X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=doc%2Flua_api.txt;h=07e9698e8c1100098bdfe6d85271ac59b4a28a6e;hb=e7e065f553b430173e9112ad55c7046cfc02f2c5;hp=a77c7567ea1e2b4a0d7f9d723a56f1879c430aa8;hpb=8ee2ece3c97d3beeab5b9930cfcf0d76aa1d39c4;p=oweals%2Fminetest.git diff --git a/doc/lua_api.txt b/doc/lua_api.txt index a77c7567e..07e9698e8 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1069,7 +1069,7 @@ Node drawtypes There are a bunch of different looking node types. -Look for examples in `games/minimal` or `games/minetest_game`. +Look for examples in `games/devtest` or `games/minetest_game`. * `normal` * A node-sized cube. @@ -1666,6 +1666,7 @@ to games. * `2`: the node always gets the digging time 0.5 seconds (rail, sign) * `3`: the node always gets the digging time 0 seconds (torch) * `disable_jump`: Player (and possibly other things) cannot jump from node + or if their feet are in the node. Note: not supported for `new_move = false` * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)` * `falling_node`: if there is no walkable block under the node it will fall * `float`: the node will not fall through liquids @@ -3006,6 +3007,24 @@ For the following functions `x` can be either a vector or a number: * `vector.divide(v, x)`: * Returns a scaled vector or Schur quotient. +For the following functions `a` is an angle in radians and `r` is a rotation +vector ({x = , y = , z = }) where pitch, yaw and roll are +angles in radians. + +* `vector.rotate(v, r)`: + * Applies the rotation `r` to `v` and returns the result. + * `vector.rotate({x = 0, y = 0, z = 1}, r)` and + `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing + forward and up relative to an entity's rotation `r`. +* `vector.rotate_around_axis(v1, v2, a)`: + * Returns `v1` rotated around axis `v2` by `a` radians according to + the right hand rule. +* `vector.dir_to_rotation(direction[, up])`: + * Returns a rotation vector for `direction` pointing forward using `up` + as the up vector. + * If `up` is omitted, the roll of the returned vector defaults to zero. + * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other. + @@ -5198,6 +5217,20 @@ Server * Returns a code (0: successful, 1: no such player, 2: player is connected) * `minetest.remove_player_auth(name)`: remove player authentication data * Returns boolean indicating success (false if player nonexistant) +* `minetest.dynamic_add_media(filepath)` + * Adds the file at the given path to the media sent to clients by the server + on startup and also pushes this file to already connected clients. + The file must be a supported image, sound or model format. It must not be + modified, deleted, moved or renamed after calling this function. + The list of dynamically added media is not persisted. + * Returns boolean indicating success (duplicate files count as error) + * The media will be ready to use (in e.g. entity textures, sound_play) + immediately after calling this function. + Old clients that lack support for this feature will not see the media + unless they reconnect to the server. + * Since media transferred this way does not use client caching or HTTP + transfers, dynamic media should not be used with big files or performance + will suffer. Bans ---- @@ -5475,6 +5508,13 @@ Misc. * `minetest.record_protection_violation(pos, name)` * This function calls functions registered with `minetest.register_on_protection_violation`. +* `minetest.is_creative_enabled(name)`: returns boolean + * Returning `true` means that Creative Mode is enabled for player `name`. + * `name` will be `""` for non-players or if the player is unknown. + * This function should be overridden by Creative Mode-related mods to + implement a per-player Creative Mode. + * By default, this function returns `true` if the setting + `creative_mode` is `true` and `false` otherwise. * `minetest.is_area_protected(pos1, pos2, player_name, interval)` * Returns the position of the first node that `player_name` may not modify in the specified cuboid between `pos1` and `pos2`. @@ -6066,13 +6106,14 @@ object you are working with still exists. * `get_formspec_prepend(formspec)`: returns a formspec string. * `get_player_control()`: returns table with player pressed keys * The table consists of fields with boolean value representing the pressed - keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up. + keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up, zoom. * example: `{jump=false, right=true, left=false, LMB=false, RMB=false, - sneak=true, aux1=false, down=false, up=false}` + sneak=true, aux1=false, down=false, up=false, zoom=false}` + * The `zoom` field is available since 5.3 * `get_player_control_bits()`: returns integer with bit packed player pressed keys. * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak, - 7/LMB, 8/RMB + 7/LMB, 8/RMB, 9/zoom (zoom available since 5.3) * `set_physics_override(override_table)` * `override_table` is a table with the following fields: * `speed`: multiplier to default walking speed value (default: `1`) @@ -6933,7 +6974,7 @@ Used by `minetest.register_node`. visual_scale = 1.0, -- Supported for drawtypes "plantlike", "signlike", "torchlike", - -- "firelike", "mesh". + -- "firelike", "mesh", "nodebox", "allfaces". -- For plantlike and firelike, the image will start at the bottom of the -- node. For torchlike, the image will start at the surface to which the -- node "attaches". For the other drawtypes the image will be centered