tenplus1 [Wed, 3 Aug 2016 08:10:09 +0000 (09:10 +0100)]
TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
paramat [Wed, 3 Aug 2016 00:35:20 +0000 (01:35 +0100)]
Doors: Trim open fence gate collision box
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
Tim [Sat, 30 Jul 2016 12:21:30 +0000 (14:21 +0200)]
Doors: Fix potential crashes, code improvements
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
paramat [Sat, 30 Jul 2016 00:49:49 +0000 (01:49 +0100)]
Bones: Improve bones textures
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
SmallJoker [Mon, 25 Jul 2016 15:42:42 +0000 (17:42 +0200)]
Beds, boats: Replace deprecated get_look_yaw/set_look_yaw
paramat [Tue, 19 Jul 2016 00:01:59 +0000 (01:01 +0100)]
Default: Prevent placing sapling if grown tree intersects protection
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
tenplus1 [Mon, 21 Mar 2016 21:22:26 +0000 (21:22 +0000)]
Bones: Ability to change bones mode. Tidy up code
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep
Remove table 'bones'
Add minetest.conf.example description
Remove protection check from may_replace
paramat [Tue, 19 Jul 2016 21:26:02 +0000 (22:26 +0100)]
Flowers: Fix waterlily on-place itemstack code
Add 'record_protection_violation()'
Thomas--S [Mon, 18 Jul 2016 05:14:01 +0000 (07:14 +0200)]
Doors: Fix orientations of trapdoor textures
paramat [Mon, 18 Jul 2016 22:07:11 +0000 (23:07 +0100)]
Nyancat: Fix texture names
paramat [Mon, 18 Jul 2016 21:50:00 +0000 (22:50 +0100)]
Default/trees: Update to 'get_mapgen_setting()'
Thomas--S [Sun, 17 Jul 2016 18:37:29 +0000 (20:37 +0200)]
Doors: Fix trapdoor on_blast
Removing the node above was an error and is unnecessary
Thomas--S [Sun, 17 Jul 2016 16:52:42 +0000 (18:52 +0200)]
Doors: Same naming for trapdoors as for doors
This makes register_trapdoor act the same as the register_door.
If `name` isn't prefixed, it will be prefixed with "doors:".
rubenwardy [Mon, 11 Jul 2016 16:55:17 +0000 (17:55 +0100)]
Move nyancats into a separate mod
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.
Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
tenplus1 [Wed, 13 Jul 2016 18:24:49 +0000 (19:24 +0100)]
Doors: Make door groups consistent with corresponding materials
adrido [Tue, 12 Jul 2016 09:02:01 +0000 (11:02 +0200)]
Beds: Only register respawn callbacks if respawn is enabled
Tim [Mon, 11 Jul 2016 13:11:57 +0000 (15:11 +0200)]
Clean up fire ABM parameters.
Tim [Sun, 26 Jun 2016 12:46:15 +0000 (14:46 +0200)]
Stop shadowing upvalues and definitions.
Tim [Sun, 26 Jun 2016 11:34:14 +0000 (13:34 +0200)]
Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
tenplus1 [Fri, 20 May 2016 10:40:15 +0000 (11:40 +0100)]
Beds: Save respawn position when entering bed, only read bed spawns once
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
Tim [Mon, 11 Jul 2016 15:50:19 +0000 (17:50 +0200)]
Doors: Fix missing node parameter passing
paramat [Sat, 9 Jul 2016 18:23:54 +0000 (19:23 +0100)]
Bones: New textures
Tim [Thu, 7 Jul 2016 22:51:54 +0000 (00:51 +0200)]
Doors: Fix trapdoor crash on can_dig with nil-player (e.g. minetest.dig_node)
tenplus1 [Fri, 8 Jul 2016 14:41:37 +0000 (15:41 +0100)]
Default/trees: Faster way to detect snow around pine saplings
Instead of using voxelmanip use 'find nodes in area' instead
Tim [Sat, 2 Jul 2016 00:30:45 +0000 (02:30 +0200)]
Doors: Remove unnecessary node lookups
Tim [Fri, 1 Jul 2016 20:43:02 +0000 (22:43 +0200)]
Always return the leftover ItemStack for on_place and on_rightclick
paramat [Thu, 7 Jul 2016 17:56:43 +0000 (18:56 +0100)]
TNT: Add missing 'then'
Tim [Tue, 5 Jul 2016 17:36:36 +0000 (19:36 +0200)]
Bucket: Allow liquid placed against unknown nodes instead of aborting abnormally
Tim [Tue, 5 Jul 2016 17:30:33 +0000 (19:30 +0200)]
Bucket: Prevent crashing when placing liquid against a buildable node into an unknown node
paramat [Thu, 7 Jul 2016 16:48:02 +0000 (17:48 +0100)]
Doors: Code cleanup
Remove spaces inside curly brackets
Split lines over 90 columns
paramat [Thu, 7 Jul 2016 16:25:42 +0000 (17:25 +0100)]
Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes
paramat [Wed, 6 Jul 2016 16:14:39 +0000 (17:14 +0100)]
Default, flowers: Use 'get_mapgen_setting()'
tenplus1 [Mon, 27 Jun 2016 14:45:40 +0000 (16:45 +0200)]
TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
tenplus1 [Mon, 4 Jul 2016 10:59:07 +0000 (11:59 +0100)]
Game_api.txt: Add position table reference
tenplus1 [Mon, 4 Jul 2016 08:12:37 +0000 (09:12 +0100)]
Game_api.txt: Add API information for sethome functions
- Documentation for sethome.get, sethome.set and sethome.go
paramat [Sun, 3 Jul 2016 07:52:53 +0000 (08:52 +0100)]
Default/mapgen: Simplify iron ore registrations
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
paramat [Sun, 3 Jul 2016 06:33:48 +0000 (07:33 +0100)]
Default/mapgen: Add ores above y = 1024
Each ore's rarity is equal to that occuring below y= -1024
paramat [Sat, 2 Jul 2016 03:10:29 +0000 (04:10 +0100)]
Default/mapgen: Clean up ore registrations
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
tenplus1 [Fri, 1 Jul 2016 15:45:24 +0000 (17:45 +0200)]
Bucket: Correct liquid placing in protected areas
- Placing liquid inside a protected area no longer returns an empty bucket
- Remove on_place function, tidy up code, return proper itemstack
- Shorten code (changes from HybridDog/patch-35)
tenplus1 [Sun, 3 Jul 2016 16:40:43 +0000 (17:40 +0100)]
Tidy sethome code, add global functions, round coords to 1 decimal
- Global functions sethome.set(name, pos) , sethome.get(name) and sethome.go(name)
- Tidy: trim coords to one decimal place and write to table and output table in one go.
- Add error checking
- Add t4im's homepos loader
paramat [Thu, 30 Jun 2016 21:16:46 +0000 (22:16 +0100)]
Flowers: Make waterlily floodable
When waterlilies are placed near river water source make flowing river
water remove waterlilies instead of flowing around them in an ugly way
Thomas--S [Thu, 30 Jun 2016 17:08:55 +0000 (19:08 +0200)]
Doors: Remove use_texture_alpha from door definition
HybridDog [Mon, 27 Jun 2016 12:04:35 +0000 (14:04 +0200)]
Wool: Use adv- and optipng to optimise texture files
HybridDog [Mon, 27 Jun 2016 12:02:44 +0000 (14:02 +0200)]
Wool: Clean up code
paramat [Thu, 23 Jun 2016 02:06:57 +0000 (03:06 +0100)]
Doors: Add dedicated sounds for glass doors
Changed node sounds for steel door/trapdoor to stone
defaults instead of wood defaults
paramat [Tue, 21 Jun 2016 21:53:09 +0000 (22:53 +0100)]
Default: New aspen tree schematics
tenplus1 [Mon, 23 May 2016 07:02:48 +0000 (08:02 +0100)]
Default: Enable crafting of mese crystal fragments into mese crystal
tenplus1 [Sun, 22 May 2016 09:31:21 +0000 (10:31 +0100)]
Default: Craft locked chest from chest plus steel ingot
tenplus1 [Wed, 18 May 2016 07:18:59 +0000 (08:18 +0100)]
Creative: Document creative.formspec_add in game_api.txt
paramat [Sun, 26 Jun 2016 02:57:30 +0000 (03:57 +0100)]
Stairs: Code cleanup, fix various errors
Improve registration format
Fix groups not matching corresponding full node
Improve some descriptions
paramat [Sun, 26 Jun 2016 02:11:42 +0000 (03:11 +0100)]
Stairs: Register stone / desert stone / sandstone / obsidian blocks
Tim [Sun, 20 Sep 2015 14:31:29 +0000 (16:31 +0200)]
Gitignore: Update to ignore additional ide/editors
paramat [Thu, 23 Jun 2016 03:37:19 +0000 (04:37 +0100)]
Default: Add stone / desert stone / sandstone / obsidian blocks
paramat [Wed, 22 Jun 2016 00:41:26 +0000 (01:41 +0100)]
Stairs: Stair recipe returns 8 stairs not 6
Make it consistent with the slab recipe which conserves volume
Xunto [Mon, 20 Jun 2016 15:05:07 +0000 (18:05 +0300)]
Default: Fix character model uv-mapping
Arm and leg textures are now edge-consistent
paramat [Sun, 19 Jun 2016 04:27:06 +0000 (05:27 +0100)]
Default: Remove mortar from stone brick, desert stone brick
Yutao Yuan [Fri, 17 Jun 2016 14:47:43 +0000 (22:47 +0800)]
Flowers: Fix misaligned waterlily texture
Previously waterlily has misaligned top and bottom textures and looks
different when viewed from below.
This also hides the flower in bottom texture.
Auke Kok [Sun, 13 Mar 2016 00:12:37 +0000 (16:12 -0800)]
Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
cd2 [Sat, 11 Jun 2016 16:50:22 +0000 (18:50 +0200)]
Farming: Add negative fall_damage_add_percent to straw
This doubles the fall height without damage to 11 nodes.
Auke Kok [Sun, 29 May 2016 20:45:18 +0000 (13:45 -0700)]
Default: Make brick and plank nodes rotatable
Allow many crafted nodes to be rotated in any way possible.
These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.
Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.
Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
paramat [Tue, 14 Jun 2016 20:44:49 +0000 (21:44 +0100)]
Creative: Add missing 'formspec_escape' to fix bug
Symbols used in search caused the game to hang with a grey screen,
for example searching for 'diamond;ingot'
paramat [Tue, 14 Jun 2016 20:16:22 +0000 (21:16 +0100)]
Boats: Raise collisionbox top surface to fix boat behaviour
Lowering the top surface to be level with the boat top somehow
causes the boat to fall through world if underwater. Revert to
previous position that is needed for correct behaviour
Auke Kok [Mon, 30 May 2016 19:03:55 +0000 (12:03 -0700)]
Stairs: Add mossy cobble slab and stair
Allow water to turn cobble slab and stairs to turn into mossy versions.
There is no crafting recipe for mossy stairs and mossy slabs, the
stair/slab API has been modified to allow for a recipeitem that
is `nil`, which will omit adding a crafting recipe for these two
items. The API documentation is updated.
The slabs and stairs will turn mossy when water is adjacent, just like
cobblestone. You can either farm mossy versions by placing them in
water for a while, then collecting them, or run water over your craft.
paramat [Sun, 5 Jun 2016 16:21:15 +0000 (17:21 +0100)]
Mapgen: Add biome fields for riverbed node and depth
Auke Kok [Sun, 29 May 2016 06:21:54 +0000 (23:21 -0700)]
Farming: allow LBM's for other mods as well.
Fixes #1114
paramat [Wed, 4 May 2016 23:55:56 +0000 (00:55 +0100)]
Fire: Ignite tnt, gunpowder, permanent flame above coalblock
Enable ignition of tnt, gunpowder and permanent
flame above coalblock using flint and steel
Override coalblock to remove flame above when dug
Add depends.txt for default mod
Auke Kok [Sun, 29 May 2016 23:46:34 +0000 (16:46 -0700)]
Doors: Pass pointed_thing to on_rightclick() callback
This is an omission technicality. The callee should be able
to trust this isn't `nil`
paramat [Sat, 21 May 2016 23:54:57 +0000 (00:54 +0100)]
Default: New mese texture. Add missing texture credits
Mese texture is a classic-mese-yellow version
of celeron55's texture used in MTv0.4.0
Add missing texture credits for mese crystal
and mese crystal fragment
paramat [Tue, 24 May 2016 04:29:30 +0000 (05:29 +0100)]
Default: Bookshelf has 2 openings instead of 4
Make rotatable with 'paramtype2 = facedir'
Auke Kok [Sun, 13 Mar 2016 04:19:37 +0000 (20:19 -0800)]
Fire: move fire node removal out of ABM.
Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).
A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.
We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.
There's some low hanging fruit cleanups in here as well.
Auke Kok [Mon, 7 Mar 2016 05:39:07 +0000 (21:39 -0800)]
Default: Convert saplings to use node timers
Each sapling is given a single node timer that is between
2 and 4 days of game play time (40-80 minutes). If you walk out
of the zone, and come back later, the tree will always grow
to full if the timer has elapsed.
Because trees.lua is all functions, it needs to be parsed before
nodes.lua, since that references some of its functions. Hence,
change the order of parsing here. Otherwise saplings would not
grow to full.
Auke Kok [Tue, 23 Feb 2016 06:28:17 +0000 (22:28 -0800)]
Farming: Convert plants to use node timers
This PR requires @minetest/minetest#3677
Farming and plant growth has traditionally in minetest been
implemented using ABM's. These ABM's periodically tick and cause
plants to grow. The way these ABM's work has several side effects
that can be considered harmful.
Not to mention a comprehensive list of downsides here, but ABM's
are chance-dependent. That results in the chance that some nodes
potentially never get processed by the ABM action, and others get
processed always. One can easily find this effect by planting a large
field of crops, and seeing that some nodes are fully grown really
fast, and some just won't make it to fully grown status even after
hours or play time.
One could solve the problem by making the ABM's slower, and giving them
a 100% of action, but this would cause the entire field to grow a step
instantly at ABM intervals, and is both ugly, and a large number of
node updates that needs to be sent out to each client. Very un-ideal.
With NodeTimers though, each node will see a separate node timer event,
and they will likely not coalesce. This means that we can stop relying
on chance to distribute plant growth, and assign a single timer event
to grow the plant to the next phase. Due to the timer implementation,
we won't ever miss a growth event, and we can re-scehdule them until
the plant has reached full size.
Previously, plants would attempt to grow every 9 seconds, with a
chance of 1/20. This means typically, a plant would need 9*20 seconds
to grow 1 phase, and since there are 8 steps, a typical plant growth
would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual
underlying events per block, roughly).
because plants are likely not growing to full for a very long time
due to statistics working against it (5% of the crops take 20x longer
than the median to grow to full, we'd be seeing ABMs fire possibly
up to 9*20*8*20 with a 95% confidence interval (the actual math
is likely off, but the scale should be correct). That's incredibly
wasteful. We'd reach those conditions easily with 20 plant nodes.
Now, after we convert to NodeTimers, each plant node will see exactly
8 NodeTimer events, and no more. This scales lineairly per plant.
I've tuned the growth rate of crops to be mature in just under 3
whole days. That's about 1hr of game time. Previously, about half
the crops would grow to full in under 2 days, but many plants would
still not be mature by the end of day 3. This is more consistent.
An additional problem in the farming mod was that the final fully-grown
plant was also included in the ABM, causing infinite more ABM's even
after the entire field had grown to completion.
Now, we're left with the problem that none of the pre-existing plants
have actual node timers started on them, and we do not want a new ABM
to fix this issue, since that would be wasteful. Fortunately, there
is now an LBM concept, and we can use it to assure that NodeTimers
on crop nodes are properly started, and only have to do the actual
conversion once per block, ever.
We want to provide a fairly similar growth rate after this conversion
and as such I've resorted to modelling some statistical data. For this
I created a virtual 32x32 crop field with 9 steps (8 transitions)
as is the default wheat crop. We then apply a step where 1 in 20
plants in the field grows a step (randomly chosen) and count the
number of steps needed to get to 25%, 50, 75% and 95% grown.
The resulting data looks as follows:
25% - ~120 steps * 9 sec / abm = 1080s
50% - ~152 steps = 1368s
75% - ~194 steps = 1746s
95% - ~255 steps = 2295s
Next, we want to create a model where the chance that a crop grows
is 100% every node timer. Since there will only be 8 steps ever,
we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds
and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals.
We can roughly compare this to a normal distribution with a median
of 1400 with a stddev of ~350 (thick fingering this one here).
The rest is a bit of thick-fingering to get similar growth rates,
taking into account that ABM's fire regularly so if they're missed
it's fairly painless, but our timers are going to be 1-2 minutes
apart at minimum. I calculate the timer should be around 150s
median, and experimented with several jitter ranges.
Eventually I settled for now on [80,200] with a redo of [40,80],
meaning that each growth step at minimum takes (80 to 200) seconds,
and if a negative growth condition was found (darkness, soil not
wet, etc), then the growth step is retried every (40 to 80) seconds.
The end result is a growth period from seed to full in ~ 2.25
minetest days. This is a little bit shorter than the current
growth rate but the chances you'll miss timer ticks is a bit
larger, so in normal gameplay it should be fairly comparable.
A side effect is that fields grow to full yield fairly quickly
after crops make it to mature growth, and no crops are mature
a very long time before the majority grows to full. The spread
and view over a growing field is also fairly even, there's no
large updates with plenty of nodes. Just a node here or there
every second or so in large fields.
Ultimately, we get rid of ABM rollercoasters that cause tens of
node updates every 9 seconds. This will help multiplayer servers
likely a lot.
Auke Kok [Sun, 22 May 2016 06:15:59 +0000 (23:15 -0700)]
Boats: Lower boat collision box top
Standing on a boat makes you appear to "hover" over it since this
collision box is way too high. Lower it so that it's low enough
to look normal when walking on top of a boat
paramat [Sat, 21 May 2016 02:49:28 +0000 (03:49 +0100)]
Vessels: Improve code style
paramat [Sat, 21 May 2016 02:32:50 +0000 (03:32 +0100)]
Vessels: Make shelf open on 2 sides not impossible 4 sides
Make shelf facedir rotatable as is now required
Duane Robertson [Sat, 21 May 2016 13:45:55 +0000 (08:45 -0500)]
Doors: Fix uninitialized state variable
Thomas--S [Thu, 19 May 2016 18:43:46 +0000 (20:43 +0200)]
Vessels: Smaller/improved textures, remove duplicated 'inv' textures
Removed unnecessary inventory textures
The drinking glass inventory texture now differs from
the node texture to be more clearly a drinking glass
Smaller textures to reduce size as nodes
red-001 [Thu, 19 May 2016 18:40:13 +0000 (19:40 +0100)]
Creative: Reset 'start_i' to 1 when the inventory filter is changed
paramat [Tue, 17 May 2016 00:34:52 +0000 (01:34 +0100)]
Default: Remove unnecessary infotexts for chests and signs
paramat [Sun, 8 May 2016 21:26:18 +0000 (22:26 +0100)]
Tnt: Avoid divide-by-zero errors in calc_velocity()
tenplus1 [Sat, 7 May 2016 09:12:58 +0000 (10:12 +0100)]
Creative: Fix inventory crash after toggling creative mode in-game
tenplus1 [Fri, 6 May 2016 14:14:38 +0000 (15:14 +0100)]
Creative: Fix '-' glitch in playername
Fix the glitch when players use the '-' character in their username
on a server, causing creative inventory to not pass page 2
tenplus1 [Thu, 21 Apr 2016 20:25:51 +0000 (21:25 +0100)]
Creative: Add global variable creative.formspec_add
This pull adds a new global variable called creative.formspec_add
that will allow mods to add to the creative inventory screen
without the need to fork the mod altogether. Simple solution
that works already for inventory_plus' BACK button
paramat [Wed, 4 May 2016 23:22:57 +0000 (00:22 +0100)]
Stairs/default: Make sandstone(brick) groups consistent
Sandstone is crumbly = 1 cracky = 3 to be slowly diggable by hand
Sandstonebrick(stair/slab) is cracky = 2
Foz [Tue, 3 May 2016 02:36:29 +0000 (22:36 -0400)]
Tnt: Fix bug in dropped item counting
paramat [Sat, 30 Apr 2016 19:11:08 +0000 (20:11 +0100)]
Default: Lower grass_side and snow_side textures
Half coverage for a more grassy appearance
Make snow_side universal by removing green pixels
Move KevDoy's heart texture credit to above sound credits
rubenwardy [Sat, 2 Jan 2016 12:28:07 +0000 (12:28 +0000)]
Add give_initial_items API
Auke Kok [Wed, 27 Apr 2016 07:26:18 +0000 (00:26 -0700)]
TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.
This makes both bigger explosions and less stability issues.
The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.
Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.
To scale the tnt:boom particle, we move it to the _effects() function.
Auke Kok [Thu, 28 Apr 2016 03:15:52 +0000 (20:15 -0700)]
TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.
The function should return three values:
bool do_damage, bool do_knockback, table drops
do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.
do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.
the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.
I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
Auke Kok [Wed, 27 Apr 2016 06:08:00 +0000 (23:08 -0700)]
TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.
We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
Foz [Sun, 24 Apr 2016 22:10:46 +0000 (18:10 -0400)]
Default: Add function 'node_sound_gravel_defaults()'
paramat [Mon, 11 Apr 2016 01:11:17 +0000 (02:11 +0100)]
Default: New grass and grass_side textures
Derived from Casimir's Voxelgarden texture
tenplus1 [Mon, 28 Mar 2016 19:14:35 +0000 (20:14 +0100)]
Beds: Quicker saves with tidy output
Tweaked the beds.save_spawns() function to compile list then output
to file with shortened co-ordinates containing 1 decimal place
Auke Kok [Tue, 26 Apr 2016 00:51:38 +0000 (17:51 -0700)]
TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.
We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).
The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
Auke Kok [Sat, 23 Apr 2016 05:24:19 +0000 (22:24 -0700)]
TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.
To compensate, I've lowered the spawner time and expiration length
as well.
Auke Kok [Mon, 18 Apr 2016 04:04:50 +0000 (21:04 -0700)]
TNT: self-start boom removal timer.
Auke Kok [Mon, 18 Apr 2016 03:52:45 +0000 (20:52 -0700)]
TNT: make tnt:burning a falling node.
This allows TNT to be used for e.g. traps (drop it from the
ceiling) or weird tnt effects with other explosions.
Auke Kok [Sat, 16 Apr 2016 19:13:13 +0000 (12:13 -0700)]
TNT: randomly vary ejecting velocity
We add a +/- 0.5 random value to the velocity vector of
ejecting nodes.
I've spotted a lot of nodes going exactly straight up if blowing
up sand above TNT. The extra variation looks less artificial.
Auke Kok [Sat, 16 Apr 2016 19:00:17 +0000 (12:00 -0700)]
TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.
We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
Auke Kok [Sat, 16 Apr 2016 17:22:37 +0000 (10:22 -0700)]
TNT: Whitespace cleanup