668 Commits

Author SHA1 Message Date
red-001
1ffa35176b [CSM] Add function to get the server protocol version. (#5529) 2017-04-06 22:50:45 +02:00
red-001
f86c274718 [CSM] Add support for positional audio. (#5516)
Fixes parts of #5389.
2017-04-06 08:14:31 +02:00
red-001
450c75a365 [CSM] Add local node meta reference. (#5508) 2017-04-04 07:41:37 +02:00
MarkuBu
80dc0227c7 First commit for fine pointed (#5485) 2017-04-01 16:50:53 +02:00
red-001
887549792a [CSM] Add function and chat command to disconnect from server. (#5487) 2017-04-01 13:40:56 +02:00
paramat
82fbf31f61 Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
2017-03-30 04:52:54 +01:00
Diego Martínez
3837e7d77e Add functions to strip color information. (#5472) 2017-03-28 21:55:39 +02:00
red-001
7100121fb6 [CSM] Fix errors in and improve the CSM documentation. (#5467) 2017-03-28 08:26:54 +02:00
bigfoot547
06aac53a03 [CSM] Add function to get player names in range (#5435)
* [CSM] Add function to get currently connected player names
2017-03-22 21:13:03 +01:00
Paramat
11ac74636b Firelike drawtype: Add missing docs for visual_scale in lua_api.txt (#5434) 2017-03-20 22:22:16 +01:00
red-001
9a9db57881 Give CSM access to use core.colorize() (#5113) 2017-03-17 19:20:13 +01:00
Loïc Blot
b9e61d4da3 [CSM] Add minimap API modifiers (#5399)
* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
2017-03-16 10:34:54 +01:00
SmallJoker
2c0e744f25 lua_api: Document minetest.features (#5311) 2017-03-15 22:07:19 +01:00
rubenwardy
1f8aac4ffc Add disclaimer to client_lua_api.txt (#5391) 2017-03-14 07:51:07 +01:00
red-001
c43ad771f6 Add get_wielded_item 2017-03-13 23:56:05 +01:00
red-001
5760df63e7 [CSM] Add on_punchnode callback 2017-03-13 23:56:05 +01:00
red-001
b261ab875f [CSM] Add get_node and get_node_or_nil 2017-03-13 23:56:05 +01:00
red-001
eff52689a4 [CSM] Add on_dignode callback (#5140) 2017-03-13 23:56:05 +01:00
red-001
2001a8c195 [CSM] Add local formspecs. (#5094) 2017-03-13 23:56:05 +01:00
Loïc Blot
04680f648a [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* squashed: CSM: Implement register_globalstep
  * Re-use fatal error mechanism from server to disconnect client on CSM error
  * Little client functions cleanups

* squashed: CSM: add core.after function
  * core.after is shared code between client & server
  * ModApiUtil get_us_time feature enabled for client
2017-03-13 23:56:05 +01:00
kilbith
a2e4e3526d GUI: Allow texture packs to customize the progress bar (#5368) 2017-03-13 08:07:14 +01:00
Dániel Juhász
fe21088bca Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
2017-03-11 02:06:18 +00:00
zaoqi
776f037dc2 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
31a34c66b3 FormSpec: Add position and anchor elements (#5284) 2017-03-04 10:46:55 +01:00
red-001
3eaeb0d311 Fix the documentation for minetest.is_yes (#5276) 2017-02-20 02:11:53 +10:00
rubenwardy
7dd1992edb Correct lua_api.txt docs related to meta (#5198) 2017-02-10 07:59:38 +01:00
Loïc Blot
65e75bba93 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
87920c8635 Add per-stack descriptions using ItemStack Metadata 2017-02-04 22:07:55 +00:00
rubenwardy
8441029477 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
sapier
9e3f66ec6b Add multiply texture modifier
Allows colorizing of textures using a color multiplication method.
2017-01-30 16:37:17 +00:00
SmallJoker
1ca1d9ae97 from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier
99c27fa817 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +01:00
Loïc Blot
b24578ef70 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
0c8abbe8fb 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
4eb54bc232 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
d5a0b5283e 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
8df666f56e 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
7285ef6639 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
ef197b4880 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
be9b0b2aea Add minetest.player_exists() (#5064) 2017-01-18 11:19:57 +01:00
rubenwardy
e8ba0cc76f Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
Rui
f1b3f9d929 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
b9ad3d4bc8 lua_api.txt: Add registered_chatcommands to global tables 2017-01-05 21:38:43 +00:00
rubenwardy
2f942ce148 Expose and document chatcommands as minetest.registered_chatcommands 2017-01-04 20:56:07 +00:00
sfan5
c68d446afa Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
Luke Puchner-Hardman
c83a1e6c5f 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
e171949b92 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
4e2d145369 Bump version to 0.4.15 2016-12-22 23:14:17 +01:00
Auke Kok
2f71a16b08 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
75e9209169 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