From d4d20b92564981489a138b9984ba57a7cfd44b3e Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Fri, 25 Oct 2024 01:24:10 +0200 Subject: [PATCH] Rename Minetest to Luanti --- README.md | 6 ++-- manual_generator/content/manual.md | 36 ++++++++++---------- mods/player_api/README.md | 2 +- mods/rp_armor/init.lua | 2 +- mods/rp_bed/API.md | 2 +- mods/rp_book/book.lua | 2 +- mods/rp_builtin_item/README.txt | 6 ++-- mods/rp_crafting/README.txt | 6 ++-- mods/rp_creative/README.txt | 2 +- mods/rp_explosions/init.lua | 2 +- mods/rp_formspec/API.md | 2 +- mods/rp_hud/API.md | 2 +- mods/rp_item_drop/init.lua | 2 +- mods/rp_jewels/mapgen.lua | 6 ++-- mods/rp_mobs/API.md | 12 +++---- mods/rp_mobs/README.txt | 2 +- mods/rp_paint/API.md | 4 +-- mods/rp_pathfinder/API.md | 2 +- mods/rp_pathfinder/README.md | 2 +- mods/rp_pathfinder/init.lua | 2 +- mods/rp_player/README.txt | 2 +- mods/rp_safespawn/README.md | 6 ++-- mods/rp_signs/init.lua | 6 ++-- mods/rp_spyglass/LICENSE.txt | 2 +- mods/rp_village/generate.lua | 8 ++--- mods/show_wielded_item/README.md | 2 +- mods/show_wielded_item/init.lua | 8 ++--- mods/tt_base/README.md | 4 +-- mods/unicode_text/README.rst | 8 ++--- mods/unicode_text/luabidi/README_luabidi.txt | 2 +- 30 files changed, 75 insertions(+), 75 deletions(-) diff --git a/README.md b/README.md index ae9c7a34..44de23ca 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/manual_generator/content/manual.md b/manual_generator/content/manual.md index 6b7e4659..3bc2c2b9 100644 --- a/manual_generator/content/manual.md +++ b/manual_generator/content/manual.md @@ -7,12 +7,12 @@ This manual explains the basics of Repixture. Here you learn how to install, set ## Introduction -Welcome to Repixture! 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 Repixture! 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 you’re familiar with Minetest in general, you’re already familiar with the basics. +If you’re familiar with Luanti in general, you’re already familiar with the basics. Here’s what’s special in Repixture: @@ -37,14 +37,14 @@ Here’s what’s 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. Doesn’t 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 isn’t supported and can’t 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: * Look around * Left / Right / Forwards / Backwards @@ -92,7 +92,7 @@ Repixture recognizes the following game-related controls offered by Minetest: * Select item in hotbar * Zoom (only works in Creative Mode) -All keys do what they say. The Jump and Sneak keys also move you up and down in liquids and blocks that can be climbed, as usual. Note there’s a Minetest setting `aux1_descends` that can alter this behavior. +All keys do what they say. The Jump and Sneak keys also move you up and down in liquids and blocks that can be climbed, as usual. Note there’s a Luanti setting `aux1_descends` that can alter this behavior. For clarity, here’s what happens if you use the Place or Punch 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 server commands 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 server commands 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 locked chests are safe because of lockpicks. -Repixture supports the protection system of Minetest but it doesn’t 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 doesn’t 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 you’re a mod developer, read the text file `DEVELOPERS.md` in the Repixture directory to get started. @@ -480,7 +480,7 @@ If you’re 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. -Here’s how to do it: In your Minetest user directory, look into “worlds”, then look for the directory with your world’s 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. +Here’s how to do it: In your Luanti user directory, look into “worlds”, then look for the directory with your world’s 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 . +For more information about Luanti, go to . diff --git a/mods/player_api/README.md b/mods/player_api/README.md index 389a3cf1..142f2e22 100644 --- a/mods/player_api/README.md +++ b/mods/player_api/README.md @@ -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 (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+). diff --git a/mods/rp_armor/init.lua b/mods/rp_armor/init.lua index d9ad8696..a4fd72f2 100644 --- a/mods/rp_armor/init.lua +++ b/mods/rp_armor/init.lua @@ -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 diff --git a/mods/rp_bed/API.md b/mods/rp_bed/API.md index 7be8b15e..7232550a 100644 --- a/mods/rp_bed/API.md +++ b/mods/rp_bed/API.md @@ -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)` diff --git a/mods/rp_book/book.lua b/mods/rp_book/book.lua index 873f6a88..7bfc59d2 100644 --- a/mods/rp_book/book.lua +++ b/mods/rp_book/book.lua @@ -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. ]] diff --git a/mods/rp_builtin_item/README.txt b/mods/rp_builtin_item/README.txt index 43dd455e..293b5d4f 100644 --- a/mods/rp_builtin_item/README.txt +++ b/mods/rp_builtin_item/README.txt @@ -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) diff --git a/mods/rp_crafting/README.txt b/mods/rp_crafting/README.txt index b731b849..33bacf0a 100644 --- a/mods/rp_crafting/README.txt +++ b/mods/rp_crafting/README.txt @@ -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. diff --git a/mods/rp_creative/README.txt b/mods/rp_creative/README.txt index 7d49b981..00d0c850 100644 --- a/mods/rp_creative/README.txt +++ b/mods/rp_creative/README.txt @@ -1,4 +1,4 @@ -Minetest 0.4 mod: creative +Repixture mod: rp_creative ========================== Implements creative mode. diff --git a/mods/rp_explosions/init.lua b/mods/rp_explosions/init.lua index 8d973b5a..00e448ed 100644 --- a/mods/rp_explosions/init.lua +++ b/mods/rp_explosions/init.lua @@ -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. diff --git a/mods/rp_formspec/API.md b/mods/rp_formspec/API.md index da12a562..c88ac776 100644 --- a/mods/rp_formspec/API.md +++ b/mods/rp_formspec/API.md @@ -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)` diff --git a/mods/rp_hud/API.md b/mods/rp_hud/API.md index c687872a..1a8c7a7d 100644 --- a/mods/rp_hud/API.md +++ b/mods/rp_hud/API.md @@ -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 diff --git a/mods/rp_item_drop/init.lua b/mods/rp_item_drop/init.lua index 3e85c343..a849ae0b 100644 --- a/mods/rp_item_drop/init.lua +++ b/mods/rp_item_drop/init.lua @@ -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) diff --git a/mods/rp_jewels/mapgen.lua b/mods/rp_jewels/mapgen.lua index c9ba9bd6..2e53c042 100644 --- a/mods/rp_jewels/mapgen.lua +++ b/mods/rp_jewels/mapgen.lua @@ -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) diff --git a/mods/rp_mobs/API.md b/mods/rp_mobs/API.md index 46a6e03d..0cde9255 100644 --- a/mods/rp_mobs/API.md +++ b/mods/rp_mobs/API.md @@ -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 Minetest’s built-in functions like `set_velocity` and `set_acceleration`. +This mod doesn't handle physics. Just use Luanti’s built-in functions like `set_velocity` and `set_acceleration`. There’s 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. diff --git a/mods/rp_mobs/README.txt b/mods/rp_mobs/README.txt index cc0b48e8..ffd59e8d 100644 --- a/mods/rp_mobs/README.txt +++ b/mods/rp_mobs/README.txt @@ -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 diff --git a/mods/rp_paint/API.md b/mods/rp_paint/API.md index 44de4e7f..871f9653 100644 --- a/mods/rp_paint/API.md +++ b/mods/rp_paint/API.md @@ -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 = ""` @@ -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 = ""` diff --git a/mods/rp_pathfinder/API.md b/mods/rp_pathfinder/API.md index acb80a44..741c249b 100644 --- a/mods/rp_pathfinder/API.md +++ b/mods/rp_pathfinder/API.md @@ -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 diff --git a/mods/rp_pathfinder/README.md b/mods/rp_pathfinder/README.md index 49621abb..35f0ba79 100644 --- a/mods/rp_pathfinder/README.md +++ b/mods/rp_pathfinder/README.md @@ -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. diff --git a/mods/rp_pathfinder/init.lua b/mods/rp_pathfinder/init.lua index 5bfcaf61..28f29c1f 100644 --- a/mods/rp_pathfinder/init.lua +++ b/mods/rp_pathfinder/init.lua @@ -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 diff --git a/mods/rp_player/README.txt b/mods/rp_player/README.txt index f541c059..6feaced7 100644 --- a/mods/rp_player/README.txt +++ b/mods/rp_player/README.txt @@ -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 (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. diff --git a/mods/rp_safespawn/README.md b/mods/rp_safespawn/README.md index d8a659a5..f06fc6f0 100644 --- a/mods/rp_safespawn/README.md +++ b/mods/rp_safespawn/README.md @@ -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 Minetest’s spawn algorithm sucks (as of Minetest version 5.5.1). +This mod is a workaround for Luanti sometimes picking a bad spawn position +because Luanti’s 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 diff --git a/mods/rp_signs/init.lua b/mods/rp_signs/init.lua index 1cfb8f54..6044cc30 100644 --- a/mods/rp_signs/init.lua +++ b/mods/rp_signs/init.lua @@ -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 diff --git a/mods/rp_spyglass/LICENSE.txt b/mods/rp_spyglass/LICENSE.txt index 33bdc8a9..3759b13d 100644 --- a/mods/rp_spyglass/LICENSE.txt +++ b/mods/rp_spyglass/LICENSE.txt @@ -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. diff --git a/mods/rp_village/generate.lua b/mods/rp_village/generate.lua index 9872e0a4..bbc3584e 100644 --- a/mods/rp_village/generate.lua +++ b/mods/rp_village/generate.lua @@ -232,7 +232,7 @@ farms, roads, and the like. village chunk definition: { -- every field is optional - can_cache = , -- if true, schematic can be cached by Minetest + can_cache = , -- 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 diff --git a/mods/show_wielded_item/README.md b/mods/show_wielded_item/README.md index 246285cb..d281246b 100644 --- a/mods/show_wielded_item/README.md +++ b/mods/show_wielded_item/README.md @@ -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. diff --git a/mods/show_wielded_item/init.lua b/mods/show_wielded_item/init.lua index 61403e77..a3d914ed 100644 --- a/mods/show_wielded_item/init.lua +++ b/mods/show_wielded_item/init.lua @@ -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 diff --git a/mods/tt_base/README.md b/mods/tt_base/README.md index 5622e366..73dd561c 100644 --- a/mods/tt_base/README.md +++ b/mods/tt_base/README.md @@ -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 diff --git a/mods/unicode_text/README.rst b/mods/unicode_text/README.rst index d16a04e4..38c950dd 100644 --- a/mods/unicode_text/README.rst +++ b/mods/unicode_text/README.rst @@ -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 diff --git a/mods/unicode_text/luabidi/README_luabidi.txt b/mods/unicode_text/luabidi/README_luabidi.txt index 5deee4d4..5bb73c08 100644 --- a/mods/unicode_text/luabidi/README_luabidi.txt +++ b/mods/unicode_text/luabidi/README_luabidi.txt @@ -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