95 Commits

Author SHA1 Message Date
Auke Kok
14a15265db 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
f11d473497 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
Jeija
6128dc7a07 Add Lua interface to HTTPFetchRequest
This allows mods to perform both asynchronous and synchronous HTTP
requests. Mods are only granted access to HTTP APIs if either mod
security is disabled or if they are whitelisted in any of the
the secure.http_mods and secure.trusted_mods settings.

Adds httpfetch_caller_alloc_secure to generate random, non-predictable
caller IDs so that lua mods cannot spy on each others HTTP queries.
2016-02-22 15:39:41 +01:00
Auke Kok
7fa4045b59 Allow per-tiles culling.
Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.

Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:

    tiles = {{ name = "tex.png", backface_culling = true }},

Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.

I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.

No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
2016-01-20 00:36:48 +00:00
RealBadAngel
40ce082cfb Show infotext with description for item entities 2016-01-18 17:21:41 +00:00
paramat
ce609f9e68 Liquids: Flow into and destroy 'floodable' nodes
Add new node property 'floodable', default false
Define "air" as floodable = true in C++ and lua
2016-01-07 05:57:19 +00:00
Sapier
d0ee99205c Revert "Add support for using arbitrary meshes as items"
This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7.

Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
2015-12-29 19:53:38 +01:00
Sapier
1c1294812b Add support for using arbitrary meshes as items 2015-12-29 16:27:06 +01:00
Sapier
f658114ea2 Fix lua object:get_properties() being broken 2015-12-21 00:27:13 +01:00
est31
4b3d41827e Fix missing pop
Previous commit

70ea5d552e283bd5bce3278cbf3819bd87ba2602 "Add support for limiting rotation of automatic face movement dir entitys"

by sapier has broken minetest's feature to open worlds. This was due to a
missing stack pop operation.

Thanks to @oleastre for reporting this bug and suggesting the fix.
2015-12-20 03:36:47 +01:00
Sapier
0321486090 Add support for limiting rotation of automatic face movement dir entitys 2015-12-19 17:00:36 +01:00
BlockMen
8b2e696093 Add option to give every object a nametag
or change the nametag text of players
2015-12-15 23:32:19 +01:00
BlockMen
7477ba044c Add support for audio feedback if placing node failed 2015-11-07 13:23:38 +01:00
ShadowNinja
5b1f0e8a26 Fix server crashing on Lua errors
Previously, the server called FATAL_ERROR when a Lua error occured.
This caused a (mostly useless) core dump.
The server now simply throws an exception, which is caught and printed before
exiting with a non-zero return value.
This also fixes a number of instances where errors were logged multiple times.
2015-10-31 13:28:58 -04:00
BlockMen
0e8e40eaa9 Add option to disable backface culling for models
- Disabled by default (except players)
- Fixes #2984
2015-10-25 12:06:08 +01:00
est31
0d693d2a8c Fix crash regression when invsize formspec gets used
The invsize formspec element is outdated. Even though,
it is still supported, only a deprecation warning is shown,
introduced by commit [1]. The lua context passed to the
log_deprecated method added by commit [1] is NULL for the
invsize deprecation warning, as its run on the client and not
the server.

Commit [1] has removed checks for NULL inside the log_deprecated
method, resulting in a crash when a formspec with an invsize
element is parsed. This commit puts the check back.

Fixes #3260.

Referenced commits:

[1]: b5acec0a3c5701c53854ff7afdf4008863e6e8df "Add proper lua api deprecated handling"

[2]: 7b8d372947aae232ddf598155e972bb4dda157a "Use warningstream for deprecated field messages and refactor log_deprecated"
2015-10-17 01:29:05 +02:00
ShadowNinja
4b6c6fc976 Use warningstream for deprecated field messages and refactor log_deprecated 2015-10-15 01:14:38 -04:00
Kahrl
799adf20e9 Push error handler afresh each time lua_pcall is used
Fixes "double fault" / "error in error handling" messages
(issue #1423) and instead shows a complete backtrace.
2015-08-27 01:56:06 +02:00
Kahrl
236844f409 Use numeric indices and raw table access with LUA_REGISTRYINDEX 2015-08-27 01:56:06 +02:00
kwolekr
2fb4917d8e SAPI: Track last executed mod and include in error messages 2015-08-12 23:56:12 -04:00
kwolekr
f1eca24ce0 Display Lua memory usage at the time of Out-of-Memory error
Also misc. minor cleanups
2015-08-10 01:38:09 -04:00
kwolekr
be00c2f46a Improve Script CPP API diagnostics 2015-08-05 21:13:03 -04:00
RealBadAngel
b82d4913a2 Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA 2015-08-05 22:52:32 +02:00
RealBadAngel
dd9ca2e7ed Fix relief mapping issues 2015-07-16 15:36:48 +02:00
kwolekr
f7071ad42f Fix code style from recent commits and add misc. optimizations 2015-07-02 23:14:30 -04:00
TeTpaAka
4573eef202 Add some missing getter functions to the lua API
ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
2015-05-28 16:46:35 +02:00
kwolekr
793f960e04 SAPI/Noise: Add PerlinNoiseMap:getMapSlice() function
This adds the ability to grab 'slices' of noise calculated by PerlinNoiseMap.
Retrieving smaller slices of noise from the computation result as needed
optimizes memory usage while maintaining a reasonable amount of CPU overhead.
2015-05-17 04:04:17 -04:00
kwolekr
5292177986 SAPI: Accept either ARGB8 table or ColorString to specify colors 2015-05-16 20:15:03 -04:00
ShadowNinja
1008aefa8c Add mod security
Due to compatibility concerns, this is temporarily disabled.
2015-05-16 18:32:31 -04:00
TeTpaAka
766d3b3a57 Add push_ARGB8 to script/common/c_converter 2015-05-15 16:21:56 -04:00
kwolekr
4a54c965a5 Schematics: Add per-node force placement option 2015-05-09 18:44:00 -04:00
kwolekr
72b9d3aed4 Fix missing Y component assignment in check_v3f 2015-05-08 00:03:41 -04:00
Kevin Ott
c62bbe8a6b Remove duplicate lua_getfield() in c_converter.cpp
Fixes #2678
2015-05-07 09:57:34 +02:00
ShadowNinja
51ad4fca2f Fix error messages for type-checking Lua reading functions 2015-05-06 15:33:36 -04:00
kwolekr
144d1ce2a0 Add 'persistence' alias for Lua noiseparams and validate more vector parameters 2015-04-19 21:42:40 -04:00
kwolekr
737d4078c9 Schematics: Refactor NodeResolver and add NodeResolveMethod
NodeResolver name lists now belong to the NodeResolver object instead of
the associated NodeDefManager.  In addition to minimizing unnecessary
abstraction and overhead, this move permits NodeResolvers to look up nodes
that they had previously set pending for resolution.  So far, this
functionality has been used in the case of schematics for
serialization/deserialization.
2015-04-16 16:27:05 -04:00
Craig Robbins
0731f9ed2a Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
ShadowNinja
2de60ae349 Clean up and tweak build system
* Combine client and server man pages.
  * Update unit test options and available databases in man page.
  * Add `--worldname` to man page.
  * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
  * Disable server build by default on all operating systems.
  * Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
  * Enable LevelDB, Redis, and FreeType detection by default.
  * Remove the `VERSION_PATCH_ORIG` hack.
  * Add option to search for and use system JSONCPP.
  * Remove broken LuaJIT version detection.
  * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
  * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
  * Clean up style of CMake files.
2015-03-27 15:00:48 -04:00
ShadowNinja
0e52779292 Don't use luaL_checkstring to read node names, it's only for arguments
This caused confusing error messages like "argument #4 to set_node is not a string."
2015-03-07 20:04:01 -05:00
Craig Robbins
27791ee1aa For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
kwolekr
0dbb71c92b Remove freezemelt (the remainder of proller nonsense) 2015-01-04 03:30:10 -05:00
kwolekr
2aa53ba603 Redefine NodeResolver interface and replace with callback mechanism 2014-12-27 02:12:21 -05:00
kwolekr
d27d023219 Move get_schematic and read_schematic to l_mapgen.cpp 2014-12-10 01:49:57 -05:00
kwolekr
0f4d8ddf95 Remove get_noiseparams function. read_noiseparams should be used from now on 2014-12-10 00:56:44 -05:00
kwolekr
22b22968a1 Add flags and lacunarity as new noise parameters
Add 'absolute value' option to noise map functions
Extend persistence modulation to 3D noise
Extend 'eased' option to noise2d_perlin* functions
Some noise.cpp formatting fixups
2014-12-07 21:59:32 -05:00
kwolekr
4ac2fcc936 Schematics: Fix minetest.place_schematic() when defined by a Lua table 2014-12-06 18:39:05 -05:00
Ciaran Gultnieks
879bf6a6be Don't corrupt stepheight when setting other properties 2014-11-26 20:02:48 +01:00
SmallJoker
d3141906d2 Add option 'eased' to NoiseParams
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-13 23:06:38 +10:00
kwolekr
bb5f0e46bd Add Generator Element Management framework
Add BiomeManager, OreManager, DecorationManager, and SchematicManager
2014-11-12 23:02:41 -05:00
kwolekr
08068ac0c6 Split up mapgen.cpp 2014-11-01 13:16:23 -04:00