MT-Modder [Mon, 22 Feb 2016 23:28:43 +0000 (18:28 -0500)]
Control leaf decay with sneak.
As requested by @paramat.
Leaves are preserved by default and only decay when using place + sneak.
MT-Modder [Mon, 22 Feb 2016 17:19:41 +0000 (12:19 -0500)]
Remove dig_up() from cactus.
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
Auke Kok [Sun, 21 Feb 2016 04:03:09 +0000 (20:03 -0800)]
Allow mod namespace for door registrations.
This is an adapted version of #861 - by oleastre
Most mods had been calling `doors.register_door() with a door
name that included the "modname:" prefix, and we should continue
to allow mods to do so, without registering the nodenames created
in the "doors:" namespace.
The default case is to use the "modname:" prefix verbatim. If
mods or code calls this function without a prefix, then "doors:"
is automatically used.
Now that the namespace is corrected, the copy replacement ABM is
no longer needed.
Auke Kok [Sat, 20 Feb 2016 07:32:43 +0000 (23:32 -0800)]
Fallback doors.register_door() code.
This function maps doors.register_door to the new API as far as
reasonable. We can't map the texture, so we fall back to a default
texture. An error message is printed if mod writers did not provide the
needed new tiles field for the door. The created doors are functional
and a full replacement. Old doors are replaced with the new ones
through an ABM.
Auke Kok [Sat, 20 Feb 2016 08:41:22 +0000 (00:41 -0800)]
Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
Jean-Patrick Guerrero [Sat, 20 Feb 2016 12:24:29 +0000 (13:24 +0100)]
Creative: Rename fields with correct naming convention to avoid possible conflicts
Auke Kok [Mon, 18 Jan 2016 21:35:21 +0000 (13:35 -0800)]
Lower snow footstep and dig sound level.
These sounds were perceived to be too loud in the
game. I've lowered them significantly but they remain
plenty audible. The dig sounds were very loud as well
so I toned them down as well.
Auke Kok [Fri, 15 Jan 2016 05:22:21 +0000 (21:22 -0800)]
Move character.png to textures.
This file is obviously out of place, as the engine does not
load textures, ever, out of a models folder.
Auke Kok [Sun, 14 Feb 2016 20:21:51 +0000 (12:21 -0800)]
Call on_place_node() callbacks after placing door.
Other mods may depend on knowing whether doors are placed
to setup additional attributes or perform node manipulations.
This is something e.g. mesecons does to connect circuits
to doors. This was tested with mesecons. Placing a door next
to a mesecon wire will make the wire automatically
connect, which was otherwise not happening.
Auke Kok [Sun, 14 Feb 2016 04:27:03 +0000 (20:27 -0800)]
Open doors when right-clicking a door with a door.
And similarly, if we wield a door and right click any node
that has an on_rightclick() handler, call the handler
instead.
Just to be on the safe side, assure that none of this
code runs when right-clicking an entity or player, which
would likely crash the server.
Fold in PR #831 as well - prevent server crash on door
place on unknown blocks, by @tenplus1.
Auke Kok [Sun, 14 Feb 2016 04:00:37 +0000 (20:00 -0800)]
Allow building doors on buildable_to nodes.
This code never allowed placing a door on e.g. a grass
plant. The code to handle this isn't that complex. With
this code, doors can be placed on flowers and on normal
node surfaces without issues.
MT-Modder [Sat, 13 Feb 2016 22:19:38 +0000 (17:19 -0500)]
Add background image to book formspec
Auke Kok [Mon, 1 Feb 2016 03:29:01 +0000 (19:29 -0800)]
New gravel texture.
Issue #811 - new gravel texture needed.
This texture was Gambits' PixelBOX gravel light texture. Gambit
posted that his texture pack is WTFPL:
- https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196
I've made significant modifications to this texture:
- slightly rotated and rolled some sections of pixels
- minor burn/dodge some pixels to keep high contrast
- removed lineair repeating effects
- etc.
Attribution is added back to Gambit. Thanks.
Auke Kok [Sat, 13 Feb 2016 18:03:23 +0000 (10:03 -0800)]
Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
Auke Kok [Sat, 13 Feb 2016 17:45:42 +0000 (09:45 -0800)]
Fix character.b3d animation issues.
Both the standing and sitting animations had misplaced curve
cusps that caused the end part of the animation to wiggle the
feet slightly back and forward.
I've fixed both animations parts and re-exported. Verified in-game
with multiplayer that everything was indeed fixed.
tenplus1 [Tue, 9 Feb 2016 21:34:03 +0000 (21:34 +0000)]
added timer to tnt:tnt_burning for explosions
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
Craig Davison [Mon, 1 Feb 2016 17:16:20 +0000 (17:16 +0000)]
Remove log_mods from TNT
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
paramat [Sat, 13 Feb 2016 08:33:58 +0000 (08:33 +0000)]
Consolidate ABMs
Spread ABM intervals evenly across 1 to 16 seconds
16s ensures no nodes are missed when player walks past
Adjust chance values to compensate, for identical action rates
Combine lavacooling ABMs into one, return to chance = 1
Grass growth: add 'neighbors = "air"' to avoid
processing the thousands of underground dirt nodes
Grass death: Reduce action rate to that of grass growth
Fire: Use chance = 1 for flame extinguishing
and flame removal when mod is disabled
Jean-Patrick Guerrero [Sat, 13 Feb 2016 10:30:21 +0000 (11:30 +0100)]
Doors: fix unability to register doors outside of doors mod
Rui [Thu, 11 Feb 2016 04:47:26 +0000 (13:47 +0900)]
Remove minetest.inventorycube
Auke Kok [Wed, 10 Feb 2016 06:03:40 +0000 (22:03 -0800)]
Convert furnace ABM to node timer
Node timers are higher precision and a better guarantee
of happening at regular intervals, whereas ABM's may be
postponed, cancelled or missed if a player is too far.
The largest benefit is that once the furnace is done
cooking, no more ABM's are fired - the timer is stopped
instead and no more events are created until items
are put in the furnace.
This patch is larger due to the migration of the timer
function and indentation change as a result of the somewhat
reduced complexity. I've tested with several furnaces and
this works correctly and behavior is not affected, although
people may find that their furnaces now work more
regularly.
If you place several furnaces next to eachother, you will
still find all furnace timers firing exactly at the same
time. This is a bug in core that should not coalesce node
timers at second intervals.
Auke Kok [Sat, 16 Jan 2016 02:50:32 +0000 (18:50 -0800)]
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
Muhammad Rifqi Priyo Susanto [Thu, 4 Feb 2016 10:24:14 +0000 (17:24 +0700)]
Creative: Extend search function to descriptions
paramat [Wed, 3 Feb 2016 22:43:37 +0000 (22:43 +0000)]
Default/schematics: Re-add force-placed root node to mapgen trees
Avoids trees or large cacti being placed multiple times at a single
position, by changing the node at the heightmap y value
paramat [Wed, 3 Feb 2016 21:56:00 +0000 (21:56 +0000)]
Default/mapgen: Confine Aspen to one half of deciduous forest
Craig Davison [Mon, 1 Feb 2016 17:34:12 +0000 (17:34 +0000)]
Follow naming conventions of textures in creative
Craig Davison [Mon, 1 Feb 2016 17:30:45 +0000 (17:30 +0000)]
Follow naming conventions of textures and models in boats
kilbith [Sat, 30 Jan 2016 11:09:43 +0000 (12:09 +0100)]
Creative: move player datas in separate table (fixes #812)
Auke Kok [Tue, 15 Dec 2015 05:49:20 +0000 (21:49 -0800)]
Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
paramat [Thu, 28 Jan 2016 01:30:01 +0000 (01:30 +0000)]
Default/mapgen: Add gravel beach in Tundra
tenplus1 [Mon, 11 Jan 2016 08:54:37 +0000 (08:54 +0000)]
ability to dye coloured wool white
as above, the avility to dye coloured wool whilte again.
Auke Kok [Tue, 26 Jan 2016 07:35:28 +0000 (23:35 -0800)]
Register biomes before ores.
We may want to use biomes here at a later stage.
Auke Kok [Fri, 22 Jan 2016 20:14:11 +0000 (12:14 -0800)]
Stair and Slab groups.
Organizing these in groups will allow mods to do several things
easier:
- create craft recipes using them as ingredients
- manipulate map nodes based on group properties
There are quite a few slab and stair blocks already, so automatically
add these groups at registration time for all of those. Since most
mods I've seen use the registration code in this submod, they will
also benefit.
paramat [Thu, 14 Jan 2016 06:07:54 +0000 (06:07 +0000)]
Default/mapgen: Remove unused 'mapgen_air' alias
kilbith [Sun, 17 Jan 2016 16:31:59 +0000 (17:31 +0100)]
Fix blank page in creative in some rare case and keep crafting tab's size stationary
Auke Kok [Sat, 16 Jan 2016 22:53:27 +0000 (14:53 -0800)]
Better trapdoor side appearance.
We're using a normal wooden side texture to draw the sides
of trapdoors. But the side textures have only 2 edges that
have a nice texture for the 2px wide trapdoor. We can
either repaint the textures, or just rotate the texture
properly for the two sides that need it.
Because the side texture for wooden doors was just a default:wood
texture, it clashes with the colors in the trapdoor, and so
we add a wooden trapdoor-matching tile side texture as well.
This also improves the steel trapdoor side, but without a
texture change there since that was already a specially
drawn texture for that node.
We also increase the thickness of the trapdoor to 2px. Right
now the model is 0.4 large, but this causes the side textures
to look odd as there's a mismatch in pixel size. By scaling the
trapdoor side up to exactly 2px, the sides look natural.
Thanks to @kilbith for the suggestion.
Auke Kok [Fri, 15 Jan 2016 08:35:07 +0000 (00:35 -0800)]
Allow trapdoors to be rotated all ways.
There really is no reason to prevent rotation in trapdoors, I
expect this to be an oversight.
Trapdoors work perfectly well sideways, upside down and can
work like fences, gates and more. Most commonly, people will
want to put them in the top half of the node so they remain
flush with a floor.
kilbith [Sun, 10 Jan 2016 20:31:36 +0000 (21:31 +0100)]
New design of the creative inventory (with tabs)
Auke Kok [Tue, 5 Jan 2016 01:56:20 +0000 (17:56 -0800)]
Aspen trees.
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.
Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.
Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.
The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.
Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.
Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.
Add stairs, slabs for these wood types as well.
Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
Auke Kok [Mon, 11 Jan 2016 20:39:24 +0000 (12:39 -0800)]
Fix trapdoor recipe conflict with iron bar recipe.
In oversight, I added this recipe not verifying that it was already
taken.
We change this to a 2x2 iron bar recipe. The shape and amount are
reasonable (reduced to output 1 steel trapdoor), and I verified that
it wasn't in use.
Fixes #779
Auke Kok [Fri, 8 Jan 2016 03:16:38 +0000 (19:16 -0800)]
Lower mushroom-on-log rate for pine forests.
These were likely too high, so we lower them to the rate
of mushrooms on apple trees.
issue #773
Auke Kok [Thu, 7 Jan 2016 15:21:19 +0000 (07:21 -0800)]
Replace aliased fertile mushrooms.
This is a non-issue: these are aliased to normal mushrooms. For
clarity, we replace them with the normal mushrooms here as well.
Auke Kok [Sun, 27 Dec 2015 20:41:09 +0000 (12:41 -0800)]
Place tree logs as decorations.
We can vary the landscape a bit more by placing "fallen logs"
around the various forests. These decorations are quite fast
and will provide some gameplay value but are still more rare
than the corresponding trees, so they don't provide free
materials.
I've manually put the schematic as lua tables since these log
schematics are only 8 blocks. We vary the log lengths between
1 and 3 blocks by making the end blocks have a lower chance
of appearing.
Amount is varied by fill_ratio, except for acacia trees where
we reduce the scale, so that acacia logs show up near places with
acacia trees consistently.
Mushrooms are placed optionally on each log. We can't place
two different mushrooms on a log, so instead we opt to place
brown mushrooms on oak/appletree logs, brown mushrooms on
jungletree logs, and red mushrooms on pine logs. No mushrooms
are placed on acacia logs, as they occur in a dry biome,
savannah, and this adds a bit of biome diversity.
Auke Kok [Tue, 5 Jan 2016 15:16:42 +0000 (07:16 -0800)]
Fix endless trapdoor bug.
Closes #770 - thanks to @tenplus1, @kilbith
jeanpatrick.guerrero@gmail.com [Sat, 26 Dec 2015 10:30:14 +0000 (11:30 +0100)]
Minor polishing of creative
Auke Kok [Tue, 15 Dec 2015 05:42:09 +0000 (21:42 -0800)]
Allow books to be copied on the craft grid.
Combine any written book with an empty book to copy it. The
copy is in player hands when using, and the original is put
back on the crafting grid and can be directly copied again.
All ownership and metadata is retained, so the copy of the book
is as writable as the original is, or isn't.
ShadowNinja [Mon, 19 Oct 2015 02:06:53 +0000 (22:06 -0400)]
Fix TNT drops being placed inside nodes
paramat [Tue, 29 Dec 2015 23:16:59 +0000 (23:16 +0000)]
Default: Remove normalmap textures
Auke Kok [Tue, 15 Dec 2015 07:35:14 +0000 (23:35 -0800)]
Steel Trapdoor.
Adds a steel trapdoor. Textures were painted from scratch, and
inspired by the current Steel Door. Ownership on the trapdoor
works as expected, and so does the crafting recipe.
paramat [Mon, 28 Dec 2015 22:24:51 +0000 (22:24 +0000)]
Default: Add mapgen alias for air
paramat [Sun, 27 Dec 2015 22:25:44 +0000 (22:25 +0000)]
Default: New appletree schematics with more variation
Auke Kok [Sun, 27 Dec 2015 06:48:35 +0000 (22:48 -0800)]
Fix door volume level.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes door sounds unneccesarily loud from
very far away.
Convert all door samples to mono, 22kHz 64kbit.
Trimmed all door samples to remove lead, trail silence.
Auke Kok [Tue, 15 Dec 2015 07:53:27 +0000 (23:53 -0800)]
Remove spores from mushrooms.
These have almost no value gameplay wise. Mushrooms spread
by their very nature into appropriate soil nearby, and
harvesting spores is something only scientists do. Actual
mushroom farmers leave a few mushrooms and put on more
manure, and keep the light off.
Modify the growth ABM to test for light levels and attempt
to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light
at both source and destination needs to be low enough. I've
tuned it to be 3-4 spaces from a torch.
Mushrooms will die in full sunlight, but they can survive under
trees and may grow out at night anywhere.
Removed obsolete textures.
Remove unused nodes and provide aliases for them.
Aliased obsolete nodes so no unknown item nodes appear.
Mushrooms die only in full sunlight (light level 15).
Auke Kok [Thu, 24 Dec 2015 20:41:52 +0000 (12:41 -0800)]
Verify node type is facedir.
This prevents nodes that are not of the "facedir" paramtype2,
as these are generally not expected to be able to rotate. Mods
and other methods may still manipulate param2 of these nodes
as expected.
Addresses #712
jeanpatrick.guerrero@gmail.com [Mon, 7 Dec 2015 10:36:40 +0000 (11:36 +0100)]
Add a search field to the creative inventory
paramat [Sat, 19 Dec 2015 15:32:41 +0000 (15:32 +0000)]
Ores: Allow dirt and sand blob ore in sandstone, desert stone
Re-align parameter format in 'register ore'
paramat [Fri, 18 Dec 2015 07:08:37 +0000 (07:08 +0000)]
Flowers/mapgen: Slightly more flowers in mgv5/v7/flat/fractal
paramat [Fri, 18 Dec 2015 05:23:45 +0000 (05:23 +0000)]
Default/mapgen: Correct spelling of 'noise threshhold' in 'register ore'
paramat [Tue, 15 Dec 2015 04:06:09 +0000 (04:06 +0000)]
Default/mapgen: Re-add grassy sand dune biomes
Auke Kok [Tue, 8 Dec 2015 00:29:33 +0000 (16:29 -0800)]
Add a separate image for a written book.
Since written books are quite different from empty books, the
visual clue that they are different items is really needed in-game.
I've added a "clasp" or "belt-with-buckle" like element to the
png from default_book, keeping them very similar but also
immediately recgnizably different.
I added the new texture to blockmen's license list since it's
obviously derivative of his work.
The PNG was run through a minimizer/optimizer to save space.
paramat [Sun, 6 Dec 2015 03:09:29 +0000 (03:09 +0000)]
Default: Slightly reduce alpha of water post effect colour
To make water a little clearer and feel purer
Also correct lava alpha values from 192 to 191
paramat [Sun, 6 Dec 2015 21:26:55 +0000 (21:26 +0000)]
Default: Remove root from mapgen trees and large cactus
jeanpatrick.guerrero@gmail.com [Sat, 28 Nov 2015 16:29:46 +0000 (17:29 +0100)]
Speed-up creative inventory initializing (~10x faster)
paramat [Mon, 23 Nov 2015 01:07:28 +0000 (01:07 +0000)]
Default/mapgen: Retune cactus density due to low density fix
paramat [Mon, 23 Nov 2015 00:55:11 +0000 (00:55 +0000)]
Default/trees: Make 'can grow' public to enable over-riding
paramat [Sun, 15 Nov 2015 08:28:47 +0000 (08:28 +0000)]
Default/mapgen: Use sidelen 16 for low density decorations
The fixing of low density decorations allows returning to
sidelen 16 for acacia trees and cacti, previously sidelen
80 was required for low density decorations to appear
Also use sidelen 16 instead of 8 for mgv6 papyrus
paramat [Sat, 14 Nov 2015 05:10:38 +0000 (05:10 +0000)]
Beds: Re-add commas at list ends
Rui [Wed, 11 Nov 2015 07:49:12 +0000 (16:49 +0900)]
Beds: Make non pointable by pointable definition
paramat [Thu, 5 Nov 2015 01:17:13 +0000 (01:17 +0000)]
Default, fire: Disable catch-up in some ABMs
To avoid processing spikes where catch-up is non-essential
Disable in: Lavacooling, grass growing, grass removal
and all fire mod ABMs
paramat [Mon, 9 Nov 2015 00:55:41 +0000 (00:55 +0000)]
Default/mapgen: Fix missing taiga pine
paramat [Sat, 7 Nov 2015 04:12:55 +0000 (04:12 +0000)]
Default/mapgen: Tune biome points for improved disribution
Bring humidity points closer to reduce distortion of voronoi cells
Slightly reduce size of hot and frozen biomes
Improve location of glacier biomes
Remove unnecessary snow nodeboxes from tundra to improve FPS
Add missing dirt_with_snow to taiga
paramat [Tue, 3 Nov 2015 01:52:43 +0000 (01:52 +0000)]
Default/mapgen: Tune biome points and biome depths
Rui914 [Wed, 28 Oct 2015 15:41:15 +0000 (00:41 +0900)]
Boats: Check player attached object
paramat [Tue, 22 Sep 2015 20:37:05 +0000 (21:37 +0100)]
Fire: Add 'permanent flame' node
Update 'disable fire' documentation in conf.example
Craig Davison [Wed, 29 Jul 2015 21:07:26 +0000 (22:07 +0100)]
Remove unused TNT & torch textures
Closes #544
paramat [Tue, 27 Oct 2015 01:10:25 +0000 (01:10 +0000)]
Default/trees: Clean-up 'can grow' function
paramat [Thu, 22 Oct 2015 17:54:18 +0000 (18:54 +0100)]
Default/functions: ABM for mossycobble replacing cobble next to water
paramat [Mon, 19 Oct 2015 22:58:24 +0000 (23:58 +0100)]
Boats: Check inventory in boat.on_punch
If puncher inventory is full, then drop boat
Marcin [Sun, 4 Oct 2015 22:17:30 +0000 (00:17 +0200)]
Use PI variable rather than unclear constant
Rui [Sun, 4 Oct 2015 09:36:58 +0000 (18:36 +0900)]
Default/book: textarea -> table
paramat [Fri, 16 Oct 2015 10:51:27 +0000 (11:51 +0100)]
Default/trees: Add requirement of light level 13 for sapling growth
PilzAdam [Sun, 11 Oct 2015 16:29:39 +0000 (18:29 +0200)]
Fix wrong nomenclature in game_api.txt
paramat [Sat, 10 Oct 2015 12:56:52 +0000 (13:56 +0100)]
Default/mapgen: Remove dunes biome. Sand for glacier seabed
paramat [Tue, 6 Oct 2015 02:14:59 +0000 (03:14 +0100)]
New header image 'Minetest Game'
paramat [Mon, 5 Oct 2015 00:25:23 +0000 (01:25 +0100)]
Papyrus: Grow on dirt and grass only, remove from desert ocean
paramat [Sun, 4 Oct 2015 23:06:07 +0000 (00:06 +0100)]
Flowers: Allow placing waterlily on river water
Add 'buildable_to = true' to flowers and waterlily
paramat [Mon, 28 Sep 2015 02:14:44 +0000 (03:14 +0100)]
Mgv5/7 biomes: Add more shallow dirt waters
Dirt waters are more suitable for waterlilies
Add dedicated dunes biome in coniferous forest
Papyrus: use dirt base again
Force-place roots on mapgen tree schematics
Tune some humidity points to improve voronoi cells
Add random rotation to jungle trees
paramat [Tue, 22 Sep 2015 21:25:41 +0000 (22:25 +0100)]
Default: Remove light source from mese ore
New brighter mineral_mese texture
paramat [Tue, 29 Sep 2015 23:48:09 +0000 (00:48 +0100)]
Rename to Minetest Game
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs
LeMagnesium [Tue, 3 Feb 2015 19:23:00 +0000 (20:23 +0100)]
Adding bones' drop feature Before, when you died, you got to punch you bones to get back your stuff, the bones block was not dropped. However, a lot of people wants to use them for decorations/building, and have to install a dedicated mod since 0.4.10-release. With this commit, a bones block containing an inventory is dropped/added to inventory (if enough room) when the bones block is removed. Then, when a player places a bones block by himself, he will dig it like any other basic node (eg. default:tree), not just punch it.
Thanks for reading.
codeandfix [Tue, 2 Sep 2014 18:40:06 +0000 (20:40 +0200)]
Update api.lua
added protection for seed placement and hoeing
Rui914 [Mon, 31 Aug 2015 16:35:59 +0000 (01:35 +0900)]
Remove ugly def of xpanes
LeMagnesium [Thu, 14 May 2015 16:57:41 +0000 (18:57 +0200)]
Add option to disable bed's night skip - Solve second point of #512 by adding a setting, `enable_bed_night_skip` , with default value of `true`.
paramat [Fri, 18 Sep 2015 21:59:02 +0000 (22:59 +0100)]
Default/mapgen blob ores: Tune, make faithful to mgv6
paramat [Thu, 17 Sep 2015 14:43:29 +0000 (15:43 +0100)]
Flowers: Make waterlily not walkable. Add missing flower group
paramat [Wed, 16 Sep 2015 01:38:58 +0000 (02:38 +0100)]
Flowers: Add waterlily and add to mapgen
Craig Davison [Wed, 29 Jul 2015 21:18:16 +0000 (22:18 +0100)]
Remove beds/Changelog.txt & farming/API.txt
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead
- The information in farming/API.txt is already documented in game_api.txt
MT-Modder [Sun, 1 Mar 2015 03:15:16 +0000 (22:15 -0500)]
Change obsidian glass drawtype to glasslike_framed_optional
Wouters Dorian [Fri, 10 Jul 2015 00:31:18 +0000 (02:31 +0200)]
Better bucket textures
paramat [Wed, 9 Sep 2015 17:09:10 +0000 (18:09 +0100)]
Default/mapgen: Make river water ice in glacier biome
Add commented-out 'node river water' lines to all biomes