clumpfall/changelog.txt

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Initial Clump:
+New group "clump_fall_node" created that applies to nodes that aren't, air, ignore, or part of the groups falling_node, attached_node, or liquid
+Set the above + to occur after every other mod has registered nodes, so that nodes from every mod will be affected
+Added a check between two points for clump_fall_nodes that are susceptible to falling
+Created a seperate clump_fall function that performes the above + once every second
+It also, upon looping, changes the area to be checked in response to the locations of the last nodes that fell
+Furthermore, it removes nodes to fall and spawns the appropriate falling_nodes in their place
+Made a method to spawn a falling node while also automatically giving it the node and metadata information about the node that is trying to fall
+This clump_fall function has lastly been registered to occur automatically on nodes that are punched, broken, and placed
+Beds have been excluded from the clump_fall_node group due to major issues with how they fall
+Documented most of the above
Clump The Second:
+Created this changelog
+Added an actual description to the documentation of spawn_falling_node (whoops), also revisioned a few other random pieces of documentation
+Whenever a node falls, all nearby falling_nodes and attached_nodes are updated to prevent such nodes from floating after clump_fall_nodes fall
+Clump Fall Nodes no longer repeatedly try to fall when placed on top of nodes in the falling_node group like sand or gravel
+Split a majority of init.lua into functions.lua and override.lua, with clumpfall as the global variable
*Renamed function clump_fall to do_clump_fall to be less confusable with global clumpfall
-Re-included beds in the clump_fall_node group
+Made override_entity method and used it to fix issue where sand can land on a floating block without causing that floating block to fall by making falling nodes punch themselves after landing
*Moved that override_entity method to the entitycontrol mod and added a dependency and depends.txt for that
*Turned the individual checks inside of the check_group_for_fall function into the function check_individual_for_fall, so it can be used for other purposes
+Heavily modified behavior of objects that are in both clump_fall_node and bed groups:
+You can now fix half beds by punching them (Well, unless they're the untouchable top parts, for now...)
+More importantly, beds' on_destruct method has been fixed to account for the possibility of half beds being destroyed.
+Also, beds are more thorough when checking their other halves, so a destroyed bed will only destroy its own other half, given that such exists
+Added functions that will add to existing on_dig, on_place, and on_punch events instead of replacing them completely. This fixes issues with nodes like Mesecon Switches that will either turn on/off when punched, or will fall down when punched and without support. Now, these kinds of nodes properly do both.
*Overrides the previously changed on_place in this mod now change the after_place_node event because that gives a pos argument usable for the clump_fall function
Clump III:
+Variable support strength:
+Now, not all clump fall nodes are created equally; some, typically types of wood and stone, are much more stable and easier to work with.
+The "level" group now also increases the node's support range
+Though no nodes currently have this group, "clump_fall_support" can be used to give certain nodes a larger support range.
+Added settings that can be changed in the "All Settings" menu: Clumpfall's Clump Interval, Clumpfall's Clump Radius, and Clumpfall's Support Radius
+Added a mod.conf
*Switched license to LGPL2
*Spaced out the changelog a little to make it easier to read
-Removed most of the functions that add to existing node callbacks, except add_punch_event, because minetest.register_on_(callback) functions are used now instead.
+Fixed:
-Error message in debug.txt about undeclared globals x, y, and z during clump falls.
-Chests and other containers losing their contents upon falling
-group:clump_fall_node nodes floating if the group:falling_node node underneath falls.
-Connected nodes like fences refusing to make connections, and only ever remaining pole-shaped.