paramat [Sat, 11 Feb 2017 23:06:47 +0000 (23:06 +0000)]
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.
octacian [Sat, 11 Feb 2017 01:13:13 +0000 (17:13 -0800)]
Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.
rubenwardy [Mon, 6 Feb 2017 18:26:33 +0000 (18:26 +0000)]
Add sfinv.set_page, plus other helper functions
Paramat [Thu, 9 Feb 2017 00:01:30 +0000 (00:01 +0000)]
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.
Thomas--S [Wed, 8 Feb 2017 23:59:25 +0000 (00:59 +0100)]
Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
paramat [Wed, 1 Feb 2017 18:44:50 +0000 (18:44 +0000)]
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.
paramat [Tue, 31 Jan 2017 14:14:13 +0000 (14:14 +0000)]
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.
paramat [Tue, 31 Jan 2017 11:41:50 +0000 (11:41 +0000)]
Creative: Cache creative mode setting
paramat [Wed, 28 Dec 2016 19:27:05 +0000 (19:27 +0000)]
Ores: Add silver sand blob ore, relocate other blob ores
rubenwardy [Fri, 27 Jan 2017 19:48:27 +0000 (19:48 +0000)]
Fix node drops not being added to inventory when not in creative mode
paramat [Thu, 26 Jan 2017 15:54:32 +0000 (15:54 +0000)]
Dungeons: Add mapgen alias for desert stone stairs
number Zero [Thu, 26 Jan 2017 13:36:48 +0000 (16:36 +0300)]
Stairs: Fix smooth lighting of stair mesh
rubenwardy [Fri, 30 Dec 2016 22:13:27 +0000 (22:13 +0000)]
Creative: Add creative.is_enabled_for
paramat [Sun, 22 Jan 2017 06:54:59 +0000 (06:54 +0000)]
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.
Martin Doege [Sat, 14 Jan 2017 18:30:33 +0000 (19:30 +0100)]
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.
Auke Kok [Tue, 17 Jan 2017 23:21:13 +0000 (15:21 -0800)]
TNT: Log explosions and player igniting tnt or gunpowder
Auke Kok [Sun, 15 Jan 2017 05:39:17 +0000 (21:39 -0800)]
Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit
5e4a6e8ac68b92c7394b80bb67839b71b4a4a00b, and
commit
60cf3f85b6e661482ec2705cadbdc1b04e388d19.
The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.
The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
paramat [Sat, 14 Jan 2017 02:30:27 +0000 (02:30 +0000)]
Tree log decorations: Replace lua tables with .mts files
Lars Hofhansl [Wed, 11 Jan 2017 05:35:48 +0000 (21:35 -0800)]
Fire: Make explosions remove flames
TNT removes flammable nodes from the destruction radius and should
remove flames within it too because they lose their fuel and would
be removed by ABM later anyway.
Baptiste Pouget [Thu, 12 Jan 2017 17:45:59 +0000 (18:45 +0100)]
Add support for custom bed sounds
Auke Kok [Sun, 8 Jan 2017 05:21:30 +0000 (21:21 -0800)]
Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.
This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.
The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
paramat [Fri, 6 Jan 2017 06:15:38 +0000 (06:15 +0000)]
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.
paramat [Thu, 5 Jan 2017 01:34:22 +0000 (01:34 +0000)]
Fire: Reduce flame light level to 13
paramat [Mon, 2 Jan 2017 23:12:40 +0000 (23:12 +0000)]
License.txt: Include full official LGPL 2.1 .txt file
Copy-paste and only remove form-feed characters.
rubenwardy [Mon, 2 Jan 2017 15:44:15 +0000 (15:44 +0000)]
Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.
This is a game play change, so it better suited to
Minetest Game rather than builtin
Fixes #857
rubenwardy [Tue, 3 Jan 2017 16:54:01 +0000 (16:54 +0000)]
Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
rubenwardy [Mon, 2 Jan 2017 16:21:38 +0000 (16:21 +0000)]
Add LICENSE.txt
paramat [Sun, 1 Jan 2017 14:10:22 +0000 (14:10 +0000)]
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.
SmallJoker [Tue, 27 Dec 2016 15:18:49 +0000 (16:18 +0100)]
Papyrus, cactus: Require light level 13 for growth
DS-Minetest [Sun, 1 Jan 2017 23:41:04 +0000 (00:41 +0100)]
Decrease the cost of gunpowder for trails
The cost of TNT remains the same
paramat [Wed, 21 Dec 2016 07:38:27 +0000 (07:38 +0000)]
Boats: Avoid crash if boat pos over limit
If the boat pos is over limit, 'add entity' will not add an entity,
causing 'boat' to be nil.
paramat [Thu, 15 Dec 2016 08:13:36 +0000 (08:13 +0000)]
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.
Auke Kok [Thu, 15 Dec 2016 07:45:48 +0000 (23:45 -0800)]
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.
paramat [Sat, 10 Dec 2016 01:05:16 +0000 (01:05 +0000)]
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.
paramat [Wed, 7 Dec 2016 03:23:03 +0000 (03:23 +0000)]
Carts: Stronger handbrake
Handbrake was barely noticeable and fairly useless.
Equalisng with brake rail deceleration makes it more intuitive to use
and easier to judge stopping distance.
HybridDog [Sat, 10 Sep 2016 07:11:52 +0000 (09:11 +0200)]
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.
paramat [Sat, 3 Dec 2016 04:54:44 +0000 (04:54 +0000)]
Fire: Rewrite fire sound code
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.
New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.
Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.
Reduce gain of flame extinguish sound.
paramat [Sun, 4 Dec 2016 06:55:32 +0000 (06:55 +0000)]
Snappy group: Remove beds and cactus from group
rubenwardy [Tue, 29 Nov 2016 09:26:56 +0000 (09:26 +0000)]
Add sfinv.get_homepage_name(player)
Also sets creative:all as default inventory page
Fixes #1423
paramat [Sun, 4 Dec 2016 03:50:07 +0000 (03:50 +0000)]
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.
paramat [Sun, 4 Dec 2016 01:52:06 +0000 (01:52 +0000)]
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.
Napiophelios [Sat, 3 Dec 2016 20:56:41 +0000 (15:56 -0500)]
Xpanes: Improve bars texture
Auke Kok [Sat, 3 Dec 2016 07:39:25 +0000 (23:39 -0800)]
Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.
This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.
We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
Auke Kok [Sat, 3 Dec 2016 07:05:01 +0000 (23:05 -0800)]
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.
Wuzzy [Thu, 1 Dec 2016 16:34:56 +0000 (17:34 +0100)]
Default: Make Book with Text a furnace fuel
paramat [Thu, 1 Dec 2016 03:15:15 +0000 (03:15 +0000)]
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.
Napiophelios [Wed, 30 Nov 2016 08:59:49 +0000 (03:59 -0500)]
Add Cobble Walls to Moss Growth ABM
paramat [Tue, 29 Nov 2016 02:28:55 +0000 (02:28 +0000)]
Boats / carts: Fix and improve on_punch functions
Boats:
Previously, boats were not added to inventory in creative mode, fix.
In creative mode multiple boats will not be added to inventory.
Add comment.
Carts:
Set speed to 2 if punched by a non-player, to match the effect of a
player punch.
Add comments.
sfan5 [Sun, 27 Nov 2016 11:15:52 +0000 (12:15 +0100)]
Avoid "leaking" creative inventories to other players
Auke Kok [Sun, 27 Nov 2016 22:05:28 +0000 (14:05 -0800)]
Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
paramat [Mon, 28 Nov 2016 01:17:15 +0000 (01:17 +0000)]
Carts: Make rails 'is ground content = false'
paramat [Sun, 27 Nov 2016 23:52:28 +0000 (23:52 +0000)]
Creative: Re-implement constant hand dig times, add comment
Diego Martínez [Sun, 27 Nov 2016 06:02:38 +0000 (03:02 -0300)]
Carts: Take creative mode into account
This commit makes the carts mod not add the cart
item to the player's inventory if running with
creative mode and the player already has it.
SmallJoker [Sat, 26 Nov 2016 08:48:24 +0000 (09:48 +0100)]
Carts: Increase performance overall
SmallJoker [Sat, 26 Nov 2016 08:20:09 +0000 (09:20 +0100)]
Carts: Improve readme file
SmallJoker [Sat, 26 Nov 2016 08:09:35 +0000 (09:09 +0100)]
Carts: Move entity definition to seperate file
paramat [Fri, 25 Nov 2016 02:04:12 +0000 (02:04 +0000)]
Carts: Increase power rail acceleration to help climbs
This is partly a workaround for a bug.
Climbs with continuous power rails were failing often due to
unexplained losses of speed leading to a reversal of direction.
The lack of acceleration on climbs meant that lost speed was not
regained.
Keeping cart speed at maximum on climbs helps reduce the chance of
reversals.
This also allows players to slowly accelerate up to full speed on a
climb without needing a horizontal run-up to reach full speed first.
It may not be possible to build the horizontal sections needed, or,
if players are replacing a previous carts mod their track
constructions, bridges, tunnels etc. will often not have the
horizontal sections needed.
Players will also sometimes need to place and enter a cart on a slope
and be able to climb.
rubenwardy [Mon, 4 Jul 2016 18:19:39 +0000 (19:19 +0100)]
Sfinv: Add sfinv to allow tabs to be added to the inventory
paramat [Fri, 25 Nov 2016 02:24:46 +0000 (02:24 +0000)]
Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
Rogier [Thu, 17 Nov 2016 08:09:48 +0000 (09:09 +0100)]
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.
Auke Kok [Sat, 26 Dec 2015 19:16:49 +0000 (11:16 -0800)]
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.
sfan5 [Thu, 24 Nov 2016 06:00:35 +0000 (07:00 +0100)]
Use travis' container-based infrastructure (#1314)
Use travis' container-based infrastructure (no sudo)
Auke Kok [Wed, 12 Oct 2016 04:05:10 +0000 (21:05 -0700)]
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.
paramat [Tue, 22 Nov 2016 04:45:31 +0000 (04:45 +0000)]
Update 'nodeupdate()' to 'check_for_falling()' API
Auke Kok [Tue, 22 Nov 2016 02:25:41 +0000 (18:25 -0800)]
Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
Thomas--S [Sun, 20 Nov 2016 18:21:57 +0000 (19:21 +0100)]
Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
paramat [Thu, 17 Nov 2016 02:41:38 +0000 (02:41 +0000)]
Default: Add water footstep sounds
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
Auke Kok [Sat, 8 Oct 2016 21:14:10 +0000 (14:14 -0700)]
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.
Auke Kok [Sun, 20 Nov 2016 03:24:37 +0000 (19:24 -0800)]
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.
paramat [Sat, 19 Nov 2016 23:21:40 +0000 (23:21 +0000)]
Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit
af3c918.
pilino1234 [Tue, 15 Nov 2016 21:08:12 +0000 (22:08 +0100)]
Boats: Use player yaw on place, align player yaw with boat on enter
When placing boats, align the boat with the player's yaw.
Align drivers yaw with boat yaw when entering a boat, would previously turn
boat yaw by player's yaw + 90° to the right.
paramat [Thu, 10 Nov 2016 04:04:20 +0000 (04:04 +0000)]
Default: Add 'group:cools_lava' for lavacooling by snowblock and ice
Make lava cooling ABM use a new group 'group:cools_lava'.
Nodes other than water can cool lava. We assume snowblock and ice melt,
turn to water and cool lava.
Leave 'group:water' present temporarily to not break mod liquids.
Auke Kok [Sat, 23 Jan 2016 06:04:38 +0000 (22:04 -0800)]
Default: Add tool breaking sounds
These will automatically play when a tool breaks.
tenplus1 [Fri, 11 Nov 2016 12:09:11 +0000 (12:09 +0000)]
Creative: Fix missing item bug caused by 'start_i' value
This fixes the missing item issue in creative inventory caused by using
1 instead of 0 for 'start_i'.
Auke Kok [Mon, 7 Nov 2016 19:26:28 +0000 (11:26 -0800)]
Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
sfan5 [Sun, 6 Nov 2016 20:36:36 +0000 (21:36 +0100)]
Do not show item overlay if slot is occupied by item (bookshelf, vessels shelf)
paramat [Thu, 10 Nov 2016 03:52:03 +0000 (03:52 +0000)]
Nyancat: Make nyancat and rainbow light sources
paramat [Tue, 8 Nov 2016 17:30:58 +0000 (17:30 +0000)]
Default: Make snowblock change 'dirt with grass' below
To be consistent with the snow slab.
paramat [Tue, 8 Nov 2016 16:38:26 +0000 (16:38 +0000)]
Default: Make snow walkable again
Wuzzy [Sun, 6 Nov 2016 14:54:55 +0000 (15:54 +0100)]
Default, vessels: Darken shelf empty slot icons
Rename slot icons.
Wuzzy [Sat, 5 Nov 2016 23:49:25 +0000 (00:49 +0100)]
Sethome: Don't auto-grant home priv to singleplayer
Rui [Sat, 5 Nov 2016 02:58:13 +0000 (11:58 +0900)]
Creative: Fix crash when turning on creative in-game
Fernando Carmona Varo [Mon, 24 Oct 2016 20:24:49 +0000 (22:24 +0200)]
Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
paramat [Wed, 2 Nov 2016 17:58:06 +0000 (17:58 +0000)]
Default: Add 'acacia leaves simple' texture
A deeper, darker level of leaves is created by tiling the texture
2 by 2, reducing brightness and offsetting this.
For a denser leaf appearence with the 'simple leaves' setting.
Also used for acacia bush leaves.
Rui [Sat, 5 Nov 2016 02:17:05 +0000 (11:17 +0900)]
sethome.get: Copy a return value
paramat [Sat, 5 Nov 2016 05:58:12 +0000 (05:58 +0000)]
Default, flowers: Improve plant selection boxes
Selection box width is limited to 14 / 16 node to visually
distinguish box from any neighbouring cubic nodes.
cx384 [Sun, 30 Oct 2016 10:29:58 +0000 (11:29 +0100)]
Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
Fernando Carmona Varo [Thu, 27 Oct 2016 18:16:15 +0000 (20:16 +0200)]
Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
Fernando Carmona Varo [Sun, 11 Sep 2016 07:55:33 +0000 (09:55 +0200)]
Bucket: Allow buckets to trigger the on_punch of entities and nodes
The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
Wuzzy [Mon, 31 Oct 2016 21:20:26 +0000 (22:20 +0100)]
Xpanes: Use opaque texture for top+bottom of iron bar (#1357)
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
Wuzzy [Thu, 27 Oct 2016 16:40:13 +0000 (18:40 +0200)]
Add fuel slot to furnace listring
Wuzzy [Thu, 27 Oct 2016 17:42:47 +0000 (19:42 +0200)]
Add icon overlay to shelf inventory slots
paramat [Sat, 29 Oct 2016 12:29:53 +0000 (13:29 +0100)]
Default: Remove unnecessary leaf 'visual scale'
paramat [Sat, 29 Oct 2016 12:12:48 +0000 (13:12 +0100)]
Default: Remove 'player falling damage' sound
This plays when damage is disabled, an engine bug.
We can remove it because both sounds are identical, now it is removed
the 'player damage' sound still plays when falling damage is taken.
paramat [Wed, 12 Oct 2016 23:48:56 +0000 (00:48 +0100)]
Default: Add bush stem and leaves nodes
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
paramat [Wed, 26 Oct 2016 06:06:32 +0000 (07:06 +0100)]
Default: Remove alpha channel from acacia tree textures
LNJ [Tue, 25 Oct 2016 15:42:28 +0000 (17:42 +0200)]
game_api.txt: Add new metal sounds func.
paramat [Tue, 25 Oct 2016 02:54:09 +0000 (03:54 +0100)]
Fire: Reduce volume of flint and steel sound
paramat [Tue, 25 Oct 2016 02:42:08 +0000 (03:42 +0100)]
Default: Update and set volume of damage sounds
Use 'player damage' sound for both damage and falling damage.
Gains for damage sounds are set in the engine, however we cannot change
those gains as other subgames already use damage sounds based on those
gains.
Sound has been re-edited from source and normalised to 0 dB for
maximum volume, which is only just enough because gain is fixed at 0.5
in the engine.
Fernando Carmona Varo [Mon, 24 Oct 2016 18:34:00 +0000 (20:34 +0200)]
Make flammable: Flowers, grasses and several crafitems