Commit Graph

696 Commits (fe247f38f7ecd951931a194d922b74e838afe284)

Author SHA1 Message Date
zaoqi c9ac722ea9 Add minetest.spawn_falling_node(pos) (#5339)
* Add minetest.spawn_falling_node(pos)

* lua_api.txt: Add minetest.spawn_falling_node(pos)

* Update minetest.spawn_falling_node(pos)
2017-03-04 18:36:37 +01:00
adelcoding1 6de83a2756 FormSpec: Add position and anchor elements (#5284) 2017-03-04 10:46:55 +01:00
red-001 01b2d2c66c Fix the documentation for `minetest.is_yes` (#5276) 2017-02-20 02:11:53 +10:00
rubenwardy 74b670a793 Correct lua_api.txt docs related to meta (#5198) 2017-02-10 07:59:38 +01:00
Loïc Blot ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
rubenwardy f2f9a92351 Add per-stack descriptions using ItemStack Metadata 2017-02-04 22:07:55 +00:00
rubenwardy f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
sapier e761b9f486 Add multiply texture modifier
Allows colorizing of textures using a color multiplication method.
2017-01-30 16:37:17 +00:00
SmallJoker 79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier 814ee971f7 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +01:00
Loïc Blot b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
Auke Kok 7fc6719968 core: Add dir_to_yaw and yaw_to_dir helpers
These are needed to go from things like entity yaw to a vector
and vice versa.
2017-01-23 07:38:39 +00:00
Auke Kok 2d7a6f2cc0 Vector: Add vector.sort(a, b): return box edges
This function returns the box corners of the smallest box
that includes the two given coordinates.
2017-01-23 07:38:39 +00:00
Dániel Juhász d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sapier c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
Elijah Duffy efa54f9c46 Add chatcommand unregister and override API (#5076)
Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
2017-01-20 19:49:20 +01:00
sfan5 7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
rubenwardy c5967f75f0 Add minetest.player_exists() (#5064) 2017-01-18 11:19:57 +01:00
rubenwardy 63c892eedf Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
Rui ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
LNJ 545c37f613 lua_api.txt: Add registered_chatcommands to global tables 2017-01-05 21:38:43 +00:00
rubenwardy e8b7179ccd Expose and document chatcommands as minetest.registered_chatcommands 2017-01-04 20:56:07 +00:00
sfan5 a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
Luke Puchner-Hardman 7057c196c4 Added "[sheet" to the texture special commands.
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y.  Basically it works
like "[verticalframe" but in 2D.

For testing, I combined the four default_chest images into one.
2017-01-02 15:28:06 +01:00
sfan5 b16252dcae Various anticheat improvements
* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
2016-12-26 22:34:29 +01:00
sfan5 231ac33d34 Bump version to 0.4.15 2016-12-22 23:14:17 +01:00
Auke Kok 2e69711613 Simple deco: Allow setting param2 value on placement
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.

This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.

This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
2016-12-07 04:17:17 +00:00
Amaz 8b63fbefba Fix incorrect docs about minetest.hud_replace_builtin (#4833)
Fixes https://github.com/minetest/minetest/issues/4832
2016-12-02 11:41:08 +01:00
Bluebird 144da5f522 Very small documentation fix. (#4830) 2016-12-02 20:20:55 +10:00
paramat 105676b952 Lua_api.txt: Clarify use of looping sounds 2016-12-01 05:09:01 +00:00
sfan5 c38985825f Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
2016-11-28 13:41:19 +01:00
TeTpaAka 785a9a6c1a Wieldhand: Allow overriding the hand 2016-11-26 03:49:30 +00:00
orwell96 0d1c9598a0 Make supplying empty formspec strings close the formspec (#4737)
This will only happen if the formname matches or if formname is "".
2016-11-23 02:15:22 +10:00
orwell96 681d127ff1 Particles: Make attached particle spawners respect the parent's yaw
Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
2016-11-18 06:18:54 +00:00
Auke Kok 4a0a6723af Builtin/../item: Enable tool breaking sounds
If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.

This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
2016-11-18 06:15:08 +00:00
Wuzzy 8e61c1dfd9 Lua_api.txt: Naming convention for custom item/entity fields
Custom (non-engine) field names of items and entities are allowed.
This is now documented in lua_api.txt. Field names beginning with
an underscore are now reserved for mod use, the engine must not
introduce any fields beginning with an underscore.
2016-11-15 23:08:34 +00:00
sfan5 5fd1ef9b58 Revert "Adding particle blend, glow and animation (#4705)"
This reverts commit 93e3555eae.
2016-11-14 15:28:06 +01:00
Foghrye4 93e3555eae Adding particle blend, glow and animation (#4705) 2016-11-15 00:09:59 +10:00
est31 649448a2a9 Rename nodeupdate and nodeupdate_single and make them part of the official API
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API.

As nodeupdate has been used by Minetest Game and in mods despite of not
being part of the official API, we ease the transition by still supporting
it for the 0.4.15 release. After the release, the two functions can be removed.

The removal will not violate the stability promise, as that promise only
includes the official and documented API.

Also, make some formerly global functions local. They most likely haven't
been used by mods, therefore they won't get stubs with deprecation warnings,
hard erroring directly.
2016-11-14 13:08:22 +01:00
paramat 67ec2fa92d Nodeupdate: Remove documentation in lua_api.txt
In preparation for nodeupdate being renamed and made official API
in future.
2016-11-12 06:45:09 +00:00
Brandon bf315c05f1 Add minetest.get_server_uptime() function to Lua API (#4702)
Add minetest.get_server_uptime() function to Lua API
2016-11-02 09:36:58 -07:00
ShadowNinja 7607b0ac20 Add version API 2016-10-31 21:53:00 -07:00
paramat 70e2df4f86 Lua voxelmanip: Add optional buffer param for 'get param2 data'
Update lua_api.txt.
2016-10-31 10:59:38 +00:00
raymoo 1fd9a07497 Document item use callbacks (#4668) 2016-10-27 13:24:34 +10:00
paramat 74eb7f50c9 Lua_api.txt: Clarify 'override_meta' bool in 'set mapgen setting' 2016-10-21 05:49:06 +01:00
rubenwardy 0d740c5d82 Builtin: Add vector.floor helper function 2016-10-17 22:03:49 +02:00
sfan5 9a3129da5e Make documentation about ItemStack:set_{name,count,wear} clearer
These methods do not actually fail but instead clear the item stack
	and return false if a value like e.g. "" is passed.
2016-10-15 12:42:59 +02:00
raymoo c9e7a27eeb Attached particle spawners 2016-10-13 17:33:16 +02:00
rubenwardy 067766eec2 Fix backwards compatibility issue introduced by close_on_enter 2016-10-08 18:58:28 +02:00
paramat 0264e38bff Lua_api.txt: Add biome and nodeupdate documentation
Add missing documentation for 'register_biome' and
'clear_registered_biomes'.
Add documentation for 'nodeupdate_single'. 'nodeupdate'
is not yet documented due to a bug it causes.
2016-10-08 00:09:01 +01:00
raymoo 2516c516bc Forceloading: Transient forceloads
Adds a flag to forceload_block which lets you turn off persistence for
that forceload.
2016-10-03 01:54:36 +01:00
rubenwardy 077b6cfa21 Formspec: Add container[] and container_end[] elements 2016-10-03 01:53:13 +01:00
paramat 3aefa5d3ce Register.lua: Throw error if node 'light_source' > core.LIGHT_MAX
Add 'core.LIGHT_MAX = 14' to builtin/game/constants.lua with the intention
to replace misplaced 'default.LIGHT_MAX = 14' in Minetest Game.
Add comment in light.h requiring the constant be changed in both places.
Add lighting bug warning to note in lua_api.txt.
There are hundreds of mod uses of 15 which causes a lighting bug.
2016-09-17 09:33:25 +01:00
paramat 297546af3d Lua_api.txt: Add note of maximum value for node 'light_source'
Maximum is 14.
A value of 15 (reserved for direct sunlight) causes a lighting bug.
2016-09-15 05:25:38 +01:00
Thomas--S 1475c1b1c8 Add an [invert:<mode> texture modifier
Inverts the given channels of the base image.
Mode may contain the characters "r", "g", "b", "a".
Only the channels that are mentioned in the mode string will be inverted.
2016-09-15 05:25:38 +01:00
paramat b88595050f Decorations: Generalise 'spawn by' to be used by all decoration types
In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
2016-09-14 09:19:54 +01:00
sfan5 b77cee146b Allow escaping of texture names when passed as an argument to a modifier 2016-09-14 09:19:36 +01:00
raymoo af4b63ff21 fix missing parameters in some mentions of entity callbacks 2016-09-12 03:35:28 -04:00
James Stevenson 403dada85a Return nil on empty get_area() (#4508) 2016-09-10 01:47:13 +10:00
paly2 aa33166386 Add minetest.unregister_item and minetest.register_alias_force 2016-09-08 03:26:52 -04:00
rubenwardy e10fee0001 Allow fields to choose whether they close on enter press 2016-08-27 13:05:01 +01:00
Auke Kok e58a55aa82 Make plantlike drawtype more fun
Adds several new ways that the plantlike drawtype mesh can be changed.

This requires paramtype2 = "meshoptions" to be set in the node
definition. The drawtype for these nodes should be "plantlike".

These modifications are all done using param2. This field is now
a complex bitfield that allows some or more of the combinations to
be chosen, and the mesh draw code will choose the options based as
neeeded for each plantlike node.

bit layout:
bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant
mesh shape:
  0 - ordinary plantlike plant ("x" shaped)
  1 - ordinary plant, but rotated 45 degrees ("+" shaped)
  2 - a plant with 3 faces ("*" shaped)
  3 - a plant with 4 faces ("#" shaped)
  4 - a plant with 4 faces ("#" shaped, leaning outwards)
  5 through 7 are unused and reserved for future mesh shapes.

bit 3 (0x8) causes the plant to be randomly offset in the x,z
plane. The plant should fall within the 1x1x1 nodebox if regularly
sized.

bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause
the plant mesh to fill out 1x1x1, and appear slightly larger. Texture
makers will want to make their plant texture 23x16 pixels to have the
best visual fit in 1x1x1 size.

bit 5 (0x20) causes each face of the plant to have a slight negative
Y offset in position, descending up to 0.125 downwards into the node
below. Because this is per face, this causes the plant model to be
less symmetric.

bit 6 (0x40) through bit 7 (0x80) are unused and reserved for
future use.

!(https://youtu.be/qWuI664krsI)
2016-08-26 05:26:08 +01:00
DonBatman 986d70ccec Lua_api.txt: Change 'maxwear' to 'uses' in 'tool_capabilities'
'maxwear' has been deprecated for over 3 years
Add spaces around '=' nearby
2016-08-14 16:41:06 +01:00
Thomas--S f21dae6339 Add an [opacity:<r> texture modifier. Makes the base image transparent according to the given ratio. r must be between 0 and 255. 0 means totally transparent. 255 means totally opaque. Useful for texture overlaying. 2016-08-12 15:20:30 +02:00
SmallJoker e559f8714b texture_packs.txt: Document special textures 2016-07-30 03:10:04 +01:00
rubenwardy 927adf9bdd Documentation: Create texture_packs.txt
Combine texture_overrides.txt and sections of lua_api.txt
2016-07-30 03:08:56 +01:00
mtango688 573b50ab2c lua_api.txt: Document how to properly clear node metadata 2016-07-30 03:08:21 +01:00
Wuzzy 2cb0f649f4 Main menu, lua_api.txt: Fix mod/texture pack screenshot size issues
Recommend mod screenshot size in lua_api.txt
Adjust displayed screenshot size of texture packs
Document texture pack files in lua_api.txt
2016-07-27 22:20:31 +01:00
James Stevenson 97c763158c lua_api.txt: Remove tooltip checkbox[] element 2016-07-21 05:00:40 +01:00
est31 6621daee50 HTTP lua API docs: correct some function references 2016-07-12 22:47:14 +02:00
Tim d7060c212f Builtin/profiler: Replace game profiler (#4245)
Use the setting "profiler.load" to enable profiling.
Other settings can be found in settingtypes.txt.

* /profiler print [filter] - report statistics to in-game console
* /profiler dump [filter] - report statistics to STDOUT and debug.txt
* /profiler save [format [filter]] - saves statistics to a file in your worldpath
	* txt (default) - same treetable format as used by the dump and print commands
	* csv - ready for spreadsheet import
	* json - useful for adhoc D3 visualizations
	* json_pretty - line wrapped and intended json for humans
	* lua - serialized lua table of the profile-data, for adhoc scripts
* /profiler reset - reset all gathered profile data.
	This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.

[filter] allows limiting the output of the data via substring/pattern matching against the modname.

Note: Serialized data structures might be subject to change with changed or added measurements.
	csv might be the most stable, due to flat structure.

Changes to the previous version include:

* Updated and extended API monitoring
* Correct calculation of average (mean) values (undistorted by idleness)
* Reduce instrumentation overhead.
* Fix crashes related to missing parameters for the future and occasional DIV/0's.
* Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
* Prevent modname clashes with internal names.
* Measure each instrumentation individually and label based on registration order.
* Labeling of ABM's and LBM's for easier classification.
  Giving several ABM's or LBM's the same label will treat them as one.
  Missing labels will be autogenerated based on name or registration order.
* Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
* Profile the profiler to measure instrumentation overhead.
2016-07-12 21:51:10 +02:00
Duane d6865c4d8d Lua_api.txt: Fix description of node drop behaviour 2016-07-12 20:23:46 +01:00
Foghrye4 281e9f39fd Adding minetest.clear_craft
Modifications by est31: grammar fixes in doc + error messages and
a little style fix, no functional change.
2016-07-05 21:40:13 +02:00
kwolekr 3c63c3044d Add MapSettingsManager and new mapgen setting script API functions
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
  instead of the EmergeManager.
- New Script API functions added:
    core.get_mapgen_setting
    core.get_mapgen_setting_noiseparams,
    core.set_mapgen_setting, and
    core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
  rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
2016-07-03 15:38:36 -04:00
Pavel Puchkin 70e2c1c7d4 Remove old docs. We have VCS history anyways. (#4266) 2016-07-03 13:30:09 +02:00
raymoo fa0bbbf96d Player: New get_look, set_look API
Deprecate get_look / set_look pitch / yaw
2016-06-24 02:13:09 +01:00
Auke Kok 39a9e9874e Builtin/game/item: Add `place_param2` nodedef field
This allows a nodedef to specify a fixed value for param2 to be
used for all normal placements.

There are several uses for this:

- nodes that require param2 to be set to a non-zero value for
  internal mod use. E.g. leafdecay could use this to detect that
  leaves are played by players.
- force wallmounted or facedir value at placement at placement

This overrides any player look direction or other on-the-fly
param2 setting during placement.
2016-06-17 04:41:20 +01:00
Diego Martinez dac40af6ee Server: Add reason for leave to `on_leaveplayer` callbacks 2016-06-11 04:17:04 +01:00
paramat c7297e552b Lua_api.txt: Split long lines. Capitalise 'Biome API'. Minor edits 2016-06-07 04:45:41 +01:00
paramat d24f384174 Biome API: Add per-biome riverbed material and depth
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
2016-06-05 16:37:02 +01:00
kwolekr 8ed467d438 PcgRandom: Fix/improve documentation 2016-06-04 02:16:06 -04:00
Ekdohibs 14ef2b445a Add colored text (not only colored chat).
Add documentation, move files to a proper place and avoid memory leaks.
Make it work with most kind of texts, and allow backgrounds too.
2016-05-31 17:34:29 +02:00
est31 27db929252 Add minetest.check_password_entry callback
Gives a convenient way to check a player's password.

This entirely bypasses the SRP protocol, so should be used
with great care.

This function is not intended to be used
in-game, but solely by external protocols, where no
authentication of the minetest engine is provided, and
also only for protocols, in which the user already gives the
server the plaintext password.

Examples for good use are the classical http form, or irc,
an example for a bad use is a password change dialog inside
formspec.

Users should be aware that they lose the advantages of the SRP
protocol if they enter their passwords for servers outside the
normal entry box, like in in-game formspec menus,
or through irc /msg s,

This patch also fixes an auth.h mistake which has mixed up the
order of params inside the decode_srp_verifier_and_salt function.

Zeno-: Added errorstream message for invalid format when I committed
2016-05-30 23:28:08 +10:00
Auke Kok d499ec4838 Particles: Add option to remove particles on collision
Adds the particle option `collision_removal = bool`

Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.

We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.

Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.

Documentation is adjusted accordingly.

An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.
2016-05-28 00:08:23 -04:00
red-001 62d15ac7c1 Add base64 encoding and decoding to the lua api. (#3919) 2016-05-27 23:37:28 -04:00
sfan5 854d9e3745 Bump version to 0.4.14 2016-05-15 14:49:15 +02:00
paramat 3f89bf4d7f Lua_api.txt: Fix documentation for facedir rotation 2016-05-10 02:21:53 +01:00
SmallJoker 53e9587861 Add [resize texture modifier Resizes the texture to the given dimensions. 2016-05-09 20:48:42 +02:00
paramat a279426d12 Lua_api.txt: Add warnings of l-system lighting bug 2016-05-06 00:29:16 +01:00
rubenwardy 17bfe2fe5b Builtin: Add basic_privs setting 2016-04-28 07:19:07 +01:00
SmallJoker 31c1fca6fd tile.cpp: Automatically upscale lower resolution texture 2016-04-25 06:39:32 +01:00
rubenwardy eae33951ad Hud: Fix offset being ignored by inventory bar 2016-04-10 23:54:23 -04:00
raymoo c566a8f2de Document hpchange callback ordering thing (#3981)
Document hpchange callback ordering thing

Callbacks registered by register_on_player_hpchange are ordered so that non-modifiers are called after modifiers are called. Credit to @TeTpaAka who mentioned this previously-undocumented feature in #3799.

See also commit

aa13baa30a "Add minetest.register_on_player_hpchange"
2016-04-10 13:52:18 +02:00
Samuel Sieb ecdd5921a1 Clearer explanation of [colorize with alpha 2016-04-07 03:55:17 -04:00
Samuel Sieb 01ae43c480 Add an option to colorize to respect the destination alpha
Also, rework the colorizing code to be more efficient.
2016-04-03 04:24:28 -04:00
est31 d915ca1124 lua_api.txt: improve vector documentation
Before it rendered very badly in HTML.
Also point out what vector.round does.
2016-03-19 15:34:51 +01:00
Auke Kok 37b4f0d34c Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
Auke Kok e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
Auke Kok 4e59fcf5c1 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
ShadowNinja 3ce6642a26 Add AreaStore custom ID API 2016-03-07 16:33:20 -05:00