Rename Minetest to Luanti

This commit is contained in:
Wuzzy 2024-10-25 01:24:10 +02:00
parent 0ee978e991
commit d4d20b9256
30 changed files with 75 additions and 75 deletions

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@ -11,7 +11,7 @@ the world.
3.16.0
Designed for use with Minetest 5.8.0 or later.
Designed for use with Luanti 5.8.0 or later.
## Features
@ -37,7 +37,7 @@ Designed for use with Minetest 5.8.0 or later.
## Credits
Repixture was started by Wuzzy. It's a fork of Pixture.
Repixture is a revival of Pixture 0.1.1, a game for Minetest 0.4.
Repixture is a revival of Pixture 0.1.1, a game for Luanti 0.4.
Pixture is Copyright (C) 2015-2017 [Kaadmy](https://github.com/kaadmy).
@ -111,7 +111,7 @@ more permissive licenses (LGPLv2.1 in most cases, see below).
### Full text
Repixture, a game for Minetest
Repixture, a game for Luanti
Copyright (C) 2024 Wuzzy, Kaadmy and others
This program is free software: you can redistribute it and/or modify

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@ -7,12 +7,12 @@ This manual explains the basics of Repixture. Here you learn how to install, set
## Introduction
Welcome to <span class="concept">Repixture</span>! Repixture is a sandbox game for Minetest focusing on nature, survival and primitive technologies. The world is random and features mostly a temperate climate. Explore the world and gather resources to survive. Craft tools and things to build with, build shelter and later the buildings of your dreams. What you do in this world is up to you: Go mining for the mysterious lumien, forge the mightiest sword, trade with villagers, go farming, hunt for achievements, or whatever.
Welcome to <span class="concept">Repixture</span>! Repixture is a sandbox game for Luanti focusing on nature, survival and primitive technologies. The world is random and features mostly a temperate climate. Explore the world and gather resources to survive. Craft tools and things to build with, build shelter and later the buildings of your dreams. What you do in this world is up to you: Go mining for the mysterious lumien, forge the mightiest sword, trade with villagers, go farming, hunt for achievements, or whatever.
### Information for players familiar with Minetest Game, Minecraft, Terasology, etc.
If you know any of these games, you will find this game easy to pick up. Repixture is similar to these games and follows the same key principles.
If youre familiar with Minetest in general, youre already familiar with the basics.
If youre familiar with Luanti in general, youre already familiar with the basics.
Heres whats special in Repixture:
@ -37,14 +37,14 @@ Heres whats special in Repixture:
### Installation
To play Repixture, you must have Minetest installed. See the `README.md` text file for the required Minetest version.
The recommended method to install Repixture is by using the Minetest ContentDB. This is the “Content” tab in Minetest.
To play Repixture, you must have Luanti installed. See the `README.md` text file for the required Luanti version.
The recommended method to install Repixture is by using the Luanti ContentDB. This is the “Content” tab in Luanti.
You can also install Repixture manually. Look up the Minetest documentation to learn how to install games manually.
You can also install Repixture manually. Look up the Luanti documentation to learn how to install games manually.
### Setup / configuration
For the vanilla Repixture gameplay experience, Repixture needs several settings to be untouched (reset to defaults) in your Minetest configuration. If you want the official Repixture experience, please make sure the following Minetest settings are at the default value / removed from `minetest.conf`:
For the vanilla Repixture gameplay experience, Repixture needs several settings to be untouched (reset to defaults) in your Luanti configuration. If you want the official Repixture experience, please make sure the following Luanti settings are at the default value / removed from `minetest.conf`:
* Any player movement settings (Settings that start with “`movement_`”. Exception: `movement_speed_fast`)
* Time speed (`time_speed`)
@ -62,13 +62,13 @@ The following settings are recognized in Repixture:
* No damage (`enable_damage=false`): All players are immortal. No damage, no hunger, no drowning, no deaths. Doesnt affect creatures.
* No hunger (`enable_hunger=false`): Hunger is disabled.
For more settings, go to the Minetest settings menu and look for the Repixture section.
For more settings, go to the Luanti settings menu and look for the Repixture section.
## Starting the game
### A new world
Starting a world works like with any other game in Minetest. Enter a world name, select a map generator and settings, and off you go! The seed is value that will be used to calculate random things in the game. The same seed will generate the same world.
Starting a world works like with any other game in Luanti. Enter a world name, select a map generator and settings, and off you go! The seed is value that will be used to calculate random things in the game. The same seed will generate the same world.
You can choose one of various map generators, like v7, carpathian, valleys, etc. For new players, v7 is recommended for new players, but other map generators also work fine and can be nice if you want to try out something new. Only v6 isnt supported and cant be selected.
@ -76,9 +76,9 @@ Note: The “singlenode” map generator is special as the world is completely e
## Controls
Repixture uses the same control scheme as Minetest. Walking, jumping, etc. works the usual way. Remember you can always change or lookup the key bindings in the settings and/or pause menu of Minetest.
Repixture uses the same control scheme as Luanti. Walking, jumping, etc. works the usual way. Remember you can always change or lookup the key bindings in the settings and/or pause menu of Luanti.
Repixture recognizes the following game-related controls offered by Minetest:
Repixture recognizes the following game-related controls offered by Luanti:
* <kbd>Look around</kbd>
* <kbd>Left</kbd> / <kbd>Right</kbd> / <kbd>Forwards</kbd> / <kbd>Backwards</kbd>
@ -92,7 +92,7 @@ Repixture recognizes the following game-related controls offered by Minetest:
* <kbd>Select item in hotbar</kbd>
* <kbd>Zoom</kbd> (only works in Creative Mode)
All keys do what they say. The <kbd>Jump</kbd> and <kbd>Sneak</kbd> keys also move you up and down in liquids and blocks that can be climbed, as usual. Note theres a Minetest setting `aux1_descends` that can alter this behavior.
All keys do what they say. The <kbd>Jump</kbd> and <kbd>Sneak</kbd> keys also move you up and down in liquids and blocks that can be climbed, as usual. Note theres a Luanti setting `aux1_descends` that can alter this behavior.
For clarity, heres what happens if you use the <kbd>Place</kbd> or <kbd>Punch</kbd> key:
@ -446,7 +446,7 @@ Note: Damage is *not* automatically disabled by Creative Mode. Damage is toggled
### Commands
Like in many other Minetest games, several <span class="concept">server commands</span> are available which allow you to do some special things via the chat. Most of these commands are considered cheating and require privileges. Commands work like in other games for Minetest. Look up the Minetest help for details. Say `/help` in chat for a list of available commands.
Like in many other Luanti games, several <span class="concept">server commands</span> are available which allow you to do some special things via the chat. Most of these commands are considered cheating and require privileges. Commands work like in other games for Luanti. Look up the Luanti help for details. Say `/help` in chat for a list of available commands.
Here are some noteworthy commands (all of these need some privilege):
@ -461,7 +461,7 @@ This game can be played in multiplayer, too. Keep in mind: Without any modificat
Nothing is completely safe from attacks. Not even <span class="item">locked chests</span> are safe because of <span class="item">lockpicks</span>.
Repixture supports the protection system of Minetest but it doesnt enforce protection itself. This protection system allows the players to protect a piece of land for themselves so that other players cannot dig or build here. This is popular in servers where you want to show off creative buildings. If you want protection for Repixture, install a protection mod of your choice in Minetest.
Repixture supports the protection system of Luanti but it doesnt enforce protection itself. This protection system allows the players to protect a piece of land for themselves so that other players cannot dig or build here. This is popular in servers where you want to show off creative buildings. If you want protection for Repixture, install a protection mod of your choice in Luanti.
Whatever you do with your Repixture server is up to you, of course, just keep the gameplay implications in mind.
@ -472,7 +472,7 @@ The health bar can be disabled in the settings.
### Modding support
Repixture supports mods, using the powerful Minetest Lua API. With mods, people can extend or modify the game in many fun and interesting ways. Mods are completely optional, however, as Repixture wants to be a complete game in its own right. Refer to the Minetest documentation to learn how to install and activate mods.
Repixture supports mods, using the powerful Luanti Lua API. With mods, people can extend or modify the game in many fun and interesting ways. Mods are completely optional, however, as Repixture wants to be a complete game in its own right. Refer to the Luanti documentation to learn how to install and activate mods.
If youre a mod developer, read the text file `DEVELOPERS.md` in the Repixture directory to get started.
@ -480,7 +480,7 @@ If youre a mod developer, read the text file `DEVELOPERS.md` in the Repixture
### Mod compatibility
While Repixture supports Minetest mods, not all mods that were created for Minetest will work in Repixture.
While Repixture supports Luanti mods, not all mods that were created for Luanti will work in Repixture.
Mods …
@ -499,11 +499,11 @@ If you want to prevent this, you can manually edit the world file *before* start
Repixture aims to be compatible with Pixture worlds. You can manually convert an old Pixture world to a Repixture world.
Heres how to do it: In your Minetest user directory, look into “worlds”, then look for the directory with your worlds name. Before you do anything, make a backup copy of this folder, just in case. Then open the file “`world.mt`” in this directory with a text editor. Look for the line that says “gameid = pixture”. Replace it with “gameid = repixture”. Now your world should appear when you select Repixture.
Heres how to do it: In your Luanti user directory, look into “worlds”, then look for the directory with your worlds name. Before you do anything, make a backup copy of this folder, just in case. Then open the file “`world.mt`” in this directory with a text editor. Look for the line that says “gameid = pixture”. Replace it with “gameid = repixture”. Now your world should appear when you select Repixture.
## Further reading
See `README.md` in the Repixture directory (usually in `games/repixture` in the Minetest directory) for general information about the game, about licensing and credits.
See `README.md` in the Repixture directory (usually in `games/repixture` in the Luanti directory) for general information about the game, about licensing and credits.
For more information about Minetest, go to <https://www.minetest.net/>.
For more information about Luanti, go to <https://www.minetest.net/>.

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@ -13,7 +13,7 @@ For advanced player model features specific to Repixture, you may use `rp_player
The API documentation is copied from from Minetest Game 5.8.0.
originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+),
continued by Minetest developers and contributors (LGPLv2.1+),
continued by Luanti developers and contributors (LGPLv2.1+),
changed for Repixture by Wuzzy (LGPLv2.1+).
Everything else written by Wuzzy (LGPLv2.1+).

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@ -375,7 +375,7 @@ function armor.get_armor_protection(player)
-- Final armor protection is sum of base armor and bonus,
-- as percentage points
local armor_all = math.min(100, armor_base + armor_bonus)
-- Negative armor is allowed, but limited by Minetest's
-- Negative armor is allowed, but limited by Luanti's
-- armor group value range.
armor_all = math.max(armor_all, -32767+100)
return armor_all, armor_base, armor_bonus

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@ -21,7 +21,7 @@ it's already used by the player.
### `bed.unset_spawn(player)`
Clears the bed (re)spawn position of `player`. The player will respawn
according to the default Minetest rules.
according to the default Luanti rules.
### `bed.is_valid_bed(pos)`

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@ -9,7 +9,7 @@ correct translation after the renaming orgy
after 1.5.3. If we switch to 'rp_book',
then the item tooltip of writen books would
lose their translation.
This could be solved if Minetest had a function like
This could be solved if Luanti had a function like
minetest.register_lbm, but for items.
But the 'book' identifier works just fine for now,
it's just a minor deviation from convention. ]]

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@ -4,7 +4,7 @@ Repixture builtin item mod
Item entities for Repixture.
Adds the custom handling for item entities (dropped items) by overriding
`__builtin:item`. Item entities work similar to Minetest's builtin item entities.
`__builtin:item`. Item entities work similar to Luanti's builtin item entities.
Features:
@ -20,9 +20,9 @@ Features:
variants like a compass
## Licensing
Credits: Originally by Minetest developers (from the `builtin` part of Minetest)
Credits: Originally by Luanti developers (from the `builtin` part of Luanti)
with tweaks by Kaadmy and Wuzzy.
Source code license: LGPLv2.1 or later
Sound license: CC BY-SA 4.0
License of rp_builtin_item_die.png: LGPLv2.1 (same as smoke_puff.png from Minetest)
License of rp_builtin_item_die.png: LGPLv2.1 (same as smoke_puff.png from Luanti)

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@ -8,9 +8,9 @@ recipe. This mod provides an API for adding crafting recipes, see `API.md`.
This mod itself does *not* register any recipes itself, it is a mod for other
mods to rely on.
Like in typical Minetest, crafting recipes have a number of input items and a single
output item. It is similar to Minetest's shapeless recipes.
But unlike typical Minetest, it is possible to provide item stacks
Like in typical Luanti, crafting recipes have a number of input items and a single
output item. It is similar to Luanti's shapeless recipes.
But unlike typical Luanti, it is possible to provide item stacks
in each item slot; the player doesn't have to spread out multiple items across
multiple input slots. E.g. if a crafting recipe needs 64 wool, then you don't
need 64 slots with 1 wool each, but only 1 slot with 64 wool.

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@ -1,4 +1,4 @@
Minetest 0.4 mod: creative
Repixture mod: rp_creative
==========================
Implements creative mode.

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@ -1,7 +1,7 @@
--[[
Explosion API mod for Repixture.
This mod is based on the Minetest explosion API mod, but has been changed
This mod is based on the Luanti explosion API mod, but has been changed
to have the same explosion mechanics as Minecraft and work with Repixture.
The computation-intensive parts of the mod has been optimized to allow for
larger explosions and faster world updating.

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@ -300,7 +300,7 @@ It is also recommended to use a different icon for both pushed and
unpushed state.
(Note: Internally, this tab is a button. It has nothing to do with
Minetest's builtin 'tabheader')
Luanti's builtin 'tabheader')
### `rp_formspec.fake_itemstack(x, y, itemstack, xsize, ysize)`

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@ -29,7 +29,7 @@ Parameters:
* `player`: Player object for which this takes effect
* `semaphore_id`: Unique identifier for the semaphore. Use the form `"modname:name"`
* `hud_flag`: Which HUD flag to modify (see `hud_set_flags` in Minetest Lua API docs)
* `hud_flag`: Which HUD flag to modify (see `hud_set_flags` in Luanti Lua API docs)
* `semaphore_state`: True if the semaphore allows the HUD flag, false if not.
### Notes

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@ -67,7 +67,7 @@ function item_drop.drop_items_from_container_meta_table(pos, invlists, meta_tabl
end
end
-- Overwrite Minetest's item_drop function
-- Overwrite Luanti's item_drop function
minetest.item_drop = function(itemstack, dropper, pos)
local dropper_is_player = dropper and dropper:is_player()
local dpos = vector.new(pos.x, pos.y, pos.z)

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@ -2,8 +2,8 @@
-- Jewel ore generated in birch tree nodes in the giga tree decorations
-- in the Deep Forest biome.
-- The algorithm uses LVM to imitate Minetest's scatter ores,
-- since ores in Minetest are generated after decorations.
-- The algorithm uses LVM to imitate Luanti's scatter ores,
-- since ores in Luanti are generated after decorations.
-- Fields of the original ore definition:
local clust_scarcity = 11*11*11
@ -54,7 +54,7 @@ do
deco_ok = deco and #deco > 0
end
if deco_ok then
-- This code tries to imitate scatter ores in Minetest
-- This code tries to imitate scatter ores in Luanti
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data(lvm_buffer)

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@ -38,14 +38,14 @@ So on the top level, you have task queues, which consist of tasks, which in turn
### Physics and movement
This mod doesn't handle physics. Just use Minetests built-in functions like `set_velocity` and `set_acceleration`.
This mod doesn't handle physics. Just use Luantis built-in functions like `set_velocity` and `set_acceleration`.
Theres one exception: Gravity. This mod provides a default gravity vector at `rp_mobs.GRAVITY_VECTOR`.
To activate gravity for a mob, you use the `set_acceleration` microtask template (see the section about task templates).
### Registering a mob
You add (register) a mob via `rp_mobs.register_mob`. Mob definitions in this API are very low-level and similar to typical entity definitions in Minetest. You still have to provide a full entity definition via `entity_definition` including the callback functions like `on_activate` and `on_rightclick`.
You add (register) a mob via `rp_mobs.register_mob`. Mob definitions in this API are very low-level and similar to typical entity definitions in Luanti. You still have to provide a full entity definition via `entity_definition` including the callback functions like `on_activate` and `on_rightclick`.
You're supposed to use the Repixture Mob API functionality by inserting the various helper functions into the callbacks like `on_step` and `on_activate` where appropriate.
@ -182,7 +182,7 @@ of the `on_activate` function.
### Dying
An entity “dies” in Minetest when its HP reaches 0, which instantly removes it and
An entity “dies” in Luanti when its HP reaches 0, which instantly removes it and
triggers the `on_death` function.
We do not like instant removal so this subsystem provides a simple graphical death
@ -206,7 +206,7 @@ When the mob has received fatal damage, the HP remains at 1 but the mob
counts as dead.
If this subsystem is not used, the mob will instantly disappear when the HP reaches 0.
But `on_death` is still called because this is built-in by Minetest.
But `on_death` is still called because this is built-in by Luanti.
### Node damage
@ -444,7 +444,7 @@ Currently, the default death handler just drops the mob death items.
Set `on_death = rp_mobs.on_death_default` to use the default death behavior.
Remember that `on_death` is a built-in Minetest event, so it is triggered even
Remember that `on_death` is a built-in Luanti event, so it is triggered even
if the mob doesn't use the 'Dying' subsystem.
#### `rp_mobs.on_punch_default(mob, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
@ -1016,7 +1016,7 @@ Parameters:
### Why yet another Mob API?
If you know the Minetest community, you might have noticed there are a lot of Mob APIs around.
If you know the Luanti community, you might have noticed there are a lot of Mob APIs around.
So why introduce another one?
The reason is that I (Wuzzy) was dissatisfied with the current mod situation.

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@ -21,7 +21,7 @@ It does not contain any mobs itself, but only the technical framework for it.
## Priorities
There are many mob mods for Minetest, but Repixture has its own brand-new mob API
There are many mob mods for Luanti, but Repixture has its own brand-new mob API
specifically created for Repixture. The priorities of the Repixture Mobs API are:
* Flexibility: The API should not restrict what mobs can do

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@ -30,7 +30,7 @@ in inventory to reduce inventory clutter.
Follow these steps to make an intrinsically painted node:
1. Add the `paintable = 1` group
2. Set the `tiles` and optionally `overlay_tiles` as you wish (see Minetest Lua API documentation)
2. Set the `tiles` and optionally `overlay_tiles` as you wish (see Luanti Lua API documentation)
3. Add the field `palette` (see below)
4. Set `paramtype2` to `"color"`, `"color4dir"`, `"colorwallmounted"` or `"colorfacedir"`
5. Add the field `drop = "<name of this node>"`
@ -49,7 +49,7 @@ For the painted node:
1. Use the same nodename as the unpainted node, but append `_paintable`
2. Add the groups `paintable = 1`, `not_in_creative_inventory = 1` and `not_in_craft_guide = 1`
3. Set the `tiles` and optionally `overlay_tiles` as you wish (see Minetest Lua API documentation)
3. Set the `tiles` and optionally `overlay_tiles` as you wish (see Luanti Lua API documentation)
4. Add the field `palette` (see below)
4. Set `paramtype2` to `"color"`, `"color4dir"`, `"colorwallmounted"` or `"colorfacedir"`
6. Add the field `drop = "<name of the unpainted node>"`

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@ -90,7 +90,7 @@ which is not permitted. To use the pathfinder asynchronously, you need to do the
### Performance notes
This function is less performant than the built-in `A*` pathfinder from Minetest,
This function is less performant than the built-in `A*` pathfinder from Luanti,
but it has more features.
For long-distance destinations, calling this function asynchronously is a good idea so the lowered

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@ -4,7 +4,7 @@ This mod provides an advanced pathfinding algorithm that finds
an optimal path between two positions in the world. It uses the
`A*` search algorithm.
It has more features than the built-in pathfinder of Minetest,
It has more features than the built-in pathfinder of Luanti,
but it is also less performant. It was created to aid mobs (creatures,
animals, monsters) to walk through their world.

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@ -442,7 +442,7 @@ function rp_pathfinder.find_path(pos1, pos2, searchdistance, options, timeout)
--[[ Syntax of a single search node for the A* search:
{
pos: World position of the Minetest node that this search node represents
pos: World position of the Luanti node that this search node represents
parent: Reference to preceding node in the search (nil for start node)
h: Heuristic cost estimate from node to finish
g: Total cost from start to this node

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@ -11,7 +11,7 @@ Developers: See `API.md` to manage the player model (including textures and anim
`model.lua` is derived from `player_api` mod from Minetest Game 5.8.0,
originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+),
continued by Minetest developers and contributors (LGPLv2.1+),
continued by Luanti developers and contributors (LGPLv2.1+),
changed for Repixture by Wuzzy (LGPLv2.1+).
Other code by Kaadmy and Wuzzy.

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@ -2,14 +2,14 @@
This mod checks the position of the player after the initial spawn (not respawn).
If the position is unsafe, the mod tries to relocate the player to a safer position.
This mod is a workaround for Minetest sometimes picking a bad spawn position
because Minetests spawn algorithm sucks (as of Minetest version 5.5.1).
This mod is a workaround for Luanti sometimes picking a bad spawn position
because Luantis spawn algorithm sucks (as of Luanti version 5.5.1).
This mod fixes that. For Repixture, this mod was created due
to a low chance of the player spawning in a thistle.
## Limitations
This mod is only for the first spawn, not respawning. So Minetest still might
This mod is only for the first spawn, not respawning. So Luanti still might
put the player at an unlucky position on a respawn.
## Credits

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@ -16,7 +16,7 @@ local TEXT_ENTITY_OFFSET = SIGN_THICKNESS + 1/128
local TEXT_ENTITY_OFFSET_STANDING = SIGN_THICKNESS/2 + 1/128
-- Maximum length for a texture string.
-- Hard limit to avoid running into issues with Minetest.
-- Hard limit to avoid running into issues with Luanti.
local MAX_TEXTURE_STRING_LENGTH = 64535
-- Text entity dimensions
@ -185,7 +185,7 @@ local function get_signdata(pos)
return
end
-- The sign_r90 group marks the sign as being rotated by 90°.
-- TODO: It should be replaced later with the new Minetest wallmounted
-- TODO: It should be replaced later with the new Luanti wallmounted
-- extensions.
local r90 = minetest.get_item_group(node.name, "sign_r90") == 1
local g_standing = minetest.get_item_group(node.name, "sign_standing")
@ -395,7 +395,7 @@ local function update_sign(pos, text_front, text_back)
local tex = "[png:"..image..invert_str
-- If texture string is very long, replace it with a special gibberish texture.
-- Minetest has a length limit for object texture strings. Minetest
-- Luanti has a length limit for object texture strings. Luanti
-- does not like if when it is exceeded. So we create a warning.
if string.len(tex) > MAX_TEXTURE_STRING_LENGTH then
return "rp_default_sign_gibberish.png"..invert_str, false

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@ -1,4 +1,4 @@
This mod is based on the `tph_spyglass` mod by the Minetest.net user TPH,
This mod is based on the `tph_spyglass` mod by the Luanti.net user TPH,
it has been modified for Repixture.
It is free software.

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@ -232,7 +232,7 @@ farms, roads, and the like.
village chunk definition:
{
-- every field is optional
can_cache = <bool>, -- if true, schematic can be cached by Minetest
can_cache = <bool>, -- if true, schematic can be cached by Luanti
-- use this if no random node replacements (like wood)
-- are required (default: false)
variants = { "variant_1", ..., "variant_n" },
@ -930,12 +930,12 @@ function village.spawn_chunk(vmanip, pos, state, orient, replace, pr, chunktype,
local schem_spec
if village.chunkdefs[chunktype] and village.chunkdefs[chunktype].can_cache then
-- Minetest's caching is allowed for this chunktype, so we call the schematic place function
-- in the normal way (schematics are cached by Minetest if the schematic path is
-- Luanti's caching is allowed for this chunktype, so we call the schematic place function
-- in the normal way (schematics are cached by Luanti if the schematic path is
-- specified in the place function)
schem_spec = modpath .. "/schematics/village_" .. schem_segment .. ".mts"
else
-- load schematic from table definition (read_schematic). This will force Minetest
-- load schematic from table definition (read_schematic). This will force Luanti
-- to skip its schematic cache and guarantee that node replacements are
-- applied every time.
-- However, this mod still caches the result of read_schematic itself to save

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@ -1,5 +1,5 @@
# Show Wielded Item [`show_wielded_item`]
This Minetest mod displays the name of the wielded item above the hotbar and
This Luanti mod displays the name of the wielded item above the hotbar and
statbars.
This mod is compatible with the HUD Bars [`hudbars`] mod.

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@ -12,10 +12,10 @@ local unified_inventory_mod = minetest.get_modpath("unified_inventory")
-- Legacy support: Name of the HUD type field for 'hud_add'.
local hud_type_field_name
if minetest.features.hud_def_type_field then
-- Minetest 5.9.0 and later
-- Luanti 5.9.0 and later
hud_type_field_name = "type"
else
-- All Minetest versions before 5.9.0
-- All Luanti versions before 5.9.0
hud_type_field_name = "hud_elem_type"
end
@ -40,7 +40,7 @@ local function set_hud(player)
off.y = -76 - vmargin*rows
end
-- Dirty trick to avoid collision with Minetest's status text (e.g. “Volume changed to 0%”)
-- Dirty trick to avoid collision with Luanti's status text (e.g. “Volume changed to 0%”)
if off.y >= -167 and off.y <= -156 then
off.y = -181
end
@ -102,7 +102,7 @@ minetest.register_globalstep(function(dtime)
if huds[player_name] then
-- Get description (various fallback checks for old Minetest versions)
-- Get description (various fallback checks for old Luanti versions)
local def = minetest.registered_items[wname]
local desc
if wstack.get_short_description then

View File

@ -8,14 +8,14 @@ basic info:
* Node light level
* Node info: climbable, slippery, bouncy, jumping restriction
This mod assumes that the default gameplay behavior of Minetest is used.
This mod assumes that the default gameplay behavior of Luanti is used.
This mod introduces support for new item definition fields:
* `_tt_food`: If `true`, item is a food item that can be consumed by the player
* `_tt_food_hp`: Health increase (in HP) for player when consuming food item
Because there is no standard way in Minetest (yet) to mark an item as food, these fields
Because there is no standard way in Luanti (yet) to mark an item as food, these fields
are required for food items to be recognized as such.
## Version

View File

@ -437,7 +437,7 @@ TGA encoder on filesize for larger image dimensions, but not on speed.
Note that `minetest.encode_png()` is not a good PNG encoder, as it can
not apply prefilters and always writes 32bpp non-colormap RBGA images.
Compare the Minetest devtest checkerboard to the checkerboard that was
Compare the Luanti devtest checkerboard to the checkerboard that was
generated in the previous section to know how bad of an encoder it is.
In the following example, rendering `UTF-8-demo.txt`_ with GNU Unifont
@ -475,9 +475,9 @@ The above times were measured on a Thinkpad P14s.
Anything else?
++++++++++++++
Yes, Minetest should support deflated TGA as a texture format and send
Yes, Luanti should support deflated TGA as a texture format and send
uncompressed TGA to older clients to provide compatibility at the cost
of more network traffic. Minetest should also compress files which are
of more network traffic. Luanti should also compress files which are
sent as dynamic media, but only if doing it reduces the transfer size.
Also, any developer who proposes to use ZSTD instead of DEFLATE should
@ -500,7 +500,7 @@ for details.
License
-------
unicode_text, a Unicode text renderer mod for Minetest
unicode_text, a Unicode text renderer mod for Luanti
Copyright (C) 2024 Wuzzy and erlehmann
This program is free software: you can redistribute it and/or modify

View File

@ -5,7 +5,7 @@ Lua implementation of the Unicode Bidirectional Algorithm (UAX #9).
Based on the original source code on GitHub: https://github.com/deepakjois/luabidi
Minimal modifications had been made to the code to make
it compatible with Minetest.
it compatible with Luanti.
## How to use