MarkuBu [Tue, 11 Apr 2017 06:51:13 +0000 (08:51 +0200)]
Stairs: Improve stair and slab rotation on placement
Slabs are placed horizontal instead of vertical, even if they are
placed on a wall.
Slabs are rotated automatically if they are placed to another slab,
no matter which material.
Slabs are placed at the lower position if the placer points into
the lower half of the pointed node and to the upper position if
pointed to the upper half.
Stairs are placed normal if the placer points to the lower half of
the pointed node and rotated upside down if pointed to the upper half.
Alex Ford [Sat, 8 Apr 2017 04:03:11 +0000 (22:03 -0600)]
Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
LNJ [Sat, 8 Apr 2017 09:22:26 +0000 (11:22 +0200)]
Textures: Replace aspen leaves texture with BlockMen's
paramat [Thu, 30 Mar 2017 04:06:49 +0000 (05:06 +0100)]
Leafdecay: Do not restart aready running timers
paramat [Tue, 28 Mar 2017 04:37:45 +0000 (05:37 +0100)]
Carts: Make rail recipes more generous
As part of making vertical travel easier to reduce reliance on
sneak ladders.
Calculate using cubic pixels of steel.
A steelblock is 16^3 = 4096 cubic pixels steel.
6 ingots is 6/9 steelblocks.
A rail is a 2*2*16 pixel length of steel, 64 cubic pixels steel.
6 ingots produces 2*21 rails = 21 rail nodes.
Choose 18 for an even number that is a multiple of ingot number.
Replace the stick with 2 wood in the recipe to be closer to the amount
of wood that would be needed for 20*4 sleepers.
Replace 2 mese crystal fragments with 1 mese crystal to
compensate for the larger number of nodes returned. The result
is the recipe is much more generous with steel usage but slightly
less generous with mese usage, keeping power rail cost reasonably high.
Replace 2 coal lumps with 1 for a similar recipe to power rails.
SmallJoker [Sun, 2 Apr 2017 08:01:01 +0000 (10:01 +0200)]
doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by
b847888
paramat [Thu, 30 Mar 2017 02:24:43 +0000 (03:24 +0100)]
Carts: Remove '+' added in commit
077316b
paramat [Wed, 29 Mar 2017 03:59:19 +0000 (04:59 +0100)]
Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2
zaoqi [Wed, 29 Mar 2017 19:02:26 +0000 (21:02 +0200)]
Use creative.is_enabled_for for creative mode if possible (#1558)
cx384 [Tue, 28 Mar 2017 17:18:59 +0000 (19:18 +0200)]
doors: add groups to the door craftitem
upsilon [Sat, 25 Mar 2017 16:18:17 +0000 (17:18 +0100)]
doors: record protection violation if it cannot be dug
paramat [Thu, 23 Mar 2017 01:19:33 +0000 (01:19 +0000)]
Flora spread: Re-enable dry shrub replacing flora in desert sand
Flora is converted to dry shrub in desert sand and silver sand.
No conversion in sand to preserve sand dune grasses.
Dry shrubs do not spread so this conversion, used by players, is the
only way to generate them.
Auke Kok [Wed, 22 Mar 2017 05:34:42 +0000 (22:34 -0700)]
PB&J Pup.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.
The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.
The mod can also be disabled entirely this way for those who don't
want it.
There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
paramat [Wed, 22 Mar 2017 17:51:29 +0000 (17:51 +0000)]
Flora spread: Do not replace flora with dry shrub, only 'return'
If there is no group:soil node found below, do not replace flora with
dry shrub, this was breaking flower pots and other mods.
Originally, flora would only turn to dry shrub if in desert sand.
paramat [Sat, 18 Mar 2017 17:54:03 +0000 (17:54 +0000)]
Flora spread: Allow spread on rainforest litter. Other improvements
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.
Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
octacian [Tue, 14 Mar 2017 05:28:03 +0000 (22:28 -0700)]
Books: Fix backwards compatibility issues
Commit
c68b8274fed183f30bd7609018766a261448b83d prevented books from
being copied in the crafting grid, and made it so that old books, though
seemingly successfully transferred to the new format, could not be written
to as the old data still persisted.
Auke Kok [Mon, 13 Mar 2017 19:35:45 +0000 (12:35 -0700)]
Screwdriver: simplify logic, allow wallmounted rotation.
- Allow rotation of wallmounted nodeboxes (signs) since they are
now rotating properly.
- Instead of testing `ndef` several times, do it once, correctly.
- Simplify exception logic for nodes that have `on_rotate` set.
- For simplicity, return itemstack, always.
- Remove a useless nil check.
Thomas--S [Sat, 18 Mar 2017 16:19:19 +0000 (17:19 +0100)]
Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (
73e4666).
paramat [Fri, 17 Mar 2017 05:17:57 +0000 (05:17 +0000)]
Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
paramat [Fri, 17 Mar 2017 05:06:57 +0000 (05:06 +0000)]
Junglegrass: Prevent seeding of dirt_with_grass
Previously you could place junglegrass on dirt to convert that dirt to
dirt_with_grass, but this is unsuitable now that rainforest has a
surface of dirt_with_rainforest_litter.
Remove junglegrass from the 'grass' group.
octacian [Thu, 16 Mar 2017 05:03:52 +0000 (22:03 -0700)]
Keys: Fix crash when using unconfigured default:key
Since meta secret field is blank on any keys (default:key) obtained using
/give, the game will crash if you attempt to use one of these. This follows
along the principle that the game should never have any reason to crash.
paramat [Sun, 12 Mar 2017 10:58:09 +0000 (10:58 +0000)]
Biomes: Add and auto-select mgv7 floatland biomes
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.
Make sandstone desert filler 1 node deeper to match other deserts.
Thomas--S [Tue, 21 Feb 2017 18:43:34 +0000 (19:43 +0100)]
Change doors to default.can_interact_with_node()
paramat [Wed, 15 Mar 2017 21:23:31 +0000 (21:23 +0000)]
Farming: Add override for default:dirt_with_rainforest_litter
Auke Kok [Tue, 14 Mar 2017 02:56:08 +0000 (19:56 -0700)]
Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.
This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.
Fixes #1625
SmallJoker [Sat, 11 Mar 2017 12:52:20 +0000 (13:52 +0100)]
Sapling_on_place: Restore after_place_node() calls
Auke Kok [Mon, 20 Feb 2017 22:40:37 +0000 (14:40 -0800)]
Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
Fixer [Mon, 13 Mar 2017 14:29:53 +0000 (16:29 +0200)]
TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
paramat [Sun, 12 Mar 2017 15:05:32 +0000 (15:05 +0000)]
Textures: New textures for silver sandstone nodes
Auke Kok [Fri, 10 Mar 2017 20:48:41 +0000 (12:48 -0800)]
TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
SmallJoker [Sun, 12 Mar 2017 13:03:37 +0000 (14:03 +0100)]
Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in
9d3a526
paramat [Thu, 9 Mar 2017 20:18:58 +0000 (20:18 +0000)]
Leafdecay: Register leafdecay for bush leaves
Auke Kok [Thu, 9 Mar 2017 05:57:10 +0000 (21:57 -0800)]
Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
Dániel Juhász [Mon, 27 Feb 2017 09:50:54 +0000 (10:50 +0100)]
Correct rotation of attached nodes, and rotate colored nodes
Auke Kok [Sat, 25 Feb 2017 08:27:19 +0000 (00:27 -0800)]
Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.
Allows us to drop `nextrange()` as well.
Auke Kok [Sat, 25 Feb 2017 06:44:52 +0000 (22:44 -0800)]
Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.
Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
Auke Kok [Fri, 10 Mar 2017 19:48:44 +0000 (11:48 -0800)]
luacheck 0.19.0 complains about `unpack()`.
paramat [Fri, 10 Mar 2017 18:43:44 +0000 (18:43 +0000)]
Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which
can be nil if not pointing at anything or at an entity. This caused
sounds to be played to all players on a server non-positionally.
Fallback to player pos for sounds if 'pointed_thing.above' is nil.
Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
paramat [Thu, 9 Mar 2017 19:38:02 +0000 (19:38 +0000)]
Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
paramat [Tue, 7 Mar 2017 12:00:14 +0000 (12:00 +0000)]
Tree schematics: Alter jungletree, aspen, pine, appletree
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.
Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.
Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.
Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
paramat [Mon, 6 Mar 2017 07:26:12 +0000 (07:26 +0000)]
Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.
Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
rubenwardy [Sun, 5 Mar 2017 12:37:05 +0000 (12:37 +0000)]
sfinv: Fix wrong tab being highlighted
Thank you to @ForbiddenJ for finding cause of the issue.
tenplus1 [Wed, 1 Mar 2017 16:57:27 +0000 (16:57 +0000)]
Screwdriver: Fix crash
If 'node_box' is nil 'node_box.type' causes a crash.
Diego Martínez [Tue, 7 Mar 2017 03:03:30 +0000 (00:03 -0300)]
Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
Diego Martínez [Sun, 5 Mar 2017 07:50:25 +0000 (04:50 -0300)]
Fix some warnings.
Also fixes the failing travis checks.
paramat [Sat, 4 Mar 2017 05:28:35 +0000 (05:28 +0000)]
Dungeons: Use 'block' instead of 'brick' for nodebox stairs
octacian [Sun, 26 Feb 2017 18:37:35 +0000 (10:37 -0800)]
Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
Auke Kok [Sun, 12 Feb 2017 00:23:43 +0000 (16:23 -0800)]
Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds
All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.
This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
paramat [Sun, 26 Feb 2017 01:37:35 +0000 (01:37 +0000)]
Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
octacian [Sun, 26 Feb 2017 17:24:12 +0000 (09:24 -0800)]
Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
paramat [Sat, 25 Feb 2017 03:22:58 +0000 (03:22 +0000)]
Corals: Smaller, less dense reefs
paramat [Sat, 25 Feb 2017 01:05:40 +0000 (01:05 +0000)]
Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
paramat [Thu, 16 Feb 2017 19:17:01 +0000 (19:17 +0000)]
Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.
With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.
The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
MarkuBu [Wed, 8 Feb 2017 00:28:02 +0000 (16:28 -0800)]
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
Thomas--S [Fri, 10 Feb 2017 19:35:26 +0000 (20:35 +0100)]
Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
SmallJoker [Sun, 12 Feb 2017 10:47:22 +0000 (11:47 +0100)]
Carts: Fix the rail table overwrite behaviour
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.