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Commit Graph

979 Commits

Author SHA1 Message Date
Diego Martínez
496521f4a1 Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
paramat
28ecb3b261 Dungeons: Use 'block' instead of 'brick' for nodebox stairs 2017-03-05 09:27:44 +00:00
octacian
c68b8274fe Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
2017-02-28 18:16:55 -08:00
Auke Kok
78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
paramat
d1b132555b Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
2017-02-28 05:32:19 +00:00
octacian
9d3a526324 Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
2017-02-27 19:00:14 -08:00
paramat
bb18eeccaf Corals: Smaller, less dense reefs 2017-02-25 03:52:31 +00:00
paramat
d5f1f964e3 Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
2017-02-25 03:52:26 +00:00
paramat
1ec31d8472 Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.

With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.

The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
2017-02-25 03:52:19 +00:00
MarkuBu
60e5b299af Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.

The API is documented in game_api.txt.

`default.register_leafdecay(leafdecaydef)`

`leafdecaydef` is a table, with following members:
{
	trunks = { "default:tree"}, -- nodes considered trunks
	leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
	radius = 3, -- activates leafdecay this far from the trunk
}

The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.

The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.

Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.

The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.

-- The API was added by sofar.
2017-02-25 03:50:15 +00:00
Thomas--S
37dd910747 Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
2017-02-21 10:17:12 -08:00
SmallJoker
89c45993ac Carts: Fix the rail table overwrite behaviour 2017-02-12 11:39:52 -08:00
paramat
0819d4bade Visual scale: Update plantlike nodes to post-bugfix values
Plantlike drawtype no longer applies 'visual scale' twice, so now we
use the actual scale factor desired.
Remove unnecessary 'visual_scale = 1.0' lines.
2017-02-12 01:27:34 +00:00
octacian
f6dfa4a1cb Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.
2017-02-12 01:23:53 +00:00
rubenwardy
e3dd3d19cd Add sfinv.set_page, plus other helper functions 2017-02-10 23:54:57 +00:00
Paramat
86849d9eec Default: Add nodebox mese post light usable as a growlamp (#1480)
Light level 14 to be able to grow plants.
3 returned from crafting with 1 glass node, 3 mese crystals and 1
wood plank.
Seamlessly placable on appletree wood fence posts.
2017-02-08 16:01:30 -08:00
Thomas--S
c88c0a98fd Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
2017-02-08 15:59:25 -08:00
paramat
2e950ac61c Mapgen: Dedicated registrations for mgv6 blob ores
Now that biomes are being specified for blob ores we need a separate
set of blob ore registrations for mgv6 which has no Biome API biomes
defined.
Various minor improvements to mapgen.lua.
2017-02-02 17:20:53 +00:00
paramat
2b215848d8 Trees: Add 'snowy' group for pine sapling snow detection
Use the 'snowy' group in the 'is snow nearby' function instead of
default nodes. Often snow nodes are not from the default mod.
2017-02-01 17:51:44 +00:00
paramat
e86955afae Creative: Cache creative mode setting 2017-02-01 17:51:35 +00:00
paramat
d560f59a74 Ores: Add silver sand blob ore, relocate other blob ores 2017-02-01 17:51:22 +00:00
rubenwardy
b06368adf2 Fix node drops not being added to inventory when not in creative mode 2017-01-27 19:48:59 +00:00
paramat
1dd9fdb530 Dungeons: Add mapgen alias for desert stone stairs 2017-01-26 17:56:16 +00:00
number Zero
38500da655 Stairs: Fix smooth lighting of stair mesh 2017-01-26 17:55:16 +00:00
rubenwardy
bee5b316a8 Creative: Add creative.is_enabled_for 2017-01-26 17:54:45 +00:00
paramat
ae426878d4 Sounds: Remove 'default_dig_crumbly' from leaves defaults table
Now that the missing 'default_dig_snappy' sound has been added we can
remove the dirt dig sound from the table. All nodes that use the
leaves defaults table have group 'snappy' so 'default_dig_snappy' now
becomes their default dig sound.
2017-01-22 07:47:04 +00:00
Martin Doege
eb1805ea0a Textures: Strip color profiles from some textures
Removes the "iCCP: known incorrect sRGB profile" error messages on the
console when starting minetest_game by stripping offending color profiles.
2017-01-22 07:43:12 +00:00
Auke Kok
1104d571b0 TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
Auke Kok
6dcf541f6e Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit 5e4a6e8ac6, and
             commit 60cf3f85b6.

The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.

The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
2017-01-15 17:43:17 -08:00
paramat
1470b9df79 Tree log decorations: Replace lua tables with .mts files 2017-01-15 04:29:56 +00:00
Lars Hofhansl
8715b83ff0 Fire: Make explosions remove flames
TNT removes flammable nodes from the destruction radius and should
remove flames within it too because they lose their fuel and would
be removed by ABM later anyway.
2017-01-15 04:24:01 +00:00
Baptiste Pouget
57eb906047 Add support for custom bed sounds 2017-01-12 12:42:38 -08:00
Auke Kok
df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
paramat
c8b1671ef0 Default: Alter sand to sandstone recipe
Craft 4 default:sand to default:sandstone.

Previously, 4 group:sand was craftable to sandstone and sandstone was
craftable back into default:sand, allowing silver and desert sands to
be converted into incorrect colour sandstone and yellow sand.
2017-01-07 22:01:36 +00:00
paramat
96aac5ff5b Fire: Reduce flame light level to 13 2017-01-07 22:01:30 +00:00
rubenwardy
cadc8b34d7 Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.

This is a game play change, so it better suited to
Minetest Game rather than builtin

Fixes #857
2017-01-07 22:01:19 +00:00
rubenwardy
48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
paramat
42700a4b4b Default: More generous meselamp recipe
Require only 1 mese crystal instead of 3.
To make farming in dark locations easier.
To reduce and balance recipe ore cost.
2017-01-02 18:31:01 +00:00
SmallJoker
8bc93598c6 Papyrus, cactus: Require light level 13 for growth 2017-01-02 18:30:05 +00:00
DS-Minetest
f07c4dcd83 Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
paramat
3c9d0893ee Boats: Avoid crash if boat pos over limit
If the boat pos is over limit, 'add entity' will not add an entity,
causing 'boat' to be nil.
2016-12-21 13:42:23 +00:00
paramat
12b1541971 Sounds: Edit some sound gains, mostly footsteps
I recently made glass footstep and dig gains too low, raise slightly.
Change dirt dug gain from above-maximum 1.5 to maximum 1.0.
Reduce gain of footsteps: stone, dirt, gravel, wood, metal
Raise gain of leaves footstep.
2016-12-17 20:02:40 +00:00
Auke Kok
e5c5c2637e Furnace: Attempt to fix exploits
The fuel would remain active even if source went empty, giving
free cook time to newly inserted items. This patch is supposed
to stop this.
2016-12-17 20:01:46 +00:00
paramat
55a16cd2c6 Default: Add missing 'default_dig_snappy' sound
Some nodes with the snappy group (wool, glass pane, seeds) were missing
sound when dug with a sword.
Adding the sound causes it to be used for glass pane, so define a 'dig'
sound in the 'node sound glass defaults' table, use the footstep sound.
Adding the sound also causes it to be used for seeds which deliberately
have no dig sound, so add an empty sound override for seed dig.

Reduce the gain of the glass footstep sound which was excessively loud.

Add some freesound members to license.txt.
2016-12-13 03:15:30 +00:00
paramat
3e5852993d Carts: Stronger handbrake
Handbrake was barely noticeable and fairly useless.
Equalisng with brake rail deceleration makes it more intuitive to use
and easier to judge stopping distance.
2016-12-07 08:29:41 +00:00
HybridDog
4a5206e3a7 Furnace: Make furnaces work when unloaded
This is slightly modified after #1279 - the setting for furnace
timer was removed and hardcoded to 1.0s, which is the old furnace
timer interval.
2016-12-07 08:28:53 +00:00
paramat
fed2151d70 Fire: Rewrite fire sound code
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.

New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.

Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.

Reduce gain of flame extinguish sound.
2016-12-07 08:28:08 +00:00
paramat
58038a7941 Snappy group: Remove beds and cactus from group 2016-12-05 01:41:41 +00:00
rubenwardy
0ff09e018d Add sfinv.get_homepage_name(player)
Also sets creative:all as default inventory page
Fixes #1423
2016-12-05 01:39:50 +00:00
paramat
7998de671f Default: Convert remaining indexed leaves to RGBA
Some GPUs cause visual bugs when mip-mapping is used with indexed textures
that use alpha. Because leaves are sometimes rendered opaque it is even
more important to keep these as RGBA to preserve the correct background
colour.
2016-12-04 06:36:05 +00:00
paramat
fc791d80f0 Default/flowers: Improve papyrus and waterlily schematics
Papyrus:
Make base node dirt instead of dirt_with_grass. Formerly the exposed
dirt would change to grass but the new grass spread ABM now prevents that.

Waterlily:
Don't specify a water_source node in the schematic, as it may be used in
river water. It was not force-placed but should really be "air" prob = 0.
2016-12-04 06:36:05 +00:00
Napiophelios
e67a60376f Xpanes: Improve bars texture 2016-12-04 06:35:39 +00:00
Auke Kok
ea9c4012d5 Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.

This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.

We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
2016-12-04 06:34:51 +00:00
Auke Kok
d7f176dfd8 Torches: Make selection boxes consistent
This makes all the 3d torch selection boxes 1px oversized. Before,
they were inconsistently sized and too small for the upright torch.
2016-12-04 06:34:16 +00:00
Wuzzy
c5f11d74d4 Default: Make Book with Text a furnace fuel 2016-12-03 02:18:15 +00:00
paramat
42afe679a7 Default / flowers: New biomes. Limit dirt blobs. Add corals, bushes
Biomes:
Add 'sandstone desert', 'cold desert', 'snowy grassland'.
Rename 'glacier' biome to 'icesheet' biome.
Rename non-swamp 'swamp' biomes to 'shore' biomes.
Remove 'sandstone grassland' biome.
Rename 'stone grassland' biome to 'grassland' biome.
Edit biome points for improved similarity to Whittaker classification.
Change 'tundra' to bare stone with snowblocks.
Make dirt 'swamp' / 'shore' less deep.

Ores:
Make dirt blob ore biome-specific, limit to dirt biomes.

Decorations:
Make mushroom noise spread match that of appletrees as originally intended,
to have mushrooms spawn in darker thicker forest areas.
Add coral reefs in warm oceans.
Add bushes and acacia bushes.
Jungletrees in deeper water for larger swamps.

Register flower mod decorations in singlenode mapgen for use by
minetest.generate_registered_decorations, as in default/mapgen.lua.
2016-12-03 02:18:06 +00:00
Napiophelios
0413cb67b8 Add Cobble Walls to Moss Growth ABM 2016-12-01 12:59:25 +01:00
paramat
f06f66ccc2 Boats / carts: Fix and improve on_punch functions
Boats:
Previously, boats were not added to inventory in creative mode, fix.
In creative mode multiple boats will not be added to inventory.
Add comment.

Carts:
Set speed to 2 if punched by a non-player, to match the effect of a
player punch.
Add comments.
2016-11-30 02:44:44 +00:00
sfan5
04f045158f Avoid "leaking" creative inventories to other players 2016-11-28 13:43:02 +01:00
Auke Kok
4f32fd253c Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
2016-11-27 18:26:31 -08:00
paramat
0196c4793a Carts: Make rails 'is ground content = false' 2016-11-28 01:28:24 +00:00
paramat
fa17fe31d6 Creative: Re-implement constant hand dig times, add comment 2016-11-28 01:28:24 +00:00
Diego Martínez
788ae97ba1 Carts: Take creative mode into account
This commit makes the carts mod not add the cart
item to the player's inventory if running with
creative mode and the player already has it.
2016-11-28 01:27:54 +00:00
SmallJoker
1a6ad498d7 Carts: Increase performance overall 2016-11-27 03:27:53 +00:00
SmallJoker
2effe40dc5 Carts: Improve readme file 2016-11-27 03:27:53 +00:00
SmallJoker
81f8c8aef8 Carts: Move entity definition to seperate file 2016-11-27 03:27:53 +00:00
paramat
9bbe7f99da Carts: Increase power rail acceleration to help climbs
This is partly a workaround for a bug.
Climbs with continuous power rails were failing often due to
unexplained losses of speed leading to a reversal of direction.
The lack of acceleration on climbs meant that lost speed was not
regained.
Keeping cart speed at maximum on climbs helps reduce the chance of
reversals.

This also allows players to slowly accelerate up to full speed on a
climb without needing a horizontal run-up to reach full speed first.
It may not be possible to build the horizontal sections needed, or,
if players are replacing a previous carts mod their track
constructions, bridges, tunnels etc. will often not have the
horizontal sections needed.
Players will also sometimes need to place and enter a cart on a slope
and be able to climb.
2016-11-27 03:27:53 +00:00
rubenwardy
d42ae715b8 Sfinv: Add sfinv to allow tabs to be added to the inventory 2016-11-27 03:27:12 +00:00
paramat
e837621537 Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
2016-11-26 03:14:56 +00:00
Rogier
fd87b04f3c Default: Several improvements of character model
- Improve arms attachment

  The arm bones were at an angle, so that the bones were difficult
  to orient correctly, as unintuitive combinations of angles
  would be needed to get the default orientation, or any other
  acceptable orientation. Moreover, a simple rotation of the arm,
  e.g. forward, would require all angles to be adapted, instead
  of just one.

  The ends of the arms bones were moved from touching the body, to
  the center of the arm, at an equal distance from the sides of the
  arm and the shoulder; the arm bone is now in the center of the arm.

- Fix body rotation

  The body was rotated 180° while the rest wasn't, leading to
  strange results when setting bone positions manually.

- Fix default rotation of limbs (manually positioning them in
  their default position would require an 180° rotation).
  Is is not know how this was fixed. Maybe just because the
  model was re-exported.

- The bone of the cape was moved to the center of the cape (it was
  at the edge). For some reason this fixed the 180° rotation of the
  cape when it was manually positioned (similar to previous issue).

The changes above fix most of the issues mentioned in #1376

- Add a player-model-specific workaround for the problem described in:
  https://github.com/minetest/minetest/issues/2813#issuecomment-198796927
  https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915

  During walking, attached tools would randomly switch hands. Walking also
  happens to be the only animation where the body does not move. Making the
  body move an imperceptible amount makes the issue disappear for the player
  model.

- Fix body vertex group: it no longer includes parts of arms and legs

Thanks to @stujones11 for these last two changes.
2016-11-25 03:03:48 +00:00
Auke Kok
e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
Auke Kok
0bd2efcfc1 Merge 'torches' mod as default:torch.
This merges the current state of the well-maintained and tested
`torches` mod as I've maintained it for the last 6 months.

This started out as a thorough cleanup of 3D torches by blockmen,
where some of the initial code still remains.

The models were redone entirely from scratch and have been extensively
tested with dozens of animated textures converted with mcimport,
and look a lot better than the original 3D Torches mod.

The ceiling torch is retained and functional. The `wieldlight`
addition that the torches mod has was removed, since it relies
on wieldview to look decent. This can stay external mod code.

I've opted to move the torch nodes to a separate file. It's not
a lot of code but nodes.lua is already huge, and I wanted to
retain the copyright header and some of the readme.txt notes,
and this was the easiest way of doing it.

This code passes "default:torch" to nodes with on_rightclick,
fixing problems with itemframes. Essentially it has a more
elaborate item_place() routine to make sure we're not passing
the wall torch to nodes that may display it.

The ceiling torch is a separate model and not the same as the
floor model. That does mean that there are 3 models in this
mod.
2016-11-23 15:29:53 -08:00
paramat
09a229b412 Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
Auke Kok
208c9f4901 Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
2016-11-21 21:23:50 -08:00
Thomas--S
55ab3a117d Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
2016-11-21 03:19:47 +00:00
paramat
ec95f47021 Default: Add water footstep sounds
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
2016-11-21 03:19:37 +00:00
Auke Kok
1e691c4429 Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.

- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
  of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
  different)
- rail parameters are passed as a separate def table, and stored in
  a private list. This avoids having to call `get_meta` on every
  node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
  cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
  a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.

The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-11-21 03:15:04 +00:00
Auke Kok
75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
paramat
47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00
pilino1234
2c122052d4 Boats: Use player yaw on place, align player yaw with boat on enter
When placing boats, align the boat with the player's yaw.

Align drivers yaw with boat yaw when entering a boat, would previously turn
boat yaw by player's yaw + 90° to the right.
2016-11-19 23:44:27 +00:00
paramat
c3f3406e8e Default: Add 'group:cools_lava' for lavacooling by snowblock and ice
Make lava cooling ABM use a new group 'group:cools_lava'.
Nodes other than water can cool lava. We assume snowblock and ice melt,
turn to water and cool lava.
Leave 'group:water' present temporarily to not break mod liquids.
2016-11-18 08:09:45 +00:00
Auke Kok
68192a17e9 Default: Add tool breaking sounds
These will automatically play when a tool breaks.
2016-11-18 08:08:59 +00:00
tenplus1
022d22ceca Creative: Fix missing item bug caused by 'start_i' value
This fixes the missing item issue in creative inventory caused by using
1 instead of 0 for 'start_i'.
2016-11-18 05:38:25 +00:00
Auke Kok
af3c91862c Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
2016-11-18 05:37:02 +00:00
sfan5
7fbf25d6ca Do not show item overlay if slot is occupied by item (bookshelf, vessels shelf) 2016-11-14 20:03:49 +01:00
paramat
f8bc1e1714 Nyancat: Make nyancat and rainbow light sources 2016-11-10 08:10:41 +00:00
paramat
ddea6c431e Default: Make snowblock change 'dirt with grass' below
To be consistent with the snow slab.
2016-11-10 08:10:34 +00:00
paramat
614e9cfe8d Default: Make snow walkable again 2016-11-10 08:10:29 +00:00
Wuzzy
6e00ddee2a Default, vessels: Darken shelf empty slot icons
Rename slot icons.
2016-11-07 14:32:35 +00:00
Wuzzy
3109f38b3c Sethome: Don't auto-grant home priv to singleplayer 2016-11-07 14:13:45 +00:00
Rui
5868274b00 Creative: Fix crash when turning on creative in-game 2016-11-07 14:13:10 +00:00
Fernando Carmona Varo
c824d69182 Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
paramat
c7e2d59461 Default: Add 'acacia leaves simple' texture
A deeper, darker level of leaves is created by tiling the texture
2 by 2, reducing brightness and offsetting this.
For a denser leaf appearence with the 'simple leaves' setting.
Also used for acacia bush leaves.
2016-11-06 08:25:53 +00:00
Rui
631f7f46c7 sethome.get: Copy a return value 2016-11-05 19:59:15 -07:00
paramat
178db04526 Default, flowers: Improve plant selection boxes
Selection box width is limited to 14 / 16 node to visually
distinguish box from any neighbouring cubic nodes.
2016-11-05 09:14:10 +00:00
cx384
23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
Fernando Carmona Varo
7fee589e03 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
Fernando Carmona Varo
5b2a896180 Bucket: Allow buckets to trigger the on_punch of entities and nodes
The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
2016-11-02 12:39:56 +00:00
Wuzzy
56d6eaed85 Xpanes: Use opaque texture for top+bottom of iron bar (#1357)
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
2016-10-31 14:20:26 -07:00
Wuzzy
d92034e3f7 Add fuel slot to furnace listring 2016-10-31 14:17:38 -07:00