Commit Graph

1133 Commits

Author SHA1 Message Date
kilbith
9a6cb2d7c8 Creative: Add myself in credits
Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55.

This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months.

I expect to be credited.
2016-04-04 05:39:29 +01:00
Auke Kok
f4e77edcc6 Flood snow with either lava or water.
Fixes #1005

This doesn't flood snow or ice blocks.
2016-04-04 05:39:23 +01:00
tenplus1
e38f69d549 Fix doors disappearing while underwater
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
2016-04-04 05:39:16 +01:00
Auke Kok
874b1ae326 Beds: Check for buildable_to for bottom half
We properly checked top half already, just not the top half
target location.

Assure both checked positions are not unknown nodes.

Fixes #991
2016-04-04 05:39:06 +01:00
Auke Kok
1977ae19ae Boats: Optimize, re-UV unwrap.
The boat model had over 1700 tris (!) before this redo. I've reduced
the amount of tris to ~150, which is very reasonable given that there
are almost 45 faces to this model.

I've also spent a good hour re-UV unwrapping the entire model which
has a huuuge impact on the boats' appearance. As much as possible,
the boat now looks like it's made out of actual blocks of wood,
and I've even attempted to make the grains connect around edges,
appear in the same pattern and spacing, and generally make it look
like it's just a nice crafted thing out of several pieces of wood.

I've had to tweak the rudder part to make the texture actually have
square texture pixels. I did that by varying the vertical position of
the botton of the rudder handle and the top of the rudder bottom, which
worked well. I also had to 'slice' the rear face of the boat to prevent
a strange texture tear, probably due to non-flat surface somewhere,
but I couldn't spot the issue there anymore after adding 2 extra edges.

This looks totally like a new boat now.

 - http://i.imgur.com/stiVzsa.jpg
2016-03-30 23:11:12 +01:00
Rui
7bbbcbf7b0 Fire: Use get_item_group instead of get_node_group 2016-03-30 23:11:04 +01:00
Auke Kok
4d7dbfc826 Start timer as well when moving items around.
It's possible to hit this when using an e.g. charcoal mod
where a tree is both a fuel and a source.
2016-03-30 23:10:59 +01:00
tenplus1
787ccb5747 Add recipe to craft clay block back into lumps
Added a recipe to craft a clay block back into 4 clay lumps.
2016-03-30 23:10:52 +01:00
Jean-Patrick Guerrero
12bcfeab4d Shelves: Fix listring functionality + code cleaning 2016-03-30 23:10:46 +01:00
paramat
14334a1d89 Default: Reduce sand footstep and dug sound gains 2016-03-25 13:15:22 +00:00
Jean-Patrick Guerrero
6749da1070 Books: Ensure backward compatibility for older written books 2016-03-25 13:15:12 +00:00
Jean-Patrick Guerrero
7a29d26e3e Fire: Allow placing only above flammable blocks 2016-03-25 13:15:04 +00:00
Rui
7cba7af894 Rename Glass Door (the obisian one) to Obsidian Glass Door 2016-03-22 15:46:26 +00:00
Jean-Patrick Guerrero
a71948c007 Books: Move page buttons at the bottom 2016-03-22 15:46:19 +00:00
Jean-Patrick Guerrero
c3d2bc383b Wooden Sign: Add group oddly_breakable_by_hand 2016-03-22 15:46:13 +00:00
paramat
7d55320d5c Default: Make some plant nodes non-flammable 2016-03-22 15:46:07 +00:00
paramat
0d3bca790c Default: Fix rotation errors for mapgen aspen and sapling jungletree 2016-03-22 15:46:00 +00:00
Auke Kok
ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
Jean-Patrick Guerrero
1a5f89e750 Creative: Code cleaning + Fix items moving in virtual inventory 2016-03-22 15:45:48 +00:00
tenplus1
51891122f2 Changes to Screwdriver to add new drivers.
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels.  Tried and tested with new diamond screwdriver :)
2016-03-22 15:45:39 +00:00
paramat
537f94c28e Fire: Speed up fire spread and burn out 2016-03-21 06:17:50 +00:00
Auke Kok
da0cc7f6f6 Beds: priv/griefing fixes.
- disallow placing beds in protected areas
- fix rotation of beds(broken after 41c2b2ae)
- allow using others' beds, but don't change spawn location

Fixes #953. #943 isn't something I think was ever implemented, and
this does a fair job of addressing the main concern (spawning in
others' houses)
2016-03-21 06:17:45 +00:00
Jean-Patrick Guerrero
b57dd0f9b2 Books: Add support for multiple pages 2016-03-21 06:17:40 +00:00
Rui
8fdcfea9f9 Allow for shift+clicking inventory from bones 2016-03-21 06:17:33 +00:00
Auke Kok
9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
Rui914
a2ecc51fbc Create API for registration of fence gate. 2016-03-21 06:17:21 +00:00
James Stevenson
d90a081722 Rename argument to priv check
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
2016-03-18 02:35:38 +00:00
Auke Kok
70248505ae Walls: Don't connect to group:cracky
the ```group:cracky``` group contains all sorts of odds and ends
nodes that we shouldn't connect to. There are a few nodes that
walls now no longer connect to, that probably should get
```group:stone``` added, or something similar, though.
2016-03-18 02:35:28 +00:00
Auke Kok
22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
Auke Kok
c94349eaef Re-export character.b3d without texture linkage.
I've created a modified B3Dexport.py version that automatically strips
the embedded texture link to external texture files. These links were
causing the engine to spew "can't find character.png" messages on the
console, but were harmless due to texture loading being done by the
client side and not through irrlicht.

I previously moved character.png to /textures/, which is wrong. I now
understand that character.png was in the same folder as character.blend
simply to make blender load the texture from the embedded linkage
automatically. Nothing more, nothing less.

Subsequently the character.png file should just sit in convenience
in the /models/ folder with the blend file, and not in the textures
file. This patch moves it back. And yes, minetest does load the
character.png from this path.
2016-03-18 02:35:14 +00:00
Auke Kok
41c2b2aeea Allow both sides of the bed to be digged up.
Tested with nodebreaker, fire.

If called from lua, minetest.remove_node() calls on_destruct() callbacks
before the map is actually updated. This means that we can't look at the
map data to determine if we're done cleaning up adjacent nodes, and we
have to stop recursing some other way.

There's no data we can pass around through functions that would survive
scope to a secondary on_destruct() callback, so we have to maintain
local state somewhere in the mod namespace.

In this case, we keep a bitflag. The bitflag is set to "true" by
default. On the first half removal, the flag is flipped and afterwards
we remove the other half node. When the on_destruct for the other half
is running, it's value is false and we flip it back to true without
removing the other half node.

This thus prevents recursing.

To facilitate easier finding of the bed partner, we tell our on_destruct
whether we're a top or bottom half node through a passed flag.

Now that the top is diggable, we just need to assure that it drops a
bottom bed part.
2016-03-18 02:35:07 +00:00
Auke Kok
cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
paramat
f18871d60c Default: Colourise desert cobble to be consistent with desert stone
Hue and saturation match desert stone and desert stone brick
Preserve original mortar colour
2016-03-15 16:23:13 +00:00
paramat
c17c317669 Doors: Update glass door item textures to new design 2016-03-15 16:23:05 +00:00
Auke Kok
7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
Auke Kok
e5304ce674 Fire: Optimize spreading ABM.
No need to find_node_near twice with the same params.
2016-03-15 16:22:50 +00:00
Jean-Patrick Guerrero
28884cc784 Add flint and flint-and-steel 2016-03-15 16:22:42 +00:00
Auke Kok
dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
tenplus1
20053d6b52 Fix bug rotating unknown node
This fixes a bug what crashes game when rotating an unknown node.
2016-03-13 04:49:15 +00:00
paramat
079b796031 Dye: Add global table of dye names and descriptions 2016-03-13 04:49:03 +00:00
paramat
9c887e0b32 Dye: Make pink dye mixable
Correct 2 inconsistent mixes
Clean up code style and vertically align mix table
Remove dyelocal and simplify table names
2016-03-13 04:49:03 +00:00
Auke Kok
2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
Auke Kok
f8f7502e32 Basic stone walls, using NDT_CONNECTED.
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).

The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.

This change requires minetest/minetest#3503.

Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
2016-03-13 04:11:22 +00:00
Auke Kok
b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
Auke Kok
d979293f14 Convert fences to NDT_CONNECTED.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.

These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.

These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.

Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.

This change requires minetest/minetest#3503.
2016-03-13 04:10:51 +00:00
Jean-Patrick Guerrero
676822d286 Change steel ladder sounds + fix/add missing recipes 2016-03-11 15:28:13 +00:00
red-001
a5ad30748d Add an on_burn callback. 2016-03-11 15:27:57 +00:00
paramat
45bc0b245f Beds: Fix code style issues 2016-03-09 02:44:32 +00:00
Jean-Patrick Guerrero
aa676ab878 Add steel sign + Update wooden sign texture 2016-03-09 02:44:27 +00:00
paramat
f80fafbcfb Default: New jungletree_top texture 2016-03-06 01:32:11 +00:00