and furnace resume normal operation.
2016-09-03 01:08:29 +01:00
Pinky Snow 5e9e3f7e84 Default: Eliminate redundant 'get modpath' calls 2016-08-29 00:31:18 +01:00
paramat 995256744a Default, stairs, doors: Vary wood flammable and choppy group values
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
2016-08-29 00:24:30 +01:00
pithydon 088385493a Default: Improve fences inventory/wield images 2016-08-20 04:27:48 +01:00
tenplus1 1b745d401d Default/trees: Faster 'is snow nearby' function
Use 'find node near' instead of 'find nodes in area'
2016-08-15 20:43:19 +01:00
paramat 2ecbc43a7a Default: Optimise and simplify leafdecay ABM, remove cache
With thanks to contributor tenplus1
Remove leaf cache and globalstep accumulator limiter
Use 'pos' instead of 'p0'
Remove non-essential 'group:liquid' from 'neighbors'
Increase chance value to 10 to compensate for disabled cache
Disable 'catch-up' to avoid the ABM often becoming 10 times more
intensive
Remove use of 'do preserve' bool, instead simply 'return'
Remove unnecessary checks for 'd' and 'd == 0'
Don't 'get' n0, use already present 'node' instead
Swap order two conditionals so that the one most likely is first
2016-08-15 20:42:50 +01:00
tenplus1 619ac52693 Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
DonBatman 61a197ffd8 Changed snow nodebox to 'walkable = false'
Allows walking in, and prevents being trapped in, 2 node high spaces.
Simulates player's feet sinking into snow.
Easier jumping up onto nodes with snow.
2016-08-09 03:51:22 +01:00
paramat 0ac096991c Default: Prevent placing sapling if grown tree intersects protection
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
2016-07-27 21:39:22 +01:00
paramat 1a2eb89f17 Default/trees: Update to 'get_mapgen_setting()' 2016-07-18 23:47:14 +01:00
rubenwardy 3661cb61e3 Move nyancats into a separate mod
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.

Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
2016-07-18 04:15:44 +01:00
Tim 4473627de0 Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
tenplus1 f1f96dbe6b Default/trees: Faster way to detect snow around pine saplings
Instead of using voxelmanip use 'find nodes in area' instead
2016-07-10 20:50:40 +01:00
Tim 71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +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
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
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 9d6df824d6 Default: Add stone / desert stone / sandstone / obsidian blocks 2016-06-25 06:58:18 +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
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
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
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 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
paramat 90f24e312d Default: Remove unnecessary infotexts for chests and signs 2016-05-21 03:01:10 +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
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
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
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
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 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
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
kilbith 082b36d3e7 Books: Split text per page relatively to number of lines 2016-04-14 02:45:57 +01:00
tenplus1 6e1a329763 default: Strengthen obsidian glass Remove group 'oddly_breakable_by_hand' 2016-04-12 01:27:55 +01:00
paramat aadac1223d Default/mapgen: Denser rainforest, fewer logs 2016-04-08 01:12:56 +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
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 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
Jean-Patrick Guerrero b57dd0f9b2 Books: Add support for multiple pages 2016-03-21 06:17:40 +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
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
Jean-Patrick Guerrero 28884cc784 Add flint and flint-and-steel 2016-03-15 16:22:42 +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 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
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 ac843f8fe7 Allow non-players to dig locked chests. 2016-03-03 00:37:01 +00:00
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 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