1681 Commits

Author SHA1 Message Date
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
pilino1234
2c122052d4 Boats: Use player yaw on place, align player yaw with boat on enter
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.
2016-11-19 23:44:27 +00:00
tchncs
e5eeb6665a update submodule irc 2016-11-19 22:11:22 +01:00
tchncs
88424d69f5 update submodule ethereal 2016-11-19 18:25:31 +01:00
tchncs
12bff24a19 (placeholder?) initial add spamprevention by krock 2016-11-19 11:14:26 +01:00
tchncs
ff4a74b92c add submodule city_block 2016-11-19 11:09:21 +01:00
tchncs
aeab9994c9 add submodule princess 2016-11-19 11:04:55 +01:00
paramat
c3f3406e8e Default: Add 'group:cools_lava' for lavacooling by snowblock and ice
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.
2016-11-18 08:09:45 +00:00
Auke Kok
68192a17e9 Default: Add tool breaking sounds
These will automatically play when a tool breaks.
2016-11-18 08:08:59 +00:00
tenplus1
022d22ceca Creative: Fix missing item bug caused by 'start_i' value
This fixes the missing item issue in creative inventory caused by using
1 instead of 0 for 'start_i'.
2016-11-18 05:38:25 +00:00
Auke Kok
af3c91862c Convert many textures to indexed color
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).
2016-11-18 05:37:02 +00:00
sfan5
7fbf25d6ca Do not show item overlay if slot is occupied by item (bookshelf, vessels shelf) 2016-11-14 20:03:49 +01:00
tchncs
8be1f0e215 update submodule golems 2016-11-14 13:00:35 +01:00
tchncs
d8502f74c8 add submodule golems 2016-11-14 11:47:09 +01:00
tchncs
5c7bbbe035 update submodule mobs_redo 2016-11-14 10:01:31 +01:00
tchncs
d9a2cd2f5d merge upstream 🐈 2016-11-10 18:22:16 +01:00
tchncs
3039264f21 screwdriver: add diamond and mithril 2016-11-10 18:21:37 +01:00
paramat
1af677e24d Creative: Make dig times near-identical for nodes of all levels
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.
2016-11-10 10:29:24 +01:00
rubenwardy
6bdc28e8ae creative: update to github.com/minetest/minetest_game state 2016-11-10 10:19:26 +01:00
paramat
f8bc1e1714 Nyancat: Make nyancat and rainbow light sources 2016-11-10 08:10:41 +00:00
paramat
ddea6c431e Default: Make snowblock change 'dirt with grass' below
To be consistent with the snow slab.
2016-11-10 08:10:34 +00:00
paramat
614e9cfe8d Default: Make snow walkable again 2016-11-10 08:10:29 +00:00
tchncs
359febd4ac merge upstream 🐈 2016-11-09 23:32:50 +01:00
tchncs
16866f0b08 update submodule hudbars 2016-11-09 23:32:31 +01:00
tchncs
c8f3e7c8b5 update submodule ethereal 2016-11-08 23:41:41 +01:00
Wuzzy
6e00ddee2a Default, vessels: Darken shelf empty slot icons
Rename slot icons.
2016-11-07 14:32:35 +00:00
Wuzzy
3109f38b3c Sethome: Don't auto-grant home priv to singleplayer 2016-11-07 14:13:45 +00:00
Rui
5868274b00 Creative: Fix crash when turning on creative in-game 2016-11-07 14:13:10 +00:00
Fernando Carmona Varo
c824d69182 Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
tchncs
012f826790 update submodule homedecor_modpack 2016-11-06 20:56:35 +01:00
tchncs
e0f03db8c0 :cat2 2016-11-06 20:30:26 +01:00
tchncs
aecd0cfa95 update submodule ethereal 2016-11-06 20:29:06 +01:00
tchncs
5bd38829d3 update submodule technic 2016-11-06 20:19:53 +01:00
tchncs
88c2f9655d update submodule farming
add submodule pipeworks
2016-11-06 20:19:15 +01:00
tchncs
030769de3c Merge branch 'technicworld' of https://git.tchncs.de/Illuna-Minetest/minetest_game into technicworld 2016-11-06 17:36:58 +01:00
tchncs
790f8c5d85 update submodule pkarcs 2016-11-06 17:36:35 +01:00
paramat
c7e2d59461 Default: Add 'acacia leaves simple' texture
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.
2016-11-06 08:25:53 +00:00
Rui
631f7f46c7 sethome.get: Copy a return value 2016-11-05 19:59:15 -07:00
tchncs
b56b9a94ca merge upstream 🐱 2016-11-05 19:36:11 +01:00
tchncs
310f8a4204 random_messages: colorize 2016-11-05 19:35:30 +01:00
tchncs
ac4255b881 add submodule areas 2016-11-05 19:31:38 +01:00
tchncs
51f4ac1fa4 add submodule markers 2016-11-05 19:31:15 +01:00
tchncs
99920ea166 udpate submodule halloween_mobs 2016-11-05 19:14:08 +01:00
tchncs
6ee3c0ff5a add submodule ethereal 2016-11-05 19:00:11 +01:00
tchncs
52cfb48867 drop submodule darkage 2016-11-05 18:23:20 +01:00
tchncs
a95e553fe9 drop submodule plantlife_modpack 2016-11-05 18:21:41 +01:00
paramat
178db04526 Default, flowers: Improve plant selection boxes
Selection box width is limited to 14 / 16 node to visually
distinguish box from any neighbouring cubic nodes.
2016-11-05 09:14:10 +00:00
cx384
23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
Fernando Carmona Varo
7fee589e03 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
Fernando Carmona Varo
5b2a896180 Bucket: Allow buckets to trigger the on_punch of entities and nodes
The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
2016-11-02 12:39:56 +00:00
Wuzzy
56d6eaed85 Xpanes: Use opaque texture for top+bottom of iron bar (#1357)
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
2016-10-31 14:20:26 -07:00
Wuzzy
d92034e3f7 Add fuel slot to furnace listring 2016-10-31 14:17:38 -07:00
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
tchncs
62ae678443 drop technic_chests, add technic and protector 2016-10-28 17:09:10 +02:00
tchncs
309a6018e8 update submodule halloween_mobs 2016-10-28 07:55:02 +02:00
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
tchncs
0677c53748 update submodule mobs_redo 2016-10-26 23:14:41 +02:00
tchncs
515aee5ae3 update submodule dragons 2016-10-26 15:26:13 +02:00
tchncs
95fbe591d0 update submodule dragons 2016-10-26 09:06:43 +02:00
paramat
581c390591 Default: Remove alpha channel from acacia tree textures 2016-10-26 07:14:12 +01:00
paramat
bca0142e7f Fire: Reduce volume of flint and steel sound 2016-10-25 04:22:17 +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
tchncs
dd17a2e959 merge branch 'master' into 'master' 🐱 2016-10-24 20:30:47 +02:00
tchncs
c1d65f8ecc update submodule dragons 2016-10-24 20:30:24 +02:00
tchncs
f12b2204a1 update submodule mobs_monster 2016-10-24 10:36:05 +02:00
tchncs
388bdca60f replace submodule mobs_monster 2016-10-24 10:18:03 +02:00
tchncs
1824f68aa2 update submodule darkage 2016-10-24 10:14:16 +02:00
tchncs
8789812b27 update submodule mobs_animal 2016-10-24 09:56:57 +02:00
tchncs
31f05fe9d4 update submodule mobs_monster 2016-10-24 08:42:08 +02:00
tchncs
d84dd3e81a update submodule mobs_redo 2016-10-24 08:40:39 +02:00
paramat
f7325d26b6 Fire: Add flint and steel sound 2016-10-24 04:55:08 +01:00
paramat
9b62d8a504 Default: Add damage and falling damage sounds 2016-10-24 04:55:03 +01:00
tchncs
6417b1322c add submodule halloween_mobs 2016-10-23 12:27:31 +02:00
tchncs
8c3b812779 update submodule darkage 2016-10-23 10:06:53 +02:00
tchncs
2b767592e0 update submodule darkage 2016-10-23 09:54:25 +02:00
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
tchncs
ff17a25bc2 tnt: add group gunpowder to gunpowder 2016-10-18 08:24:08 +02:00
tchncs
e1ebbc2c6a update submodule darkage 2016-10-18 08:09:07 +02:00
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
tchncs
bf60a9f459 add mod smartshop 2016-10-17 23:54:59 +02:00
tchncs
321a6f68a0 Merge branch 'master' of https://git.tchncs.de/Illuna-Minetest/minetest_game 2016-10-17 22:10:17 +02:00
tchncs
428bfbdfe0 doors: update wooden trapdoor recipe 2016-10-17 22:09:59 +02:00
tchncs
28229343d1 update submodule darkage 2016-10-15 22:19:51 +02:00
tchncs
59ae1f2290 update submodule darkage 2016-10-15 14:48:32 +02:00
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
tchncs
6036fbe340 update submodule illuna 2016-10-12 22:52:13 +02:00
paramat
7b30c26a45 Bucket: Add optional 'force-renew' bool to registration
River water needs to be 'liquid_renewable = false' to avoid a mess caused by
spreading of sources, however picking it up with a bucket then creates
a hole in the river. Allow a 'force-renew' of the source node if it has a
source neighbour.
2016-10-12 04:11:36 +01:00
bas080
78311a27a1 Store registered plant on namespace
Handy for when modders want to use these definitions to extend or add to the mod
2016-10-12 00:14:11 +01:00
tchncs
6888cb1e8a update submodule dragons 2016-10-11 14:54:24 +02:00
tchncs
c7344abe87 update submodule dragons 2016-10-11 14:51:52 +02:00
tchncs
e31ba2e66b add submodule teleport_potion 2016-10-11 14:34:03 +02:00
tchncs
11ef0a7e88 update submodule dragons 2016-10-11 12:46:48 +02:00
tchncs
c557fdfde4 random_messages: update default interval 2016-10-11 11:09:32 +02:00
tchncs
00a01063e4 add submodule dragons 2016-10-11 10:59:22 +02:00
tchncs
942b4bfe71 update submodule illuna 2016-10-11 10:56:16 +02:00
tchncs
07f0ffedb9 update submodule darkage 2016-10-10 12:37:28 +02:00
tchncs
51c774dda1 update main inventory slot background colors 2016-10-10 12:32:33 +02:00
tchncs
49b31b2a30 tnt: increase tnt fuse timer 2016-10-10 10:27:43 +02:00
tchncs
03cafe9fcf add missing stone definition 2016-10-10 09:56:39 +02:00
tchncs
062642045c default: add mossystone and mossystonebrick 2016-10-10 09:50:35 +02:00
tenplus1
6fdfd2554c Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce
use of 'get_node'.
Change 'ipairs' to 'pairs'.
Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to
avoid every node triggering recursion, the loop itself takes
the place of recursion and works upwards through horizontal
planes as required.
2016-10-10 03:16:41 +01:00
tchncs
9bf9da8072 adjust gui colors 2016-10-10 00:12:24 +02:00
tchncs
22eb176770 update submodule farming 2016-10-08 19:48:31 +02:00
rubenwardy
53179b8d10 Creative: Use element instead of parameter to disable close on enter 2016-10-08 18:02:14 +01:00
tchncs
8f56ce63cc add submodule mtcandy and mtfoods 2016-10-08 12:54:14 +02:00
tchncs
2551e09465 update submodule hudbars 2016-10-08 12:27:02 +02:00
tchncs
28da5d53b5 update submodule illuna 2016-10-06 20:11:01 +02:00
tchncs
902b90492e update submodule illuna 2016-10-06 11:31:40 +02:00
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
tchncs
ce1cccfbde update submodule magical_potion 2016-10-04 16:24:41 +02:00
tchncs
9555d928ce update submodule xdecor 2016-10-03 17:43:44 +02:00
tchncs
97e8cd86e3 update submodule illuna 2016-10-03 15:23:00 +02:00
tchncs
71d8d37133 merge upstream 2016-10-03 13:34:36 +02:00
tchncs
1e40c3a10b update submodule illuna 2016-10-03 13:32:53 +02:00
tchncs
50a4c0cd36 add submodule playereffects 2016-10-02 20:50:35 +02:00
tchncs
f669a27cf8 add submodule magical_potion 2016-10-02 20:48:31 +02:00
tchncs
5a5fcca618 initial stuff: add two small fly potions 2016-10-02 20:47:29 +02:00
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
tchncs
f2b8e5e0aa update submodule hudbars 2016-10-01 15:47:32 +02:00
tchncs
31170e6ae2 Merge branch 'master' of https://git.tchncs.de/Illuna-Minetest/minetest_game 2016-09-30 22:23:59 +02:00
tchncs
d3aa8407c7 update submodule farming 2016-09-30 22:23:38 +02:00
paramat
5e4a6e8ac6 Doors: Remove ability to rotate doors with screwdrivers
Rotating doors with screwdrivers causes too many issues to be worth it.
2016-09-30 02:44:24 +01:00
DS-Minetest
36a78c87d7 Default/player.lua: Remove outdated comment 2016-09-30 02:43:11 +01:00
tchncs
13e888f4cc update submodule mobs_redo 2016-09-29 17:56:19 +02:00
tchncs
c24359be94 add submodule homedecor_modpack 2016-09-29 17:54:33 +02:00
tenplus1
0ad3306c79 Farming: Remove unnecessary overriding of groups
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
2016-09-27 17:03:50 +01:00
tchncs
c3ebda901d update submodule bags 2016-09-25 20:17:28 +02:00
tchncs
bc675ab2ae re-add bags submodule 2016-09-25 20:16:04 +02:00
paramat
3e05870706 Doors: Trim open fencegate collison box again
The collision box still extended into a neighbouring empty node, causing
falling node objects to collide but not transform back into normal nodes.
Completes the fix started in a previous similar commit.
2016-09-23 18:24:47 +01:00
ClaudiusMinimus
5bd9eac0ae merged in master 2016-09-22 22:26:34 -06:00
ClaudiusMinimus
e695ad8c69 chore: removing billboard (premature) 2016-09-22 22:19:19 -06:00
ClaudiusMinimus
62f6f3c858 feat: hemp bags for all! (must accept bags PR first) 2016-09-22 22:01:29 -06:00
ClaudiusMinimus
966376cce7 chore: moved billboard to the correct location 2016-09-18 14:12:40 -06:00
tchncs
4cb83e53ef update submodule darkage 2016-09-15 11:25:29 +02:00
tchncs
1a6e9cb3b2 random_messages: increase message interval 2016-09-14 20:21:00 +02:00
tchncs
2dda8597b7 add mod random_messages 2016-09-14 19:22:09 +02:00
tchncs
b86541f77e add submodule coloured_nametag 2016-09-14 19:02:37 +02:00
tchncs
9e3cdbfa3f update submodule mobs_monster 2016-09-14 09:16:23 +02:00
tchncs
6369809bfd update submodule mobs_monster, xdecor 2016-09-14 09:11:57 +02:00
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
Auke Kok
b848e35ca5 Stairs: Big simplification of slabs combination
Combine slabs if identical based on orientations using a simple lookup
table if the nodes are identical.

Otherwise relies on place_node() to place the node, which properly
handles rotation compared to adjacent nodes already, and can orient
based on look_dir as well.

Initial slabs placed are oriented based on (1) the orientation of
the pointed "face" (assumes nodes are cubic, of course), and uses
the player look direction to orient the node n/e/w/s if the slab
is horizontal or upside-down. If placed against a vertical face,
the slab is placed against the face without rotation around the axis
perpendicular to that vertical face. This allows upside down placement
and vertical placement without screwdriver.

If a slab is placed on top of an upside down slab, or below a normally
placed slab, the rotation is inverted so that no "floating" slab
is created.

Largely based on kilbith's #807 PR. Slab combining and place_node()
usage by sofar.

Since this relies entirely on `on_place` mechanics, this fails to
combine slabs into a plain node if the space *above* is occupied.
This is unavoidable due to the fact that on_place() happens after
the checks required to see if pointed_thing.above is empty or not.
2016-09-14 06:01:04 +01:00
tenplus1
0cbb516ae2 Bones: Search for nearby 'air' for fallback bones placement
When a player dies on ladders or rope then a space can not be found at or
above player, so this change looks around player for a space to place bones.
2016-09-10 05:19:15 +01:00
Auke Kok
54235f3276 Xpanes: Convert to connected nodeboxes
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.

We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.

The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.

The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
2016-09-10 05:18:02 +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
tchncs
f678ef9fb8 replace submodule columnia 2016-09-06 21:05:15 +02:00
tchncs
4973e2921b update submodule columnia 2016-09-06 21:00:24 +02:00
tchncs
903f6cb2e3 nyancat: add some more aliases 2016-09-06 17:27:12 +02:00
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
e9d26e2ee3 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
tchncs
09b84d216a merge upstream 2016-09-04 23:42:08 +02:00
tchncs
1ff31ee41c add submodule technic_chests 2016-09-04 23:41:00 +02:00
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
tchncs
ebe850969c fix submodule columnia 2016-09-03 11:15:35 +02:00
tchncs
f9f75ade76 update submodule columnia 2016-09-03 11:09:36 +02:00
tchncs
35cfb2e4c5 tnt: do not check for tnt enabled for serving recipe 2016-09-03 11:04:56 +02:00
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
paramat
0664570d22 Creative: Make dig times near-identical for nodes of all levels
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.
2016-09-03 01:07:49 +01:00
tchncs
56534d5147 update submodule mobs_redo 2016-09-02 14:06:13 +02:00
tchncs
dbe99710e6 merge upstream 2016-09-01 16:13:10 +02:00
tchncs
a07c50dfe8 update submodule bows 2016-09-01 16:12:43 +02:00
tchncs
f2553fc3cc fence: add missing textures 2016-09-01 14:45:02 +02:00
tchncs
930d201f39 bones: fix mergeconflict 2016-09-01 14:22:49 +02:00
tchncs
9fb3a1960b re-add farming, bones 2016-09-01 14:08:58 +02:00
tchncs
d2dcd64203 merge github.com/minetest/minetest_game 2016-09-01 14:07:55 +02:00
Thomas--S
55bdc674ba cherry-pick 3661cb61e37ee6b7a8818f7a28e9102fb0674e54..79dbafc13b256a38c13d7abd2ea7af0f50e64394 2016-09-01 13:34:44 +02:00
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
rubenwardy
471d1cf159 Add search on enter press to creative inventory 2016-08-27 21:24:07 +01:00
tchncs
b0bc1af42a update submodule illuna 2016-08-25 15:16:46 +02:00
Megaf
3be2f12beb Flowers: Add missing aliases for mushrooms from the mushroom mod 2016-08-22 00:43:04 +01:00
tchncs
ae354791d4 update submodule columnia 2016-08-21 19:43:42 +02:00
tchncs
3dfd1e2b6f update submodule caverealms 2016-08-21 10:42:49 +02:00
paramat
cabf80b743 Fire: Use 'enable fire' setting instead of 'disable fire' 2016-08-20 04:29:32 +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
tchncs
a193162301 update submodule columnia, pkarcs 2016-08-15 09:15:04 +02:00
tchncs
3850f9a008 add submodule columnia 2016-08-13 22:03:12 +02:00
tchncs
4aea8a4092 update submodule pkarcs 2016-08-13 22:02:24 +02:00
tchncs
9dec8f4b01 add submodule pkarcs 2016-08-11 22:02:42 +02:00
tchncs
d6b4fda256 update submodule illuna 2016-08-11 14:33:30 +02:00
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
tenplus1
14b99a72a9 Tnt: Limit blown up dropped stacks to stack_max
This replaces the hardcoded 99 item limit and instead uses the
get_stack_max() limit for each item.
2016-08-09 03:48:01 +01:00
Tim
76211624ac Use minetest instead of core namespace, discourage via luacheck 2016-08-09 03:47:27 +01:00
tchncs
dd938f306f update submodule farming 2016-08-08 17:38:45 +02:00
Tim
20fa037313 Screwdriver: disallow rotation with on_rotate = false
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable.
This allows nodes to default to full-disallow rather than full-rotation in such a situation.
2016-08-05 20:41:24 +01:00
Tim
60cf3f85b6 Doors: Allow the screwdriver to rotate doors around y-axis.
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
2016-08-05 12:34:46 +02:00
tenplus1
6c83ea0b48 TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
2016-08-04 03:21:55 +01:00
paramat
265c40b558 Doors: Trim open fence gate collision box
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
2016-08-04 03:21:09 +01:00
tchncs
67931a0ede replace submodule mobs_monster with our forked one 2016-08-03 23:21:44 +02:00
tchncs
e4a23c029a update submodule illuna 2016-08-03 00:44:05 +02:00
tchncs
f3513e297b update submodule illuna 2016-08-03 00:10:37 +02:00
tchncs
fe1f3f59d7 update/fix wooden trapdoor recipe 2016-08-02 22:26:28 +02:00
tchncs
82ece0559d update submodule illuna 2016-08-02 19:39:23 +02:00
tchncs
3bcf0a93f4 update submodule illuna 2016-08-02 18:20:19 +02:00
tchncs
ebc4d886ac merge upstream 2016-08-02 18:17:24 +02:00
tchncs
8c8b3f9721 update submodule illuna 2016-08-02 18:16:31 +02:00
Tim
00c2dde4ea Doors: Fix potential crashes, code improvements
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
2016-08-01 01:21:57 +01:00
paramat
4fba897a96 Bones: Improve bones textures
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
2016-08-01 01:20:27 +01:00
tchncs
c391fc5668 update submodule wardrobe 2016-07-31 00:19:03 +02:00
tchncs
d0f4f39a0e update submodule bows 2016-07-29 22:40:44 +02:00
tchncs
cf669d3703 update submodule wardrobe 2016-07-29 19:08:43 +02:00
tchncs
2fe3f45624 update submodule wardrobe 2016-07-29 18:52:06 +02:00
tchncs
ed68401f07 give_initial_stuff: add wooden bow and arrows 2016-07-29 17:12:29 +02:00
tchncs
46fab90375 update submodule bows 2016-07-28 23:31:10 +02:00
tchncs
81ca075cd8 add mod bows to submodules 2016-07-28 22:53:34 +02:00
SmallJoker
ea49eb3f3d Beds, boats: Replace deprecated get_look_yaw/set_look_yaw 2016-07-27 21:39:22 +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
tenplus1
2df7ce20dd Bones: Ability to change bones mode. Tidy up code
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep
Remove table 'bones'
Add minetest.conf.example description
Remove protection check from may_replace
2016-07-27 21:37:49 +01:00
tchncs
0f691b2211 update submodule hudbars 2016-07-26 09:52:42 +02:00
tchncs
052f9aec6e update submodule mobs_redo, 3d_armor, mobs_monster 2016-07-24 13:47:49 +02:00
paramat
db129f4ca0 Flowers: Fix waterlily on-place itemstack code
Add 'record_protection_violation()'
2016-07-23 04:56:49 +01:00
Thomas--S
72f4c6be48 Doors: Fix orientations of trapdoor textures 2016-07-23 04:56:09 +01:00
tchncs
39615a3403 update submodule plantlife_modpack 2016-07-20 13:58:55 +02:00
tchncs
b4519760c0 update submodule plantlife_modpack 2016-07-19 23:02:48 +02:00
paramat
79dbafc13b Nyancat: Fix texture names 2016-07-18 23:47:14 +01:00
paramat
1a2eb89f17 Default/trees: Update to 'get_mapgen_setting()' 2016-07-18 23:47:14 +01:00
Thomas--S
f018e06d9b Doors: Fix trapdoor on_blast
Removing the node above was an error and is unnecessary
2016-07-18 23:45:48 +01:00
Thomas--S
9862bbc8e5 Doors: Same naming for trapdoors as for doors
This makes register_trapdoor act the same as the register_door.
If `name` isn't prefixed, it will be prefixed with "doors:".
2016-07-18 23:43:51 +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
tenplus1
e45386a069 merge upstream: Doors: Make door groups consistent with corresponding materials 2016-07-16 20:41:24 +02:00
adrido
6d418e9962 merge upstream: Beds: Only register respawn callbacks if respawn is enabled 2016-07-16 20:40:02 +02:00
tchncs
77648aac8e hopefully readd submodule boats and farming 2016-07-16 16:40:51 +02:00
Tim
23544869e3 Clean up fire ABM parameters. 2016-07-16 14:20:51 +02:00
Tim
d7b337eae2 Stop shadowing upvalues and definitions. 2016-07-16 14:18:08 +02:00
Tim
0c3d4135e1 merge upstream commit: Remove unused and clean up missused variable-value assignments. 2016-07-16 14:17:55 +02:00
tenplus1
5b36a03f02 merge upstream commit: Beds: Save respawn position when entering bed, only read bed spawns once 2016-07-16 14:17:31 +02:00
Tim
26a00db1c1 merge upstream commit: Doors: Fix missing node parameter passing 2016-07-16 14:17:04 +02:00
Tim
4f419d3953 merge upstream commit: Doors: Fix trapdoor crash on can_dig with nil-player 2016-07-16 14:16:31 +02:00
tenplus1
1f17a8b1b2 merge upstream commit: Default/trees: Faster way to detect snow around pine saplings 2016-07-16 14:15:13 +02:00
tchncs
568045a4c4 merge upstream commit: Doors: Remove unnecessary node lookups 2016-07-16 14:14:56 +02:00
tchncs
980347343a merge upstream commit: Doors: Remove unnecessary node lookups 2016-07-16 14:12:57 +02:00
Tim
0c122236ef Doors: Remove unnecessary node lookups 2016-07-16 14:12:45 +02:00
Tim
2052664a30 merge upstream commit: Always return the leftover ItemStack for on_place and on_rightclick 2016-07-16 14:11:20 +02:00
Tim
62d8261e42 merge upstream commit: Bucket: Allow liquid placed against unknown nodes instead of aborting abnormally 2016-07-16 14:10:29 +02:00
Tim
95b2def30c merge upstream commit: Bucket: Prevent crashing when placing liquid against a buildable node into an unknown node 2016-07-16 14:09:42 +02:00
paramat
d2552744b9 merge upstream commit: Doors: Code cleanup 2016-07-16 14:08:55 +02:00
paramat
6336ffb476 merge upstream commit: Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes 2016-07-16 14:08:23 +02:00
paramat
7a1505b32d merge upstream commit: Default, flowers: Use 'get_mapgen_setting()' 2016-07-16 14:00:32 +02:00
tchncs
6bafa46283 Revert "merge upstream commit: TNT: When disabled leave some useful functionality enabled"
This reverts commit c80473afe69a95bdd6410cf6a3e115cb6fcbd170.
2016-07-16 13:59:46 +02:00
tenplus1
c80473afe6 merge upstream commit: TNT: When disabled leave some useful functionality enabled 2016-07-16 13:58:11 +02:00
paramat
814f356208 merge upstream commit: Default/mapgen: Simplify iron ore registrations 2016-07-16 13:56:29 +02:00
paramat
cb5727b50c merge upstream commit: Default/mapgen: Add ores above y = 1024 2016-07-16 13:55:32 +02:00
paramat
8b03f29585 merge upstream commit: Default/mapgen: Clean up ore registrations 2016-07-16 13:55:03 +02:00
tenplus1
cf77ef435a merge upstream commit: Bucket: Correct liquid placing in protected areas 2016-07-16 13:54:29 +02:00
tenplus1
38ed7b998b merge upstream commit: Tidy sethome code, add global functions, round coords to 1 decimal 2016-07-16 13:53:50 +02:00
paramat
e6bda9c439 merge upstream commit: Flowers: Make waterlily floodable 2016-07-16 13:53:07 +02:00
Thomas--S
fbbe79df87 merge upstream commit: Doors: Remove use_texture_alpha from door definition 2016-07-16 13:52:29 +02:00
HybridDog
45d7eebf01 merge upstream commit: Wool: Use adv- and optipng to optimise texture files 2016-07-16 13:51:54 +02:00
HybridDog
b3c83180ec merge upstream commit: Wool: Clean up code 2016-07-16 13:51:11 +02:00
paramat
c70196dfbd merge upstream commit: Doors: Add dedicated sounds for glass doors 2016-07-16 13:50:40 +02:00
paramat
5452e8f05e merge upstream commit: Default: New aspen tree schematics 2016-07-16 13:50:06 +02:00
tenplus1
22224c265d merge upstream commit: Default: Enable crafting of mese crystal fragments into mese crystal 2016-07-16 13:49:23 +02:00
tenplus1
d239deccff merge upstream commit: Default: Craft locked chest from chest plus steel ingot 2016-07-16 13:48:39 +02:00
paramat
9c288600dd merge upstream commit: Stairs: Code cleanup, fix various errors 2016-07-16 13:47:40 +02:00
paramat
d75ccebe8f merge upstream commit: Stairs: Register stone / desert stone / sandstone / obsidian blocks 2016-07-16 13:47:01 +02:00
paramat
0533203710 merge upstream commit: Default: Add stone / desert stone / sandstone / obsidian blocks 2016-07-16 13:45:32 +02:00
paramat
4ee09a274b merge upstream commit: Stairs: Stair recipe returns 8 stairs not 6
Make it consistent with the slab recipe which conserves volume
2016-07-16 13:43:22 +02:00
tenplus1
0bd13d11cf Doors: Make door groups consistent with corresponding materials 2016-07-15 22:01:20 +01:00
adrido
d89bb69a22 Beds: Only register respawn callbacks if respawn is enabled 2016-07-15 22:00:57 +01:00
Tim
9524ff67a3 Clean up fire ABM parameters. 2016-07-15 21:58:49 +01:00
Tim
30b0a155fb Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +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
tchncs
2e67cbc1b9 add horses to submodules 2016-07-15 22:58:03 +02:00
tchncs
892ab3faaa default: get darkage modpath to ensure basalt is available 2016-07-15 22:33:11 +02:00
tchncs
1e7ea09713 default: flowing lava can cool down to basalt 2016-07-15 19:06:35 +02:00
tchncs
3a42666e46 update submodule farming, worldedit 2016-07-13 18:00:33 +02:00
tenplus1
d7a7456007 Beds: Save respawn position when entering bed, only read bed spawns once
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
2016-07-13 14:45:30 +01:00
Tim
b74954969c Doors: Fix missing node parameter passing 2016-07-13 14:45:18 +01:00
paramat
07141b4a2e Bones: New textures 2016-07-10 21:08:01 +01:00
Tim
fcceec0e8c Doors: Fix trapdoor crash on can_dig with nil-player (e.g. minetest.dig_node) 2016-07-10 21:07:17 +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
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
tchncs
18ea8f6e7d update submodule illuna 2016-06-29 09:59:24 +02:00
tchncs
e31d456de1 update submodule illuna 2016-06-29 09:51:41 +02:00
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
tchncs
c882e33618 update submodule caverealms 2016-06-23 19:45:50 +02:00
tchncs
92c0bcfa59 update submodule mobs_redo, farming, boats, worldedit 2016-06-23 19:14:14 +02:00
tchncs
a3ecc88a45 add cottages to submodules 2016-06-23 19:08:01 +02:00
tchncs
81bf163a59 Flowers: add mushroom group to mushrooms 2016-06-22 22:49:19 +02:00
Xunto
b64202fbe9 cherry-pick from github.com/minetest/minetest_game> Default: Fix character model uv-mapping 2016-06-22 15:44:37 +02:00
Yutao Yuan
2de51ee96f cherry-pick from github.com/minetest/minetest_game> Flowers: Fix misaligned waterlily texture 2016-06-22 15:43:33 +02:00
Auke Kok
a033f68bdc cherry-pick from github.com/minetest/minetest_game> Doors: Clean up nodedef usage 2016-06-22 15:42:39 +02:00
Auke Kok
77cdaacaac cherry-pick from github.com/minetest/minetest_game> Default: Make brick and plank nodes rotatable 2016-06-22 15:41:25 +02:00
Auke Kok
4c3b8376ab cherry-pick from github.com/minetest/minetest_game> Stairs: Add mossy cobble slab and stair 2016-06-22 15:39:40 +02:00
paramat
eff782c61f cherry-pick from github.com/minetest/minetest_game> Mapgen: Add biome fields for riverbed node and depth 2016-06-22 15:38:31 +02:00
tchncs
0fe3efbfd1 revert: Farming: allow LBM's for other mods as well. 2016-06-22 15:37:41 +02:00
Auke Kok
451e18751f cherry-pick from github.com/minetest/minetest_game> Farming: allow LBM's for other mods as well. 2016-06-22 15:34:29 +02:00
paramat
97f0ff6c44 cherry-pick from github.com/minetest/minetest_game> Fire: Ignite tnt, gunpowder, permanent flame above coalblock 2016-06-22 15:33:49 +02:00
Auke Kok
b4b24687a3 cherry-pick from github.com/minetest/minetest_game> Doors: Pass pointed_thing to on_rightclick() callback 2016-06-22 15:32:40 +02:00
paramat
37d3fe0cb1 cherry-pick from github.com/minetest/minetest_game> Default: Bookshelf has 2 openings instead of 4 2016-06-22 15:31:23 +02:00
Auke Kok
71a593ad88 cherry-pick from github.com/minetest/minetest_game> Fire: move fire node removal out of ABM. 2016-06-22 15:29:27 +02:00
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
tchncs
1f19159689 update submodule bags 2016-06-15 20:48:38 +02:00
tchncs
ca1e88ed3d update submodule ctravelnet 2016-06-15 19:38:15 +02:00
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
tchncs
d9449fcd56 update submodule mobs_animal 2016-06-14 13:17:51 +02:00
tchncs
b4e6b5ba3c update submodule hudbars, mobs_monster, mobs_redo 2016-06-14 13:07:44 +02:00
tchncs
ba5d33dc2e add forked bags mod to submodules 2016-06-10 21:01:19 +02:00
tchncs
b9e4c394fd remove old bags mod 2016-06-10 20:59:41 +02:00
tchncs
b87d427ac2 update submodule illuna, mobs_redo 2016-06-10 20:27:02 +02:00
tchncs
7375b9a8fa add ctravelnet to submodules 2016-06-10 09:38:08 +02:00
tchncs
3f8d39113f update submodule wardrobe 2016-06-09 12:39:50 +02:00
tchncs
f9861a86bb add wardrobe to submodules 2016-06-09 12:30:06 +02:00
tchncs
72e72d0bd3 update submodule illuna 2016-06-08 20:02:26 +02:00
tchncs
72f68f9de0 update submdoule illuna 2016-06-08 19:54:34 +02:00
tchncs
10d1f448b2 update submodule darkage, mobs_redo 2016-06-08 13:18:50 +02:00
paramat
b5ea7d17b2 Mapgen: Add biome fields for riverbed node and depth 2016-06-05 19:15:50 +01:00
tchncs
f9b87f3300 update submdoule illuna and mobs_redo 2016-06-05 19:04:44 +02:00
tchncs
633be8f94e update submodule wine, darkage 2016-06-04 22:48:50 +02:00
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
tchncs
30e1476c5d replace default crafting_guide in initial stuff 2016-06-01 18:44:10 +02:00
tchncs
e6ab3a5977 update submodule xdecor 2016-05-31 19:12:39 +02:00
tchncs
40a736cc14 update submodule caverealms 2016-05-31 18:17:11 +02:00
tchncs
87551af24b add caverealms to submodules 2016-05-31 18:12:02 +02:00
tchncs
d2f63e50c5 change pick_diamond speed and make it group 3 again 2016-05-31 18:02:13 +02:00
tchncs
6f9cf1e999 update submodules 2016-05-31 10:49:50 +02:00
tchncs
30241f62ad update submodules 2016-05-31 09:57:11 +02:00
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
tchncs
5bb740cac3 update submodules 2016-05-28 22:58:57 +02:00
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
0da14dbb56 cherry-pick from github.com/minetest/minetest_game> 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.
2016-05-28 08:58:23 +02:00
paramat
b80af1bc95 cherry-pick from github.com/minetest/minetest_game> Vessels: Improve code style 2016-05-28 08:57:47 +02:00
paramat
7a1b975f8f cherry-pick from github.com/minetest/minetest_game> Vessels: Make shelf open on 2 sides not impossible 4 sides
Make shelf facedir rotatable as is now required
2016-05-28 08:56:50 +02:00
Duane Robertson
68a9d8e338 cherry-pick from github.com/minetest/minetest_game> Doors: Fix uninitialized state variable 2016-05-28 08:56:09 +02:00
Thomas--S
168d9a2591 cherry-pick from github.com/minetest/minetest_game> 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
2016-05-28 08:54:52 +02:00
red-001
91bb144fef cherry-pick from github.com/minetest/minetest_game> Creative: Reset 'start_i' to 1 when the inventory filter is changed 2016-05-28 08:52:52 +02:00
paramat
504961a0a2 cherry-pick from github.com/minetest/minetest_game> Tnt: Avoid divide-by-zero errors in calc_velocity() 2016-05-28 08:47:25 +02:00
tenplus1
32c5872bd1 cherry-pick from github.com/minetest/minetest_game> Creative: Fix inventory crash after toggling creative mode in-game 2016-05-28 08:46:13 +02:00
tenplus1
77873ddb9e cherry-pick from github.com/minetest/minetest_game> 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
2016-05-28 08:45:27 +02:00
tenplus1
5e84246526 cherry-pick from github.com/minetest/minetest_game> 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
2016-05-28 08:44:28 +02:00
paramat
75a85b951e cherry-pick from github.com/minetest/minetest_game> 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
2016-05-28 08:42:57 +02:00
Foz
c47d026950 cherry-pick from github.com/minetest/minetest_game> Tnt: Fix bug in dropped item counting 2016-05-28 08:40:00 +02:00
tchncs
75aa611aa2 update submodule farming 2016-05-26 12:10:29 +02:00
tchncs
82a9d81e19 add xdecor to submodules 2016-05-25 23:03:30 +02:00
tchncs
881f4ac066 add hudbars to submodules 2016-05-25 23:01:38 +02:00
tchncs
c181117afb add darkage to submodules 2016-05-25 22:59:14 +02:00
tchncs
66c5683ccf add bags and plantlife to submodules 2016-05-25 22:56:32 +02:00
tchncs
907cb3be8c add 3d_armor to submodules 2016-05-25 22:52:40 +02:00
tchncs
82a31236be add worldedit to submodules 2016-05-25 22:03:46 +02:00
tchncs
92ee60e6c7 update submodule farming 2016-05-25 15:34:48 +02:00
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
tchncs
c8fc4cfb36 update submodules 2016-05-24 12:01:34 +02:00
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
tchncs
79e4ea3bf2 update submodules 2016-05-23 09:07:19 +02:00
tchncs
ad04e5ae0d update submodules 2016-05-22 23:33:14 +02:00
tchncs
8ef03465d1 update submodules 2016-05-22 23:05:42 +02:00
tchncs
f1ddb91275 update submodules 2016-05-22 22:43:37 +02:00
tchncs
3c9c69e5fe replace farming with submodule 2016-05-22 09:56:56 +02:00
tchncs
95adcfc97b update submodules mods/mobs_animal and mods/mobs_monster 2016-05-21 15:39:37 +02:00
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
tchncs
8578d16b76 add alias for moretrees:slab_acacia_planks, fixes #4 2016-05-19 23:36:55 +02:00
tchncs
7ac7661de1 update submodule mods/illuna 2016-05-19 23:18:25 +02:00
tchncs
ac7e46b74d add mobs_redo, mobs_animal, mobs_monster to submodules 2016-05-18 12:28:04 +02:00
tchncs
018c89a9d6 update submodule illuna 2016-05-16 00:26:42 +02:00
tchncs
482573ca32 update/fix submodule death_messages 2016-05-15 21:35:10 +02:00
tchncs
f70c1e91b1 remove obsolet submodule death_messagem add new death_messages module 2016-05-15 21:28:52 +02:00
tchncs
25aff14341 add wine mod to submodules 2016-05-15 15:51:24 +02:00
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