Merge tag '5.4.0' into nalc-dev

5.4.0
This commit is contained in:
Sys Quatre 2021-02-25 22:19:07 +01:00
commit 250ef99721
524 changed files with 4480 additions and 1367 deletions

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@ -426,54 +426,56 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Players API Player API
----------- ----------
The player API can register player models and update the player's appearance. The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)` * `player_api.register_model(name, def)`
* Register a new model to be used by players * Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc. * `name`: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition] * `def`: see [#Model definition]
* saved to player_api.registered_models * Saved to player_api.registered_models
* `player_api.registered_player_models[name]` * `player_api.registered_models[name]`
* Get a model's definition * Get a model's definition
* see [#Model definition] * `name`: model filename
* See [#Model definition]
* `player_api.set_model(player, model_name)` * `player_api.set_model(player, model_name)`
* Change a player's model * Change a player's model
* `player`: PlayerRef * `player`: PlayerRef
* `model_name`: model registered with player_api.register_model() * `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name [, speed])` * `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player * Applies an animation to a player
* anim_name: name of the animation. * `player`: PlayerRef
* speed: frames per second. If nil, default from the model is used * `anim_name`: name of the animation
* `speed`: frames per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)` * `player_api.set_textures(player, textures)`
* Sets player textures * Sets player textures
* `player`: PlayerRef * `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default * `textures`: array of textures. If nil, the default from the model def is used
textures from the model def are used
* `player_api.get_animation(player)` * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`. * Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil. * Any of the fields of the returned table may be nil
* player: PlayerRef * `player`: PlayerRef
* `player_api.player_attached` * `player_api.player_attached`
* A table that maps a player name to a boolean. * A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player * If the value for a given player is set to true, the default player animations
animations (walking, digging, ...) will no longer be updated. (walking, digging, ...) will no longer be updated, and knockback from damage is
Knockback from damage is also prevented for that player. prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition ### Model Definition
{ {
animation_speed = 30, -- Default animation speed, in FPS. animation_speed = 30, -- Default animation speed, in FPS
textures = {"character.png", }, -- Default array of textures. textures = {"character.png", }, -- Default array of textures
visual_size = {x = 1, y = 1}, -- Used to scale the model. visual_size = {x = 1, y = 1}, -- Used to scale the model
animations = { animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>}, -- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19}, foo = {x = 0, y = 19},
@ -481,8 +483,8 @@ The player API can register player models and update the player's appearance.
-- ... -- ...
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position eye_height = 1.47, -- In nodes above feet position
} }
@ -763,12 +765,18 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional) * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)` ```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair * Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API Xpanes API

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@ -31,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image, wield_image = def.wield_image,
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.bottom, tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
@ -95,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir}) minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir}) minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
@ -151,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.top, tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = false, pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom", drop = name .. "_bottom",
node_box = { node_box = {

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@ -60,30 +60,56 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
local p = beds.pos[name] or nil if not beds.player[name] then
beds.player[name] = nil -- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
if p then player:set_pos(beds.pos[name])
player:set_pos(p)
end
-- physics, eye_offset, etc -- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) player_api.set_animation(player, "stand" , 30)
-- lay down -- lay down
else else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos beds.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
beds.player[name] = 1 beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc -- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -97,7 +123,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07, y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2 z = bed_pos.z + dir.z / 2
} }
player:set_physics_override(0, 0, 0) player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p) player:set_pos(p)
player_api.player_attached[name] = true player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
@ -230,6 +256,19 @@ minetest.register_on_leaveplayer(function(player)
end end
end) end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Schickes Bett Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen. Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett @1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen. You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Cama de lujo Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla Simple Bed=Cama sencilla
Leave Bed=Abandonar cama This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días. Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama @1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar evitar noche Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche. You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Lit chic Fancy Bed=Lit chic
Simple Bed=Lit simple Simple Bed=Lit simple
Leave Bed=Se lever du lit This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonjour. Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit @1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit. You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Leave Bed=Tinggalkan Dipan Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur @1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Fancy Bed=Dipan Mewah Leave Bed=Tinggalkan Ranjang
Simple Bed=Dipan Sederhana

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@ -1,4 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Letto decorato Fancy Bed=Letto decorato
Simple Bed=Letto semplice Simple Bed=Letto semplice
Leave Bed=Alzati dal letto This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Katil Beragam Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa Simple Bed=Katil Biasa
Leave Bed=Bangun This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur @1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Детализированная Кровать Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать Simple Bed=Обычная Кровать
Leave Bed=Встать с кровати This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Доброе утро. Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати @1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью. You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Fin säng Fancy Bed=Fin säng
Simple Bed=Enkel Säng Simple Bed=Enkel Säng
Leave Bed=Lämna Säng This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon. Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover. @1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten. You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=简易床 Simple Bed=简易床
Leave Bed=离开床 This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚 Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。 You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -1,9 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=簡易床 Simple Bed=簡易床
Leave Bed=離開床 This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚 Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。 You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Leave Bed= Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= Good morning.=
@1 of @2 players are in bed= @1 of @2 players are in bed=
Force night skip= Force night skip=
You can only sleep at night.= You can only sleep at night.=
Fancy Bed= Leave Bed=
Simple Bed=

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@ -8,25 +8,16 @@ binoculars = {}
local S = minetest.get_translator("binoculars") local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif creative_enabled then elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15 new_zoom_fov = 15
end end

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Binokular Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zum' Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Binocolo Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento' Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Kikare Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen Use with 'Zoom' key=Används med 'Zoom' knappen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -1,4 +1,3 @@
name = binoculars name = binoculars
description = Minetest Game mod: binoculars description = Minetest Game mod: binoculars
depends = default depends = default
optional_depends = creative

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@ -119,8 +119,7 @@ function boat.on_punch(self, puncher)
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(name)
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -172,7 +171,8 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
return return
end end
@ -268,8 +268,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and if not minetest.is_creative_enabled(player_name) then
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca Boat=Barca

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Båtkryssningsläge på Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av Boat cruise mode off=Båtkryssningsläge av
Boat=Båt Boat=Båt

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky zapnutý
Boat cruise mode off=Cestovný režim loďky vypnutý
Boat=Loďka

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@ -141,8 +141,18 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air and liquids -- allow replacing air
if node_name == "air" or node_definition.liquidtype ~= "none" then if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true return true
end end
@ -154,8 +164,7 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones? -- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too -- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to return node_definition.buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
@ -182,7 +191,6 @@ local function is_all_empty(player_inv)
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
@ -194,8 +202,7 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos) local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then

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@ -1,8 +1,8 @@
# textdomain: bones # textdomain: bones
Bones=Ossa Bones=Ossa
@1's old bones=Ossa vecchie di @1 @1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2. @1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario. @1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa. @1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1 @1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1 @1's bones=Ossa di @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=Secchio vuoto Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava Lava Bucket=Secchio di lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=lo baktu be no da
Water Bucket=lo baktu be lo djacu
River Water Bucket=lo baktu be lo rirxe djacu
Lava Bucket=lo baktu be lo likro'i

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Balde Vazio
Water Bucket=Balde de Água
River Water Bucket=Balde de Água do Rio
Lava Bucket=Balde de Lava

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@ -2,4 +2,4 @@
Empty Bucket=Tom hink Empty Bucket=Tom hink
Water Bucket=Vatten hink Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink Lava Bucket=Lava hink

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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@ -62,8 +62,8 @@ for i in ipairs (butter_list) do
minetest.register_node("butterflies:hidden_butterfly_"..name, { minetest.register_node("butterflies:hidden_butterfly_"..name, {
drawtype = "airlike", drawtype = "airlike",
inventory_image = "butterflies_butterfly_"..name..".png", inventory_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
wield_image = "butterflies_butterfly_"..name..".png", wield_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
walkable = false, walkable = false,

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Farfalla bianca White Butterfly=Farfalla bianca
Red Butterfly=Farfalla rossa Red Butterfly=Farfalla rossa
Violet Butterfly=Farfalla viola Violet Butterfly=Farfalla viola

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=lo blabi toldi
Red Butterfly=lo xunre toldi
Violet Butterfly=lo zirpu toldi

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=
Red Butterfly=
Violet Butterfly=

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Vit fjäril White Butterfly=Vit fjäril
Red Butterfly=Röd fjäril Red Butterfly=Röd fjäril
Violet Butterfly=Violett fjäril Violet Butterfly=Violett fjäril

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biely motýlik
Red Butterfly=Červený motýlik
Violet Butterfly=Fialový motýlik

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@ -108,8 +108,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
-- Pick up cart -- Pick up cart
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(puncher:get_player_name())
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart") local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world -- If no room in inventory add a replacement cart to the world
@ -390,7 +389,7 @@ minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", { minetest.register_craftitem("carts:cart", {
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"), inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png", wield_image = "carts_cart_front.png",
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under local under = pointed_thing.under
local node = minetest.get_node(under) local node = minetest.get_node(under)
@ -416,8 +415,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true) {pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(placer:get_player_name()) then
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Kereta
(Sneak+Click to pick up)=(Menyelinap + Klik untuk ambil)
Rail=Rel Rail=Rel
Powered Rail=Rel Bertenaga Powered Rail=Rel Bertenaga
Brake Rail=Rel Rem Brake Rail=Rel Rem
Cart=Kereta
(Sneak+Click to pick up)=(selinap + klik untuk ambil)

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Vagone Cart=Vagone
(Sneak+Click to pick up)=(Strisciare+Click per raccoglierlo) (Sneak+Click to pick up)=(Strisciare+Click per raccoglierlo)
Rail=Binario Rail=Binario
Powered Rail=Binario alimentato Powered Rail=Binario alimentato
Brake Rail=Binario freno Brake Rail=Binario freno

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=lo carce
(Sneak+Click to pick up)=to lo nu dzibi'o je cu samxa'e te cabra cu tadji lo nu lebna toi
Rail=lo teryre'e
Powered Rail=lo se dikca teryre'e
Brake Rail=lo terjabre teryre'e

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Carrinho
(Sneak+Click to pick up)=(Esgueirar + Clique para pegar)
Rail=Trilho
Powered Rail=Trilho Energizado
Brake Rail=Trilho de Freio

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Вагонетка Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать) (Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельса Rail=Рельсы
Powered Rail=Механизированная Рельса Powered Rail=Запитанные рельсы
Brake Rail=Рельса с тормозом Brake Rail=Тормозящие рельсы

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@ -3,4 +3,4 @@ Cart=Vagn
(Sneak+Click to pick up)=(Shift+Klicka för att plocka upp) (Sneak+Click to pick up)=(Shift+Klicka för att plocka upp)
Rail=Räls Rail=Räls
Powered Rail=Aktiverad räls Powered Rail=Aktiverad räls
Brake Rail=Broms räls Brake Rail=Broms räls

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Vozík
(Sneak+Click to pick up)=(Zakrádanie sa + Klik pre zdvihnutie)
Rail=Koľajnica
Powered Rail=Koľajnica s pohonom
Brake Rail=Brzdná koľajnica

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=
(Sneak+Click to pick up)=
Rail= Rail=
Powered Rail= Powered Rail=
Brake Rail= Brake Rail=
Cart=
(Sneak+Click to pick up)=

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@ -79,7 +79,7 @@ end
-- Unlimited node placement -- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then if placer and placer:is_player() then
return creative.is_enabled_for(placer:get_player_name()) return minetest.is_creative_enabled(placer:get_player_name())
end end
end) end)
@ -87,7 +87,7 @@ end)
local old_handle_node_drops = minetest.handle_node_drops local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger) function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or if not digger or not digger:is_player() or
not creative.is_enabled_for(digger:get_player_name()) then not minetest.is_creative_enabled(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger) return old_handle_node_drops(pos, drops, digger)
end end
local inv = digger:get_inventory() local inv = digger:get_inventory()

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@ -33,7 +33,7 @@ function creative.init_creative_inventory(player)
minetest.create_detached_inventory("creative_" .. player_name, { minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2) allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
local name = player2 and player2:get_player_name() or "" local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) or if not minetest.is_creative_enabled(name) or
to_list == "main" then to_list == "main" then
return 0 return 0
end end
@ -44,7 +44,7 @@ function creative.init_creative_inventory(player)
end, end,
allow_take = function(inv, listname, index, stack, player2) allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or "" local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) then if not minetest.is_creative_enabled(name) then
return 0 return 0
end end
return -1 return -1
@ -143,7 +143,7 @@ function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, { sfinv.register_page("creative:" .. name, {
title = title, title = title,
is_in_nav = function(self, player, context) is_in_nav = function(self, player, context)
return creative.is_enabled_for(player:get_player_name()) return minetest.is_creative_enabled(player:get_player_name())
end, end,
get = function(self, player, context) get = function(self, player, context)
local player_name = player:get_player_name() local player_name = player:get_player_name()
@ -248,7 +248,7 @@ creative.register_tab("craftitems", S("Items"), registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player) function sfinv.get_homepage_name(player)
if creative.is_enabled_for(player:get_player_name()) then if minetest.is_creative_enabled(player:get_player_name()) then
return "creative:all" return "creative:all"
else else
return old_homepage_name(player) return old_homepage_name(player)

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@ -1,4 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif
Search=Cari Search=Cari
Reset=Atur ulang Reset=Atur ulang
Previous page=Halaman sebelumnya Previous page=Halaman sebelumnya
@ -7,4 +8,3 @@ All=Semua
Nodes=Nodus Nodes=Nodus
Tools=Perkakas Tools=Perkakas
Items=Barang Items=Barang
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif

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@ -1,10 +1,10 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo
Search=Cerca Search=Cerca
Reset=Azzera Reset=Azzera
Previous page=Pagina precedente Previous page=Pagina precedente
Next page=Pagina successiva Next page=Pagina successiva
All=Tutto All=Tutto
Nodes=Nodi Nodes=Nodi
Tools=Strumenti Tools=Strumenti
Items=Oggetti Items=Oggetti

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