Compare commits

..

88 Commits

Author SHA1 Message Date
cc3e7be429 Update Ukranian (uk) translation 2022-01-30 15:20:14 +01:00
172b62f802 Add trapdoor/door model specification (#2371) 2022-01-30 13:54:37 +01:00
a5547a3a76 Add ukrainian (uk) translation (#2921)
Co-authored-by: sfan5 <sfan5@live.de>
2022-01-30 00:35:28 +01:00
c8a1454e2b Fix and update Swedish translation (#2920) 2022-01-29 18:35:45 +01:00
bcd1ee048e Update french translations (#2922)
* Update french translations for beds, farming and fire

* Update french translations for mtg_craftguide

* Update french translations for default

* Correct typos

* Restore new line at end of file

* Shorten translation for better display

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-01-29 16:27:19 +01:00
fff3b98ab0 Make keys stackable if they contain the same secret (Fix #2714) 2022-01-23 18:12:09 +01:00
40861c9e4f Move keys to a separate mod (Fix #1490) 2022-01-23 18:12:09 +01:00
0c1252bcf5 Balance sounds, remove silent water footstep 2022-01-23 18:07:59 +01:00
Yad
760581b330 Copyedit README.md & game.conf (#2919) 2022-01-23 18:07:10 +01:00
acc918436a Override local_animation settings for certain animations
This makes the lay/sit animation work on the local client (in third-person).
2022-01-20 22:48:59 +01:00
6623dec567 Redo player_api (#2745) 2022-01-17 21:49:28 +01:00
75f9575557 Allow to set use_texture_alpha when registering a door
Co-Authored-By: Gregor Parzefall <gregor.parzefall@posteo.de>
2022-01-14 19:41:26 +01:00
78de12d6b4 Fix torch models so they render correctly in model[]
reported by @OgelGames
2022-01-09 22:57:57 +01:00
d775a9bdae Pull some parent node vars for stairs and slabs (#2911)
Fixes the sunlight propagation of glass stairs and slabs.

Co-authored-by: tenplus1 <tenplus1@users.noreply.github.com>
2021-12-12 16:38:54 +01:00
60389a1539 Slovak translation update (#2905) 2021-12-12 16:38:02 +01:00
3aaabce7a4 Convert door model to B3D (#2906)
Using a B3D model I worked out that it would be possible to have only two models (instead of the current four) for the doors and still keep all the mirroring correct when the door is open/closed.
2021-12-12 16:37:50 +01:00
ad183c48ee Update German translation 2021-12-10 12:24:48 +01:00
2361987421 Update locale files 2021-12-10 12:24:48 +01:00
5875820542 Use itemstack name when placing doors (#2888) 2021-10-31 19:17:31 +01:00
31f7d57889 Add and fix Japanese translation (#2904) 2021-10-31 19:17:21 +01:00
02ec133392 Prevent blocking of fuel inventory by fuel replacement (#2895) 2021-10-23 14:37:51 +02:00
1309953da6 Fix the creative trash slot for player 'trash'
By using the inventory named just 'trash' instead of 'creative_trash'
which overlaps when you name your player 'trash'.
2021-10-23 14:37:30 +02:00
5273fcb3ad Readd character.b3d normals (#2902) 2021-10-16 16:41:10 +02:00
f2bc5e2c67 Improve Russian translation (#2532) 2021-10-16 16:40:56 +02:00
4b8b33587c Fix misuse of nodedef custom fields in fence gates
Custom fields must start with an underscore, this is very relevant for `sound` which is already defined by the engine.
2021-09-24 21:03:49 +02:00
953fcfe09e Improve zh_CN translation (#2885) 2021-09-04 23:37:39 +02:00
21e5f68292 default: Improves reading and writing to books. (#2656)
* Allow anyone to write to a book without any text and title.
* Allows saving books without any text or title.
* Adds a "Read" and "Write" tab to written owned books.

Fixes #1743
2021-09-04 23:37:27 +02:00
92701885d0 Replace Travis CI with GitHub actions (#2661)
Co-authored-by: sfan5 <sfan5@live.de>
2021-07-08 11:47:37 +01:00
c96cc55c40 Fix incorrect documentation of "default_coal_lump.png" 2021-06-06 19:25:30 +02:00
70500943f3 Fix problem with sharing table in door nodes Lua definitions
closes #2882
2021-06-06 19:24:10 +02:00
ddebdeccb1 Add open/close sound gains to the Doors API, balance sound levels (#2768) 2021-05-31 20:43:33 +01:00
71ea0c65ea Attachments: Proper data cleanup in callbacks (#2865) 2021-05-11 21:15:47 +02:00
642fde44f1 Use group for mushroom spread ABM (#2863)
Have mushroom spread abm use group:mushroom to spread not only default red and brown but all defined shrooms.
2021-05-08 14:42:34 +02:00
1c78666c56 Reclassify some items 2021-05-08 14:42:16 +02:00
8158926862 Check for attachments before attaching player to bed (#2862) 2021-05-08 11:30:57 +02:00
4945f4bf9a Carts: Fix 0/0 condition on faulty tool capabilities 2021-05-02 14:59:22 +02:00
79e63a8496 Check for required engine features on startup 2021-04-27 11:50:32 +02:00
c6171a8f29 Add Esperanto translation (#2739)
Co-authored-by: Jason Cartwright <cartwrightjason49@gmail.com>
2021-04-17 15:08:37 +02:00
42baede13f Add specific groups to different types of grass (#2852) 2021-04-02 19:13:44 +02:00
0a90bd8a0e Fix wield image for coral and kelp nodes (#2850) 2021-03-17 12:16:39 +01:00
34bb232052 mtg_craftguide: Fix incorrect item tooltips
This happened when the same item was visible twice and one of them was a
group item. Fix it by ensuring that buttons that should have different
tooltips don't have the same element name.
2021-03-17 12:16:13 +01:00
2c9733ac45 Add Lojban translation (#2835) 2021-02-23 20:00:46 +01:00
b6377a7c0e Added Brazilian Portuguese translation (#2834)
Added the Brazilian Portuguese translation to all mods in the Minetest Game.
2021-02-23 20:00:02 +01:00
73ea8e2e91 Update Spanish translation (#2824) 2021-02-15 21:54:48 +01:00
46136bbf19 Update German translation (#2821) 2021-02-12 20:55:27 +01:00
6bd059915c Safe texture compression (#2808)
Only a single program was used to safely compress all textures in MTG.

 * `optipng -o7 -zm1-9 -nc -strip all -clobber %%f`

The key command used is -nc, which stops color mode changes. I.e. any RGBA textures will remain RGBA textures, with none being changes to 8-bit indexed mode.

utils/optimize_textures.sh performs this compression automatically, assuming optipng is installed.
2021-02-12 20:55:18 +01:00
624dafc12b Fix crash on exit of bed formspec if not sleeping (#2826) 2021-02-11 12:30:37 +01:00
3d95fceee8 Smoothen lava sounds at loop points (#2820)
Closes: #2818
2021-02-09 17:34:40 +01:00
aa9cc39317 Update game APIs for use_texture_alpha deprecation 2021-02-07 11:48:05 +01:00
08b13c9efb Fix deprecated alpha / use_texture_alpha use 2021-02-07 11:48:05 +01:00
c1b236b4e3 weather: Fix error caused by missing biomes 2021-02-07 11:48:05 +01:00
9d419bfac6 Update translation templates 2021-02-06 15:07:07 +01:00
6a9cbcad82 Beds: Preserve player physics (#2789) 2021-02-01 23:00:05 +01:00
ecfebe3c17 Revert "Correct door model dimensions (#2804)"
This introduces z-fighting so we'll just undo it. closes #2812
This reverts commit 3fdd5cdb5f.
2021-02-01 22:38:48 +01:00
3fdd5cdb5f Correct door model dimensions (#2804) 2021-01-30 15:22:22 +01:00
e1e793d4da Correct name of acacia mese postlight (#2800) 2021-01-30 15:20:40 +01:00
b648af479f default: Add missing nodes to list (#2799) 2021-01-30 15:20:11 +01:00
87f6b941c4 Do not crash when a skeleton key is used on an unknown node (#2806) 2021-01-15 17:43:19 +01:00
1ade8941b4 Fix boat floating in the air when water being drained away (#2788) 2020-12-28 15:56:04 +01:00
e6aec880de Use Minetest 5.3 'minetest.is_creative_enabled' API (#2795) 2020-12-13 18:59:19 +01:00
9c29019301 Improve Russian translation (carts) (#2794) 2020-12-13 18:59:07 +01:00
a1a50673c8 Update zh_CN translation for mtg_craftguide and dye (#2796)
Co-authored-by: IFRFSX <1079092922@qq.com>
2020-12-13 18:58:54 +01:00
0232288d5e Fix some mistakes in the Indonesian translations (#2758) 2020-12-13 18:58:37 +01:00
7ae983b669 Don't replace protected liquids with bones (#2790) 2020-12-08 22:20:16 +01:00
29866dbcb3 Fix minor bug in german translation 2020-11-29 17:43:15 +01:00
2e7b509a94 Move player model sitting and laying positions to above the ground (#2746) 2020-11-13 18:14:25 +00:00
DS
226e2d4c12 Add missing not_in_creative_inventory group where appropriate (#2764) 2020-11-11 15:29:43 +00:00
0a950c9932 Improve Russian translation (#2761) 2020-11-05 19:48:15 +01:00
2953bf2bd6 Slovak translations (#2772) 2020-11-05 19:47:48 +01:00
331bbae058 Fix deprecated get_player_velocity and set_physics_override calls (#2770) 2020-11-04 21:42:35 +01:00
720d4c8e3f Do not apply waving shader to bush leaves (#2753) 2020-10-20 22:30:57 +01:00
6605724fe1 Add icons for invisible nodes (#2718) 2020-09-30 16:41:04 +01:00
dd91a1bfe5 Furnace: Start the timer on on_metadata_inventory_take (#2639)
This fixes a cosmetic issue where if a player removes
items from the furnace it will not revert to showing that its
"Empty". The furnace would only show its empty when the the
items were used up by the smelting process.
2020-09-23 21:58:09 +01:00
5348d6e5bc Fix builtin item metatable (#2328)
Co-authored-by: Alexander Weber <web.alexander@web.de>
2020-09-22 18:39:11 +02:00
4c145bf9aa Improve inner/outer stairs translation for external mods (#2584) 2020-09-21 23:38:49 +01:00
63cffc4bd1 Improve player model credits, add contributors to license (#2741) 2020-09-21 23:36:59 +01:00
1d3feba732 Update game description to manage expectations (#2740) 2020-09-20 00:40:49 +01:00
8d0fb34fb0 Player_api: Various maintenance (#2737)
Clear 'player_sneak' and 'player_api.player_attached' table values
when player leaves.
Remove unnecessary commas and whitespace.
Fix table name in 'game_api.txt'.
Clean up documentation in 'game_api.txt'.
2020-09-09 19:11:25 +02:00
268f869e67 beds: Various bug fixes (#2566)
· Fixes players sleeping in an occupied bed (Wuzzys code)
· Fixes 'sleepwalking' by checking players velocity (Wuzzys code)
· Fixes sleeping player flying off the bed when damaged and flying far away from the bed after death
· Fixes sleeping player being immobilized and bed undiggable after death
2020-09-02 18:32:06 +02:00
25bf3fdc9c Update Chinese translation (#2730) 2020-09-02 18:30:38 +02:00
befed5525a Replace some sounds with new sounds (#2605) 2020-08-29 01:16:36 +01:00
1da168b3c3 Craftguide: Fix error caused by removing invalid recipes (#2732) 2020-08-23 14:35:12 +02:00
5d0e4aef45 Add simplified version of 'craftguide' mod, named 'mtg_craftguide' (#2396) 2020-08-22 00:20:58 +01:00
686fdb5c06 Add different woods to mese posts (#2599) 2020-08-16 13:21:22 +02:00
0a96bac46d Add furnace sounds (#2569)
Two sounds are played; one while the furnace is active (sound used is "fire_fire") and one after an item is cooked (sound used is "default_cool_lava").
2020-08-07 19:40:02 +02:00
4858c2b3fb sethome: Replace deprecated function calls (#2724) 2020-07-26 11:07:15 +02:00
12f75ab803 Add correct front texture to cart texture (#2720) 2020-07-24 17:59:42 +02:00
e193f9fda3 Add lava environment sound (#2683) 2020-07-16 23:26:13 +02:00
723 changed files with 7606 additions and 2392 deletions

16
.github/workflows/build.yml vendored Normal file
View File

@ -0,0 +1,16 @@
name: build
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install Luarocks
run: |
sudo apt-get update -qyy
sudo apt-get install luarocks -qyy
- name: Install Luacheck
run: luarocks install --local luacheck
- name: Run Luacheck
run: $HOME/.luarocks/bin/luacheck mods

View File

@ -1,11 +0,0 @@
language: generic
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

View File

@ -2,30 +2,28 @@
The default game bundled in the Minetest engine. The default game bundled in the Minetest engine.
For further information, check For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
for more information.
## Installation ## Installation
- Unzip the archive, rename the folder to minetest_game and - Unzip the archive, rename the folder to `minetest_game` and
place it in .. minetest/games/ place it in .. `minetest/games/`
- GNU/Linux: If you use a system-wide installation place - GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
it in ~/.minetest/games/.
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest). The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see: For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
https://wiki.minetest.net/Installing_Mods
## Compatibility ## Compatibility
The Minetest Game GitHub master HEAD is generally compatible with the GitHub The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
master HEAD of the Minetest engine. `master` `HEAD` of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g. Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too. `0.4.10`), Minetest Game is tagged with the version, too.
When stable releases are made, Minetest Game and the Minetest engine is packaged When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at [www.minetest.net](https://www.minetest.net/downloads/). and made available at [www.minetest.net](https://www.minetest.net/downloads/).

View File

@ -1,3 +1,3 @@
name = Notre Ami Le Cube 1.2 name = Minetest Game
author = Minetest and Sys4 author = Minetest
description = Minetest game slightly modified by Sys4 description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Minetest Engine core developers.

View File

@ -218,6 +218,8 @@ The doors mod allows modders to register custom doors and trapdoors.
description = "Door description", description = "Door description",
inventory_image = "mod_door_inv.png", inventory_image = "mod_door_inv.png",
groups = {choppy = 2}, groups = {choppy = 2},
model = "mod_door", -- (optional)
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
tiles = {"mod_door.png"}, -- UV map. tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on -- The front and back of the door must be identical in appearence as they swap on
-- open/close. -- open/close.
@ -225,14 +227,20 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
use_texture_alpha = "clip",
### Trapdoor definition ### Trapdoor definition
description = "Trapdoor description", description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png", inventory_image = "mod_trapdoor_inv.png",
nodebox_closed = {} -- Nodebox for closed model
nodebox_opened = {} -- Nodebox for opened model
-- (optional) both nodeboxes must be used, not one only
groups = {choppy = 2}, groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", tile_side = "doors_trapdoor_side.png",
@ -244,11 +252,12 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback -- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition ### Fence gate definition
@ -426,63 +435,78 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Players API Player API
----------- ----------
The player API can register player models and update the player's appearance. The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)` * `player_api.register_model(name, def)`
* Register a new model to be used by players * Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc. * `name`: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition] * `def`: see [#Model definition]
* saved to player_api.registered_models * Saved to player_api.registered_models
* `player_api.registered_player_models[name]` * `player_api.registered_models[name]`
* Get a model's definition * Get a model's definition
* see [#Model definition] * `name`: model filename
* See [#Model definition]
* `player_api.set_model(player, model_name)` * `player_api.set_model(player, model_name)`
* Change a player's model * Change a player's model
* `player`: PlayerRef * `player`: PlayerRef
* `model_name`: model registered with player_api.register_model() * `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name [, speed])` * `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player * Applies an animation to a player if speed or anim_name differ from the currently playing animation
* anim_name: name of the animation. * `player`: PlayerRef
* speed: frames per second. If nil, default from the model is used * `anim_name`: name of the animation
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)` * `player_api.set_textures(player, textures)`
* Sets player textures * Sets player textures
* `player`: PlayerRef * `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default * `textures`: array of textures. If nil, the default from the model def is used
textures from the model def are used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `player_api.get_animation(player)` * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`. * Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil. * Any of the fields of the returned table may be nil
* player: PlayerRef * `player`: PlayerRef
* `player_api.player_attached` * `player_api.player_attached`
* A table that maps a player name to a boolean. * A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player * If the value for a given player is set to true, the default player animations
animations (walking, digging, ...) will no longer be updated. (walking, digging, ...) will no longer be updated, and knockback from damage is
Knockback from damage is also prevented for that player. prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition ### Model Definition
{ {
animation_speed = 30, -- Default animation speed, in FPS. animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png", }, -- Default array of textures. textures = {"character.png"}, -- Default array of textures
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = { animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>}, -- [anim_name] = {
foo = {x = 0, y = 19}, -- x = <start_frame>,
bar = {x = 20, y = 39}, -- y = <end_frame>,
-- ... -- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position -- Default object properties, see lua_api.txt
stepheight = 0.6, -- In nodes visual_size = {x = 1, y = 1},
eye_height = 1.47, -- In nodes above feet position collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
} }
@ -717,6 +741,12 @@ Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods. delivered with Minetest Game, to keep them compatible with other mods.
The following node attributes are sourced from the recipeitem:
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair * Registers a stair
@ -763,12 +793,18 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional) * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)` ```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair * Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API Xpanes API

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 935 B

View File

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

View File

@ -60,33 +60,62 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
local p = beds.pos[name] or nil if not beds.player[name] then
beds.player[name] = nil -- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
if p then player:set_pos(beds.pos[name])
player:set_pos(p)
end
-- physics, eye_offset, etc -- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) player_api.set_animation(player, "stand" , 30)
-- lay down -- lay down
else else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos beds.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
beds.player[name] = 1 beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos) local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw) player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2) local dir = minetest.facedir_to_dir(param2)
@ -97,7 +126,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07, y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2 z = bed_pos.z + dir.z / 2
} }
player:set_physics_override(0, 0, 0) player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p) player:set_pos(p)
player_api.player_attached[name] = true player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
@ -230,6 +259,19 @@ minetest.register_on_leaveplayer(function(player)
end end
end) end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return

View File

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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Luksa Lito
Simple Bed=Simpla Lito
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonan matenon.
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito.
Force night skip=Devigu nokta salton
You can only sleep at night.=Vi povas nur dormi en la nokto.
Leave Bed=Ellitiĝu

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=ファンシーなベッド
Simple Bed=シンプルなベッド
This bed is already occupied!=ベッドはすでに使われています!
You have to stop moving before going to bed!=寝るときは動かないでください!
Good morning.=おはようございます。
@1 of @2 players are in bed=ベッドに@1 / @2人います
Force night skip=強制的に夜をスキップします
You can only sleep at night.=夜しか寝れません。
Leave Bed=ベッドから出ます

View File

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

View File

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

View File

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

View File

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

View File

@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
Leave Bed=Lämna Säng
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.

View File

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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel säng
This bed is already occupied!=Den här sängen används redan!
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
Good morning.=God morgon.
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
Force night skip=Tvinga att hoppa över natt
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna säng

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Деталізована Постіль
Simple Bed=Звичайна Постіль
This bed is already occupied!=Ця постіль вже зайнята!
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати тільки вночі.
Leave Bed=Встати з ліжка

View File

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

View File

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

View File

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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 540 B

After

Width:  |  Height:  |  Size: 490 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 537 B

After

Width:  |  Height:  |  Size: 486 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 390 B

After

Width:  |  Height:  |  Size: 340 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 387 B

After

Width:  |  Height:  |  Size: 343 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 296 B

After

Width:  |  Height:  |  Size: 248 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 316 B

After

Width:  |  Height:  |  Size: 265 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 561 B

After

Width:  |  Height:  |  Size: 431 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 537 B

After

Width:  |  Height:  |  Size: 427 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 611 B

After

Width:  |  Height:  |  Size: 464 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 596 B

After

Width:  |  Height:  |  Size: 446 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 583 B

After

Width:  |  Height:  |  Size: 474 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 616 B

After

Width:  |  Height:  |  Size: 547 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 495 B

After

Width:  |  Height:  |  Size: 425 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 556 B

After

Width:  |  Height:  |  Size: 490 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 304 B

After

Width:  |  Height:  |  Size: 251 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 143 B

After

Width:  |  Height:  |  Size: 83 B

View File

@ -8,25 +8,16 @@ binoculars = {}
local S = minetest.get_translator("binoculars") local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif creative_enabled then elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15 new_zoom_fov = 15
end end
@ -62,6 +53,7 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"), description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png", inventory_image = "binoculars_binoculars.png",
stack_max = 1, stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user) binoculars.update_player_property(user)

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokolo
Use with 'Zoom' key=Uzu per 'Zomo' klavo

View File

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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

View File

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

View File

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

View File

@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen

View File

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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується з правами 'Zoom'

View File

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

View File

@ -53,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and name == self.driver then
self.driver = nil -- Cleanup happens in boat.on_detach_child
self.auto = false
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30) player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos() local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function() minetest.after(0.1, function()
clicker:set_pos(pos) clicker:set_pos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true player_api.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30) player_api.set_animation(clicker, "sit", 30)
end) end)
clicker:set_look_horizontal(self.object:get_yaw()) clicker:set_look_horizontal(self.object:get_yaw())
end end
@ -86,8 +79,12 @@ end
-- If driver leaves server while driving boat -- If driver leaves server while driving boat
function boat.on_detach_child(self, child) function boat.on_detach_child(self, child)
if child and child:get_player_name() == self.driver then
player_api.player_attached[child:get_player_name()] = false
self.driver = nil self.driver = nil
self.auto = false self.auto = false
end
end end
@ -119,8 +116,7 @@ function boat.on_punch(self, puncher)
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(name)
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -172,7 +168,8 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
return return
end end
@ -268,8 +265,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and if not minetest.is_creative_enabled(player_name) then
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
Boat=Boato

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=クルージングモード・オン
Boat cruise mode off=クルージングモード・オフ
Boat=ボート

View File

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

View File

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

View File

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

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

View File

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

View File

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malnova ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj ri delasis riaj objektoj.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj metis.
@1's fresh bones=La nova ostoj de @1
@1's bones=La ostoj de @1

View File

@ -0,0 +1,8 @@
# textdomain: bones
Bones=骨
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

View File

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

View File

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

View File

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

View File

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Кістки
@1's old bones=старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1

View File

@ -2,7 +2,7 @@
Bones=骨骸 Bones=骨骸
@1's old bones=@1的旧骨骸 @1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。 @1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品 @1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置 @1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸 @1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸 @1's bones=@1的骨骸

Binary file not shown.

Before

Width:  |  Height:  |  Size: 740 B

After

Width:  |  Height:  |  Size: 349 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 656 B

After

Width:  |  Height:  |  Size: 339 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 637 B

After

Width:  |  Height:  |  Size: 341 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 700 B

After

Width:  |  Height:  |  Size: 338 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 662 B

After

Width:  |  Height:  |  Size: 333 B

View File

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Malplena Sitelo
Water Bucket=Sitelo da Akvo
River Water Bucket=Sitelo da Rivera Akvo
Lava Bucket=Sitelo da Lafo

View File

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空のバケツ
Water Bucket=水入りバケツ
River Water Bucket=川の水入りバケツ
Lava Bucket=溶岩入りバケツ

View File

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

View File

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

View File

@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink

View File

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

View File

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vattenhink
River Water Bucket=Flodvattenshink
Lava Bucket=Lavahink

View File

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Пусте Відро
Water Bucket=Відро З Водою
River Water Bucket=Відро З Річною Водою
Lava Bucket=Відро З Лавою

View File

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

View File

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

View File

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白色の蝶
Red Butterfly=赤色の蝶
Violet Butterfly=紫色の蝶

View File

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

View File

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

View File

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

View File

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

View File

@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
end end
local player_name = clicker:get_player_name() local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil) carts:manage_attachment(clicker, nil)
elseif not self.driver then elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object) carts:manage_attachment(clicker, self.object)
self.driver = player_name
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end end
end end
@ -66,8 +61,9 @@ end
-- 0.5.x and later: When the driver leaves -- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child) function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then if child and child:get_player_name() == self.driver then
self.driver = nil -- Clean up eye height
carts:manage_attachment(child, nil) carts:manage_attachment(child, nil)
self.driver = nil
end end
end end
@ -108,8 +104,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
-- Pick up cart -- Pick up cart
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(puncher:get_player_name())
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart") local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world -- If no room in inventory add a replacement cart to the world
@ -135,7 +130,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
local punch_interval = 1 local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then -- Faulty tool registrations may cause the interval to be set to 0 !
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
punch_interval = tool_capabilities.full_punch_interval punch_interval = tool_capabilities.full_punch_interval
end end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval) time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
@ -390,7 +386,7 @@ minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", { minetest.register_craftitem("carts:cart", {
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"), inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png", wield_image = "carts_cart_front.png",
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under local under = pointed_thing.under
local node = minetest.get_node(under) local node = minetest.get_node(under)
@ -416,8 +412,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true) {pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(placer:get_player_name()) then
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack

View File

@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
end end
local status = obj ~= nil local status = obj ~= nil
local player_name = player:get_player_name() local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then if obj and player:get_attach() == obj then
return return
end end
player_api.player_attached[player_name] = status player_api.player_attached[player_name] = status
@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
if status then if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(player, "stand")
else else
player:set_detach() player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0}) player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})

View File

@ -0,0 +1,6 @@
# textdomain: carts
Cart=Ĉaro
(Sneak+Click to pick up)=(Ŝteliru+Alklaku por reprini)
Rail=Relo
Powered Rail=Elektra Relo
Brake Rail=Bremsa Relo

View File

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

View File

@ -0,0 +1,6 @@
# textdomain: carts
Cart=トロッコ
(Sneak+Click to pick up)=(スニークキーとクリックで乗ります)
Rail=レール
Powered Rail=パワードレール
Brake Rail=ブレーキレール

View File

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

View File

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

View File

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

View File

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

Some files were not shown because too many files have changed in this diff Show More