Commit Graph

804 Commits

Author SHA1 Message Date
Paramat
ca7c131133
Large cactus schematic: Don't force-place root node
This schematic is used for sapling-grown large cacti, so should not
destroy the sand node below, as sand nodes are in short supply in
some situations.
Like trees, only force-place the node that replaces the sapling.
2019-06-07 20:34:13 +01:00
acmgit
61bfac0fa2 Prevent potential crash caused by moss growth ABM 2019-06-02 18:50:20 +01:00
An0n3m0us
e19f42d648 Add groups for tools and mushrooms (#2378) 2019-06-01 21:10:30 +02:00
Paramat
aee5ba64f9
Make cave liquids biome-determined
No longer use the hardcoded engine cave liquids.
Water only in '_ocean' biomes, water and lava in '_under' biomes.
2019-05-18 21:22:19 +01:00
Paramat
f21bab2ff9
Split underground biome to correspond to surface biomes
In preparation for biome-defined: dungeon materials, cave liquids,
stone type, ores, decorations.
'_ocean' biomes now extend to y = -255 to be deeper than default
mgv5 oceans, and to create 'shallow underground biomes'.
Remove unnecessary biome lists for gravel and silver sand blob ores,
as those are already defined to only appear in default:stone.
2019-04-19 21:23:26 +01:00
HybridDog
0291c6b210 Moss growth ABM: Add inner and outer cobble stairs, simplify code 2019-04-06 21:35:48 +01:00
tenplus1
88d79881b8 Add food groups to blueberries (#2335) 2019-03-31 22:20:47 +02:00
Paramat
dfe6fd6560
Restrict waving liquid shader to normal water 2019-03-27 02:17:32 +00:00
Paramat
196f206d3e
Remove corals.mts credit 2019-02-18 19:57:30 +00:00
Paramat
1ca25eec9d
Kelp, coral sounds: Add missing 'footstep'. Use quiet 'dig', 'dug'
Footstep sounds as sand or cubic coral nodes.
Dig and dug sounds as leaves but much lower gain to be suitable for
underwater.
2019-02-16 21:18:01 +00:00
Auke Kok
6b2887e3bf Limit sign length to 512 (~6 lines of 80 char or so).
Players can enter unlimited text into the field, causing lag and
potentially locking up clients. I have not found any negative effects
server side, other than the large storage needed to store the long
text.
2019-02-07 23:57:42 -08:00
Paramat
2033b2cc65
'permafrost_with_stones/moss' drops itself instead of permafrost
Previously they were not collectable or creatable.
A simple temporary solution for MTG 5.0.0.
2019-02-05 00:24:04 +00:00
random-geek
6e0e2b8be9 Textures: Update permafrost to new dirt, improve stones, add stones side 2019-02-03 19:14:13 +00:00
Paramat
7fa03c7a9b
Fix small pine leafdecay: New schematics, new leafdecay radius
Fix small pine leafdecay: New schematics, new leafdecay radius
2019-01-04 04:12:07 +00:00
Paramat
8af8dc49a0
Remove uses of default.gui_bg/bg_img/slots
Keep their definitions, to not break mods, but move them to legacy.lua.
2019-01-03 01:57:13 +00:00
Paramat
6688ddf6d4
Add large cactus seedling
Alter 'large cactus' schematic to place another force-placed cactus node,
to replace the cactus seedling on growth.
Make schematic 5x7x5 to solve rotation, placement and protection check
issues.
Add a y-slice probability for height variation.

Growth time is tuned to not make this a faster way to obtain cactus nodes
compared to normal cactus farming.
Seedling texture by Extex101.

Use sapling/seedling description in protection intersection message in
'sapling_on_place' function.
2019-01-02 02:18:50 +00:00
Paramat
ec248d3cb0
Remove now-unused 'puts out fire' group 2018-12-08 04:00:38 +00:00
Ezhh
21f5eaade0
Add plantlike_rooted coral 2018-11-15 00:49:16 +00:00
SmallJoker
ad486bc863 New glass, glass stair/slab, and glass door textures 2018-11-02 17:22:54 +00:00
Paramat
58f6994e08
Liquid sources: Backface-cull sides and base. Remove unused special tiles
Fixes most z-fighting caused by underwater nodeboxes.
Special tiles were for 'new style water' (lowered water level) which was
removed a few years ago.
2018-10-27 13:57:16 +01:00
SmallJoker
cf0e49fb4a Chests: Fix crash on empty key metadata 2018-10-18 05:45:35 +01:00
TumeniNodes
f583d90c94 Fence rails: Allow connections to walls 2018-10-11 19:31:35 +01:00
random-geek
ab1a79b13c Add blueberry bushes 2018-10-09 20:54:22 +01:00
Paramat
24900f7da5
Fence rail: Only connect to fences. Update map mod README recipe
Fence rail: Only connect to 'group:fence'.
Update map mod README crafting recipe documentation.
2018-09-25 19:42:19 +01:00
Ezhh
e10e0f94d6
Remove cave ice from creative inventory 2018-09-21 18:52:55 +01:00
Paramat
689f0c5478
README.txt files: Change 'LGPL 2.1' to 'LGPLv2.1+'. Remove 'WTFPL' 2018-08-22 01:23:00 +01:00
Paramat
f4f90520ec
Add new dirt texture by random-geek 2018-08-21 20:41:26 +01:00
Paramat
20b433881b
New wider apple tree schematic
Precisely reduce trees and logs per mapchunk division to compensate.
2018-08-20 23:56:00 +01:00
Paramat
70c0181b59
Pine bush: Do not force-place needles nodes 2018-08-04 20:26:30 +01:00
Paramat
ab3b1a35f5
sfinv, player_api mods: Fix and cleanup README and license files
sfinv:
Move license information to create the missing license.txt file.
Make README consistent with other Minetest Game mods.

player_api:
Add missing texture and sound credits to README.
Update and add extra license information.

default:
Remove credit for 'player_damage.ogg' sound.
2018-07-31 10:55:28 +01:00
Paramat
506eca22bc
Make apple log shorter, to be no longer than appletree trunk 2018-07-24 16:14:52 +01:00
Paramat
57db3f748c
Default: Credit schematics and licence as media 2018-07-14 22:52:12 +01:00
TumeniNodes
9318c71659 Biomes: Add pine bush to taiga and snowy grassland
Replaces 'bush' in snowy grassland.
2018-07-13 01:17:07 +01:00
Paramat
d4b0b73ae0
Move chests to a new file. Update credits for chests and torches
Move chests code out of nodes.lua and into a new file.
Credit torch code, and chest and torch models in README.txt.
Remove 'torches' mod text from torch.lua.
Minor cleanups in README.txt.
2018-07-10 23:02:22 +01:00
Paramat
ef7bd43829
Remove coral air-death ABM 2018-07-10 03:51:41 +01:00
Paramat
513609dcfd
Fence rails: Add fence rail textures
Minor clean up of README.txt, including deletion of credits for removed
torch textures.
2018-07-08 22:22:07 +01:00
TumeniNodes
7e1b07fddd Add fence rails
Dedicated fence rail textures coming in a follow-up PR.
2018-07-07 19:03:33 +01:00
SmallJoker
255031fc91 Replace deprecated function calls 2018-07-01 20:44:03 +01:00
Ezhh
e9fbd3d75d Add longer log schematics
These use 'spawn_by' to avoid steep slopes.
2018-06-15 07:25:43 +01:00
Paramat
e74e091e78
Biomes: Make beaches snowy in snowy biomes 2018-06-01 22:39:50 +01:00
Paramat
ed1d64d8aa
Snow: Make players sink into 'default:snow' by 3/16 node 2018-05-31 03:14:46 +01:00
Paramat
b389f38120
Kelp: Add 'paramtype = light' to avoid black plantlike extension 2018-05-19 18:57:01 +01:00
Paramat
64470dc786
Biomes: Add vertical biome blends (#2120)
Alter a few biome y-limits for consistency.
2018-05-15 22:27:39 +01:00
Ezhh
3d709dfa1d Enable regrowth of apples
Apples only regrow where they first appear on trees, either on mapgen or when grown from saplings (meaning apples that were placed by players won't regrow).
Once the tree is cut down in full (leaves removed), regrowth will stop.
New apples only grow in daylight, and take the same time as a sapling to grow.
2018-05-11 16:42:28 +01:00
Paramat
ace7ec953e
Biomes: Add tundra lowland with permafrost, stones, moss and snow
Move previous tundra to highland and remove the snowblocks that are
unsuitable for a fairly dry biome, use snow slabs instead.
2018-05-04 23:05:47 +01:00
Ezhh
b52ea3de15
Remove commented lines from biome definitions 2018-04-30 22:14:23 +01:00
Paramat
aedd209440
Use stratum ore to add the missing sandstone types
Add silver sandstone strata to 'cold desert' biome.
Add sandstone and desert_sandstone strata to 'desert' biome.
2018-04-29 07:15:11 +01:00
Paramat
bbb88e6387
Rebalance bronze and steel tools, swap ore depths
Reduce bronze tool capabilities to be between stone and steel.
Swap depths of iron ore and tin / copper ores for corresponding
progression.
2018-04-20 20:13:16 +01:00
Paramat
8d8f2f79d0
Ore distribution: Deeper iron, diamond and mese block, tune gold (#2107)
Iron at y = 0 was far too easy to find.
Adjust gold lower region to be twice the depth of highest level, like
all other ores.
Diamond at y = -500 was too easy to progress to.
Make diamond and mese block deeper to create a depth progression from
mese crystal to diamond, to reflect tool progression.
This all creates a satisfying 2^n depth progression, with lower regions
being at twice the depth of highest levels.
2018-04-12 00:51:56 +01:00
tenplus1
11b3407671 Add food_* groups to default edibles (#2089) 2018-04-04 10:59:15 +02:00
Andrew Ward
b0e55c52c8
Add formspec theming, remove sfinv's dependency on default 2018-03-28 18:28:26 +01:00
Ezhh
c0557b2c23
Add names for register_decoration 2018-03-18 00:25:16 +00:00
Paramat
c2209c120e Add new pine needles texture by Splizard 2018-03-13 20:02:18 +00:00
paramat
160dc21bc1 Pine trees: Add small pine tree and mix into coniferous forests
Use noises to create a varying mix in coniferous forest biomes:
Areas of large pines only, areas of small pines only, mixed areas.
While also having areas of high and low tree densities.
Saplings grow into large or small pines with equal chance.
2018-03-11 00:18:13 +00:00
paramat
ac50b3e3ce Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice
Has 'is_ground_content = true'.
Drops 'default:ice'.
2018-03-11 00:18:07 +00:00
paramat
3afcd68e9b Ores: Remove region overlaps. Make some regions deeper 2018-03-05 23:05:59 +00:00
paramat
702070accb Floatland biomes: Add forest, tune beach height 2018-02-27 01:16:43 +00:00
SmallJoker
04a46d0671 Rename intersects_protection to is_area_protected 2018-02-27 01:16:37 +00:00
Ezhh
280f1b1c39 Put y_max above y_min in mapgen registrations (#2051)
Switch y_max and y_min for flowers, fireflies and default
2018-02-25 12:25:34 +01:00
paramat
094ad004a4 Schematics: Various improvements
Acacia bush: Create a unique form different to normal bush, with more
leaf nodes at top than at base.
Acacia tree: Maximum height increased by 1 node. 2 extra nodes of
height variation.
Jungle tree: Add an extra node of height variation. Y-slices moved
downwards to be more balanced between trunk and branches, makes
branches more common.
Pine tree: Increase maximum height by 1 node. Add an extra node of
height variation.

Update sapling 'on place' protection checks for acacia and pine trees.
2018-02-19 07:16:24 +00:00
paramat
b90aabec80 Rainforest: Add emergent jungle tree and sapling
Height 20 to 32 nodes.
Dependent on chunksize >= 5.
Base limited to maximum altitude y = 32.
Craft sapling from 9 jungle saplings.
2018-02-19 07:16:16 +00:00
ezhh
1e9c61f241 Kelp: Improve placement/removal and extend selection box 2018-02-07 22:53:35 +00:00
paramat
7f3e9e65b3 Add marram grass for coastal sand dunes
Use noise with 1 octave and flag 'absvalue' to create sand paths
in dunes.
2018-02-07 22:52:26 +00:00
paramat
ca81e9b8c6 Coniferous litter: Improve textures
Greyer, lighter, reduce lines, remove dark patches.
Shorter and more consistent side texture.
2018-02-04 02:34:42 +00:00
paramat
8f85ca57f3 Intersects_protection(): Remove from Minetest Game
Add compatibility code with deprecation warning.
2018-02-03 03:46:13 +00:00
paramat
a6aa68d5b4 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-01-23 06:43:40 +00:00
paramat
223562d687 Dry shrub: Use plantlike meshoption for bushy appearence
Adjust selectionbox width for a better fit and consistency with other
grasses.
2018-01-02 22:45:47 +00:00
paramat
f52085a40f Biomes: Make coastal grassy dune biomes larger 2018-01-02 22:45:39 +00:00
Ekdohibs
bd0c627a20 Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-01-02 22:41:50 +00:00
ezhh
d1ece74652 Resize junglegrass selection box 2017-12-24 20:50:51 +00:00
paramat
d1db66bf4f Ferns: Add 3 sizes for coniferous forest biome
Remove flowers from coniferous forest.
Add 'dirt with coniferous litter' to farming mod overrides.
2017-12-24 20:50:44 +00:00
paramat
8ab7c54d76 Biomes: Add 'dirt with coniferous litter' node for coniferous forest 2017-12-24 00:33:21 +00:00
paramat
62d5d5954e Book textures: Reset colour profiles to remove warnings 2017-12-20 20:46:41 +00:00
paramat
d603707e1a Dirt sounds: Remove extreme sub frequencies, trim for zero amplitude starts 2017-12-20 20:46:33 +00:00
paramat
21b3c841bd Default texture licenses: Move some to CC BY-SA 3.0. Remove WTFPL 2017-12-11 15:58:32 +00:00
paramat
0c841771a7 Book textures: Replace with more original textures 2017-12-11 15:58:32 +00:00
ezhh
ed83e30d68 Default: Make burntimes more rational and consistent 2017-11-27 01:52:02 +00:00
ForbiddenJ
b75a17984a Default: Expose open_chests and chest_lid_obstructed 2017-11-27 01:50:37 +00:00
DTA7
a2d7678ffd Add nil checks for placer 2017-11-15 23:16:28 +00:00
paramat
3ae382c913 River water renewability: Add comments to nodes.lua and bucket mod 2017-11-11 21:37:27 +00:00
SmallJoker
dbfe435abf Bookshelf: Count written and empty books 2017-11-04 23:43:02 +00:00
paramat
3f14d1012d Footstep sounds: 5 new sounds
Original recording by Ryding.
http://freesound.org/people/Ryding/
Found by Anth0rx, edited by paramat.

Add and use 'default.node_sound_snow_defaults()' function.
2017-10-24 04:21:34 +01:00
Coder12a
045abbd6d7 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-10-23 04:39:44 +01:00
James Stevenson
7c3854de27 Chest sounds: Shorten open/close sounds 2017-10-23 04:35:37 +01:00
paramat
eb5a5b56e1 Decorations: Add kelp to cool and temperate shallow ocean
Original texture by tobyplowy, colourised by paramat.
2017-10-10 22:57:10 +01:00
paramat
74ed63f46b Ores (non-mgv6 mapgens): New distributions
Make deeper, to compensate for ease of travel using 3D noise tunnels.
Make depth more progressive with value:

Ore, upper limit

Coal 64 no change
Iron 0 no change
Tin -32 > -64
Copper -16 > -128
Gold -64 > -256
Diamond -128 > -512
Mese crystal -64 > -512
Mese block -1024 no change

Make y of 1st density increase deeper but following a similar logic to before:

Ore, upper limit

Coal 0 no change
Iron -64 no change
Tin -128 no change
Copper -64 > -256
Gold -256 > -1024
Diamond -256 > -1024
Mese crystal -256 > -1024
Mese block -2048 new

Add second, denser layer of mese blocks with a decrease of separation and
increase in density equal to mese ore layers.
2017-09-25 15:55:22 +01:00
danielmeek32
f33cc02080 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-09-20 20:08:17 +02:00
tenplus1
c5c9e423ca Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-09-20 20:08:06 +02:00
paramat
4ccafd1518 Biome registration: Update due to revert of mgv7 'biomerepeat' option 2017-09-17 06:18:47 +01:00
Hybrid Dog
f928780946 Register fence: Allow setting nodedefs to 'false' 2017-08-18 18:46:44 +01:00
rubenwardy
20687a6301 Make ice slippery 2017-08-14 19:06:54 +01:00
TumeniNodes
8817d1c696 default_desert_cobble.png with darker mortar (#1859) 2017-08-13 13:45:39 +02:00
Jens Rottmann
d883012491 Trivial: Make furnace info text look nicer
Furnace inactive (Item: Not cookable; Fuel:
Empty)

--> becomes -->

Furnace inactive
(Item: Not cookable; Fuel: Empty)
2017-08-13 00:08:43 -07:00
ForbiddenJ
3294a2a515 Torches: Make liquids drop torches as items
Liquids that are 'igniters', such as lava, will drop the torch without
a flame-extinguish sound, as the torch item will burn up after a few
seconds with a sound and smoke particles.

All other liquids cause a flame-extinguish sound.
2017-08-07 02:38:31 +01:00
paramat
57577596d6 Floatland biomes: Simplify to grassland
Make the placeholder biomes grassland to make the shape of the floatland
terrain more visible.
2017-08-06 01:54:47 +01:00
rubenwardy
5d19fd6923 Separate player code into new mod 2017-08-01 03:57:29 +01:00
paramat
7ffd176f48 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-08-01 03:57:10 +01:00
TumeniNodes
71dff2ac4a Default: Correct dimensions of default_clay_brick.png (#1858)
Resize default_clay_brick.png from 16x17px to 16x16px, as mentioned in issue #1855
2017-07-29 18:09:27 +02:00
elinor-s
c81165b2c8 Default: Increase the maximum level of the diamond axe to 3 (#1854)
This is the maximum level of the other diamond tools and makes the
number of uses similar to them.
2017-07-29 18:09:05 +02:00
DS
996f168aa3 Default: Reexport the player model (#1848) 2017-07-26 20:06:29 +02:00
Ezhh
40ed77185e Improve node descriptions (#1834) 2017-07-23 10:26:10 +02:00
paramat
48baf1acb5 Floatland biomes: Update due to mgv7 biomerepeat option
Only register floatland biomes if mgv7 'biomerepeat' flag is false.
Simplify floatland biomes to coniferous forest and ocean.
Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global
values for mods to use to register their own floatland biomes.
2017-07-22 01:07:06 +01:00
TeTpaAka
886537ef50 Player model: Remove vertical 1 node offset
Required due to the settable player collision box engine feature.
Change for MT/MTG v0.5.0 that breaks compatibility with old clients.
2017-07-21 02:13:09 +01:00
SmallJoker
e5189760b3 Default: Expose the formspec getter functions (#1783) 2017-07-16 14:31:34 +02:00
Paramat
1d5bc15f9a Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-07-16 14:31:21 +02:00
paramat
0cdee1d8f5 Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-07-08 14:51:03 +01:00
paramat
57979686d9 Mapgen: Completely separate mgv6 ore registrations
This allows us to preserve mgv6 ore distribution while giving us the freedom
to alter ore distribution for other mapgens.
Other mapgens are larger scale and have 3D noise tunnels which make vertical
travel easier, so ores can be deeper.
Other mapgens have registered biomes which allows us to limit ores to certain
biomes.
2017-07-02 11:33:48 +01:00
DS-Minetest
2e413b521a Add backface_culling to open chests and fencegates 2017-07-02 11:32:34 +01:00
paramat
bdc09d2313 Floatland biomes: Add ocean biomes to fix missing sandstone
Update biome lists for blob ores.
2017-06-28 11:18:53 +01:00
F.K.Z
2c666891a8 Furnace formspec: Replace deprecated 'current_name' with 'context' 2017-06-28 11:17:40 +01:00
Ezhh
3d1fc42f66 Make sapling, leaves and fence descriptions consistent (#1795) 2017-06-25 11:19:12 +02:00
paramat
120e96938d Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-06-16 04:11:33 +01:00
red-001
502720b14d Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-06-16 04:11:00 +01:00
red-001
b3f17cda9f Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-06-14 20:28:40 +01:00
red-001
da7e8e4810 Books: Add nil value checks to the book formspec handler 2017-06-14 20:26:17 +01:00
vorunbekannt75@web.de
626cd8e9c7 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-06-08 10:35:54 +01:00
sfan5
f855beeda5 Use transparency for unused part of mese post top texture
The color autogeneration algorithm of minetestmapper otherwise
causes this node to appear as solid black.
2017-06-06 12:54:42 +02:00
MrIbby
18956c7f69 Change "Junglewood" to "Jungle Wood" 2017-06-03 11:55:13 -04:00
Michael Bargatin
a8a60d33a3 Resize book textures from 16x17 to 16x16 2017-06-03 11:54:39 -04:00
paramat
eec1c5a03b Settings: Use new settings object 2017-05-24 07:18:26 +01:00
theFox6
e523c3a296 Default: Shorter and better ABMs (#1739)
Action of some abm's call functions directly, instead of calling the function inside a function.
2017-05-20 14:32:52 +02:00
sfan5
b25317fc64 Remove set_inventory_formspec in default, remove delay in sfinv 2017-05-18 09:54:18 +01:00
Vanessa Ezekowitz
d104b9b10f Chest: Redo new chests to use single-tile textures where possible
This keeps the filenames the same, but adds a new "inside" double texture
for the open chest.
Use regular drawtype for closed chest and delete the "cube.obj" model.
X-flip the right-side texture for the closed chest.
2017-05-18 09:45:56 +01:00
tenplus1
63b3542d00 Chests: Revert inventory name
Revert the new 'default:game' inventory back to the old 'main' and use the
lbm to restore the contents of the chest.
Change the name of the conversion LBM to ensure it is run again on already
converted chests.
2017-05-15 13:47:03 +01:00
cx384
5bd44c21ef Change the selection_box of bush stems (#1733)
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
2017-05-13 12:49:04 +02:00
Auke Kok
c7d558c09e Chest open model: UV map fix.
The back side had a UV mapping issue which caused the bottom
rear part to "shrink" when opened.
2017-05-07 20:47:17 -07:00
Auke Kok
55f81d0802 Fix nil deref issue with people hitting chests too often. 2017-05-07 20:47:17 -07:00
SmallJoker
a533434b58 Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
2017-05-07 20:46:49 -07:00
Ezhh
08706313f4 Add option to disable lavacooling (#1726) 2017-05-07 18:25:53 +02:00
Auke Kok
011ad78b42 Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.

A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.

While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.

Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.

Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.

If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.

Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2017-05-01 19:36:35 +01:00
Auke Kok
67b13a5942 Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().

Fixes #1711
2017-04-28 21:52:39 -07:00
rubenwardy
2917562728 Fix owner not being checked on write to book 2017-04-27 02:28:23 +01:00
paramat
c2d1a5ed4b Tin: Tune mapgen, bugfix, fix texture credits
Previously i had matched ore density to moreores, but this density was
too high and out of balance with MTGame, reduce density to be similar
to copper ore.
The 2 levels of underground ore were overlapping, fix.
Textures are actually by kilbith, update credits.

Also credit kilbith for bronze, copper, gold and steel blocks, credits
had not been updated at the time.
2017-04-23 23:05:31 +01:00
paramat
4d9fd7ad61 Textures: Reduce contrast of snow ripples 2017-04-23 23:05:31 +01:00
paramat
2668619638 Ores: Add tin ore, lump, ingot and block
Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
2017-04-20 19:55:05 +01:00
octacian
c54a7e882f Keys: Move skeleton key to craftitems.lua
Commit 73d61cbb10 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
2017-04-20 19:51:51 +01:00
octacian
701abc2d2f Keys: Allow skeleton keys to be stacked
Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
2017-04-20 19:50:34 +01:00
paramat
a57d2db54a Bushes: Add saplings
Bush saplings grow in half the time of tree saplings.
Bushes do not need 'from sapling' schematic variants because only the
stem node is force-placed in the mapgen schematic, so only the sapling
is force-replaced.
Bush leaves drop saplings with a rarity that ensures at least 1 sapling
per bush on average.
2017-04-12 17:18:50 +01:00
LNJ
fe021281e6 Textures: Replace aspen leaves texture with BlockMen's 2017-04-11 03:57:44 +01:00
paramat
9e4f0d3689 Leafdecay: Do not restart aready running timers 2017-04-11 03:57:07 +01:00
paramat
2f46103ff8 Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 2017-03-30 04:24:23 +01:00
zaoqi
077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
paramat
86fd616f3c Flora spread: Allow spread on rainforest litter. Other improvements
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.

Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
2017-03-20 00:14:56 +00:00
octacian
2a74032745 Books: Fix backwards compatibility issues
Commit c68b8274fe prevented books from
being copied in the crafting grid, and made it so that old books, though
seemingly successfully transferred to the new format, could not be written
to as the old data still persisted.
2017-03-20 00:13:31 +00:00
Thomas--S
6a55e150af Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (73e4666).
2017-03-19 00:43:12 +00:00
paramat
d2aae95c39 Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
2017-03-17 05:52:06 +00:00
paramat
02921baa7a Junglegrass: Prevent seeding of dirt_with_grass
Previously you could place junglegrass on dirt to convert that dirt to
dirt_with_grass, but this is unsuitable now that rainforest has a
surface of dirt_with_rainforest_litter.
Remove junglegrass from the 'grass' group.
2017-03-17 05:52:06 +00:00
octacian
07e11427cf Keys: Fix crash when using unconfigured default:key
Since meta secret field is blank on any keys (default:key) obtained using
/give, the game will crash if you attempt to use one of these. This follows
along the principle that the game should never have any reason to crash.
2017-03-17 05:50:50 +00:00
paramat
68212967c0 Biomes: Add and auto-select mgv7 floatland biomes
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.

Make sandstone desert filler 1 node deeper to match other deserts.
2017-03-17 05:49:57 +00:00
Auke Kok
61d7c43c83 Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.

This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.

Fixes #1625
2017-03-15 22:22:21 +00:00
SmallJoker
780f991a87 Sapling_on_place: Restore after_place_node() calls 2017-03-15 22:18:50 +00:00
paramat
37c81f70b0 Textures: New textures for silver sandstone nodes 2017-03-14 19:05:14 +00:00
SmallJoker
b87ef5ccde Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in 9d3a526
2017-03-12 12:20:31 -07:00
paramat
07a5fca432 Leafdecay: Register leafdecay for bush leaves 2017-03-12 10:20:26 +00:00
paramat
c52ad140ae Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
2017-03-10 19:28:43 +00:00
paramat
0f0dd0f6e8 Tree schematics: Alter jungletree, aspen, pine, appletree
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.

Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.

Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.

Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
2017-03-10 19:28:38 +00:00
paramat
1f6d633037 Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.

Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
2017-03-07 06:43:44 +00:00
Diego Martínez
1d45b27c12 Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
2017-03-06 19:03:30 -08:00
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
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
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
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
d560f59a74 Ores: Add silver sand blob ore, relocate other blob ores 2017-02-01 17:51:22 +00:00
paramat
1dd9fdb530 Dungeons: Add mapgen alias for desert stone stairs 2017-01-26 17:56:16 +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
paramat
1470b9df79 Tree log decorations: Replace lua tables with .mts files 2017-01-15 04:29:56 +00:00
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
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
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
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
58038a7941 Snappy group: Remove beds and cactus from group 2016-12-05 01:41:41 +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
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
Auke Kok
4f32fd253c Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
2016-11-27 18:26:31 -08:00
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
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