danielmeek32 [Wed, 20 Sep 2017 18:08:17 +0000 (19:08 +0100)]
Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
tenplus1 [Wed, 20 Sep 2017 18:08:06 +0000 (19:08 +0100)]
Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
paramat [Sun, 17 Sep 2017 05:03:42 +0000 (06:03 +0100)]
Biome registration: Update due to revert of mgv7 'biomerepeat' option
sfan5 [Mon, 11 Sep 2017 20:52:19 +0000 (22:52 +0200)]
Doors: Same prediction change for trapdoors
Forgot this in the last commit, thanks @Fixer-007
sfan5 [Mon, 11 Sep 2017 19:13:55 +0000 (21:13 +0200)]
Doors: Disable client dig prediction for protected doors
tenplus1 [Sat, 26 Aug 2017 21:14:44 +0000 (22:14 +0100)]
TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
tenplus1 [Sun, 30 Jul 2017 13:02:10 +0000 (14:02 +0100)]
Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
paramat [Mon, 14 Aug 2017 15:19:53 +0000 (16:19 +0100)]
Farming: Make cotton look like cotton, add crafted string item
Remove string -> cotton alias.
Hybrid Dog [Sun, 13 Aug 2017 10:47:43 +0000 (12:47 +0200)]
Register fence: Allow setting nodedefs to 'false'
tenplus1 [Sat, 8 Jul 2017 20:17:33 +0000 (21:17 +0100)]
TNT: Allow a custom explosion sound to be used
rubenwardy [Sun, 13 Aug 2017 00:23:08 +0000 (01:23 +0100)]
Make ice slippery
Rui [Sun, 13 Aug 2017 11:47:13 +0000 (20:47 +0900)]
Carts: Fix player position (#1872)
Rui [Sun, 13 Aug 2017 11:47:01 +0000 (20:47 +0900)]
Boats: Fix player position (#1871)
tenplus1 [Sun, 13 Aug 2017 11:46:30 +0000 (12:46 +0100)]
TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
TumeniNodes [Sun, 13 Aug 2017 11:45:39 +0000 (07:45 -0400)]
default_desert_cobble.png with darker mortar (#1859)
Jens Rottmann [Thu, 10 Aug 2017 17:01:37 +0000 (19:01 +0200)]
Trivial: Make furnace info text look nicer
Furnace inactive (Item: Not cookable; Fuel:
Empty)
--> becomes -->
Furnace inactive
(Item: Not cookable; Fuel: Empty)
SmallJoker [Thu, 10 Aug 2017 07:52:53 +0000 (09:52 +0200)]
Beds: Do not crash when placing in an unknown node
paramat [Mon, 7 Aug 2017 03:27:19 +0000 (04:27 +0100)]
Player API: Integrate settable player step height
Split some long lines.
Some nearby code cleanup.
ForbiddenJ [Tue, 25 Jul 2017 18:52:39 +0000 (13:52 -0500)]
Torches: Make liquids drop torches as items
Liquids that are 'igniters', such as lava, will drop the torch without
a flame-extinguish sound, as the torch item will burn up after a few
seconds with a sound and smoke particles.
All other liquids cause a flame-extinguish sound.
paramat [Tue, 1 Aug 2017 03:47:37 +0000 (04:47 +0100)]
Floatland biomes: Simplify to grassland
Make the placeholder biomes grassland to make the shape of the floatland
terrain more visible.
paramat [Tue, 1 Aug 2017 03:14:09 +0000 (04:14 +0100)]
Player_api: Integrate settable player collisionbox
danielmeek32 [Sun, 30 Jul 2017 18:18:12 +0000 (19:18 +0100)]
Player API: Apply model default textures when passing nil to 'set_textures'
rubenwardy [Wed, 26 Jul 2017 18:38:11 +0000 (19:38 +0100)]
Separate player code into new mod
paramat [Thu, 27 Jul 2017 00:16:17 +0000 (01:16 +0100)]
Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
SmallJoker [Sun, 30 Jul 2017 17:55:36 +0000 (19:55 +0200)]
Carts: Check for last pathfinder predition too
Minor fix to reduce cart jitter slightly
TumeniNodes [Sat, 29 Jul 2017 16:09:27 +0000 (12:09 -0400)]
Default: Correct dimensions of default_clay_brick.png (#1858)
Resize default_clay_brick.png from 16x17px to 16x16px, as mentioned in issue #1855
SmallJoker [Sat, 29 Jul 2017 16:09:15 +0000 (18:09 +0200)]
TNT: Only burn visually connected powder (#1857)
elinor-s [Sat, 29 Jul 2017 16:09:05 +0000 (12:09 -0400)]
Default: Increase the maximum level of the diamond axe to 3 (#1854)
This is the maximum level of the other diamond tools and makes the
number of uses similar to them.
DS [Wed, 26 Jul 2017 18:06:29 +0000 (20:06 +0200)]
Default: Reexport the player model (#1848)
Ezhh [Sun, 23 Jul 2017 08:26:10 +0000 (09:26 +0100)]
Improve node descriptions (#1834)
SmallJoker [Sat, 22 Jul 2017 18:16:25 +0000 (20:16 +0200)]
Creative: Prevent unauthorized item access (#1840)
Ezhh [Sat, 22 Jul 2017 14:11:40 +0000 (15:11 +0100)]
Correct farming/stairs dependency (#1838)
paramat [Thu, 13 Jul 2017 23:09:13 +0000 (00:09 +0100)]
Floatland biomes: Update due to mgv7 biomerepeat option
Only register floatland biomes if mgv7 'biomerepeat' flag is false.
Simplify floatland biomes to coniferous forest and ocean.
Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global
values for mods to use to register their own floatland biomes.
TeTpaAka [Sun, 18 Jun 2017 12:58:19 +0000 (14:58 +0200)]
Player model: Remove vertical 1 node offset
Required due to the settable player collision box engine feature.
Change for MT/MTG v0.5.0 that breaks compatibility with old clients.
SmallJoker [Sun, 16 Jul 2017 12:31:34 +0000 (14:31 +0200)]
Default: Expose the formspec getter functions (#1783)
Paramat [Sun, 16 Jul 2017 12:31:21 +0000 (13:31 +0100)]
Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
Fixer [Fri, 7 Jul 2017 21:21:14 +0000 (00:21 +0300)]
Stairs: Add tin block stairs and slab
paramat [Wed, 5 Jul 2017 14:12:21 +0000 (15:12 +0100)]
Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
TumeniNodes [Wed, 5 Jul 2017 17:35:26 +0000 (13:35 -0400)]
Stairs: Add inner and outer corner stairs
With thanks to MarkuBu for the original PR and GreenXenith for the stair models.
paramat [Thu, 29 Jun 2017 17:50:16 +0000 (18:50 +0100)]
Mapgen: Completely separate mgv6 ore registrations
This allows us to preserve mgv6 ore distribution while giving us the freedom
to alter ore distribution for other mapgens.
Other mapgens are larger scale and have 3D noise tunnels which make vertical
travel easier, so ores can be deeper.
Other mapgens have registered biomes which allows us to limit ores to certain
biomes.
DS-Minetest [Mon, 19 Jun 2017 16:51:21 +0000 (18:51 +0200)]
Add backface_culling to open chests and fencegates
Foz [Sat, 7 May 2016 01:47:22 +0000 (21:47 -0400)]
TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.
TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
SmallJoker [Sun, 2 Jul 2017 08:32:10 +0000 (10:32 +0200)]
Carts: Do not connect rails with gunpowder (#1812)
paramat [Wed, 28 Jun 2017 11:04:00 +0000 (12:04 +0100)]
Flowers: More flowers
Johannes Fritz [Wed, 7 Jun 2017 16:42:44 +0000 (11:42 -0500)]
Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
paramat [Wed, 28 Jun 2017 08:56:18 +0000 (09:56 +0100)]
Floatland biomes: Add ocean biomes to fix missing sandstone
Update biome lists for blob ores.
F.K.Z [Fri, 23 Jun 2017 02:34:30 +0000 (07:04 +0430)]
Furnace formspec: Replace deprecated 'current_name' with 'context'
Ezhh [Sun, 25 Jun 2017 09:19:12 +0000 (10:19 +0100)]
Make sapling, leaves and fence descriptions consistent (#1795)
John Cole [Thu, 22 Jun 2017 18:38:02 +0000 (14:38 -0400)]
Allow mossy cobble slabs to combine (#1791)
paramat [Fri, 16 Jun 2017 02:47:12 +0000 (03:47 +0100)]
Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
red-001 [Wed, 14 Jun 2017 20:31:47 +0000 (21:31 +0100)]
Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
tenplus1 [Wed, 1 Feb 2017 19:07:30 +0000 (19:07 +0000)]
Creative: Add 'creative' privilege for survival servers
This adds a 'creative' privilege to survival servers which OPs can bestow
on admin or competent builders to give access to the creative inventory.
red-001 [Wed, 14 Jun 2017 17:57:05 +0000 (18:57 +0100)]
Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
ezhh [Wed, 14 Jun 2017 01:22:46 +0000 (02:22 +0100)]
Descriptions: Make capitalization consistent
red-001 [Tue, 13 Jun 2017 22:59:25 +0000 (23:59 +0100)]
Books: Add nil value checks to the book formspec handler
paramat [Sat, 3 Jun 2017 21:41:39 +0000 (22:41 +0100)]
Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
Wuzzy [Mon, 22 May 2017 01:20:10 +0000 (03:20 +0200)]
Stairs: Allow crafting slabs and stairs into full blocks again
DS-Minetest [Tue, 6 Jun 2017 17:14:52 +0000 (19:14 +0200)]
Doors: Avoid white particles when digging wooden trapdoor
Alter the wooden trapdoor side texture, replacing the white area with a
repetition of the wood pixels.
It is now consistent with the steel trapdoor side texture.
paramat [Thu, 25 May 2017 14:44:21 +0000 (15:44 +0100)]
Flowers: New texture for yellow dandelion
Derived from the white dandelion texture.
Uses the flower head colours of the previous yellow dandelion.
vorunbekannt75@web.de [Tue, 6 Jun 2017 17:20:58 +0000 (19:20 +0200)]
Default: Revert "Default: Shorter and better ABMs"
This reverts commit
e523c3a2965afe76b9102b67992e15fafba1594a to re-enable
the overriding and redefinition of these global functions.
sfan5 [Tue, 6 Jun 2017 10:54:42 +0000 (12:54 +0200)]
Use transparency for unused part of mese post top texture
The color autogeneration algorithm of minetestmapper otherwise
causes this node to appear as solid black.
MrIbby [Wed, 24 May 2017 21:22:17 +0000 (14:22 -0700)]
Change "Junglewood" to "Jungle Wood"
Michael Bargatin [Thu, 25 May 2017 10:34:14 +0000 (13:34 +0300)]
Resize book textures from 16x17 to 16x16
paramat [Mon, 22 May 2017 13:41:17 +0000 (14:41 +0100)]
Settings: Use new settings object
theFox6 [Sat, 20 May 2017 12:32:52 +0000 (14:32 +0200)]
Default: Shorter and better ABMs (#1739)
Action of some abm's call functions directly, instead of calling the function inside a function.
sfan5 [Wed, 17 May 2017 18:56:39 +0000 (20:56 +0200)]
Remove set_inventory_formspec in default, remove delay in sfinv
Vanessa Ezekowitz [Mon, 8 May 2017 19:29:07 +0000 (15:29 -0400)]
Chest: Redo new chests to use single-tile textures where possible
This keeps the filenames the same, but adds a new "inside" double texture
for the open chest.
Use regular drawtype for closed chest and delete the "cube.obj" model.
X-flip the right-side texture for the closed chest.
ezhh [Mon, 10 Apr 2017 01:23:00 +0000 (02:23 +0100)]
Fire: Disable fire by default in multiplayer
tenplus1 [Mon, 8 May 2017 11:47:53 +0000 (12:47 +0100)]
Chests: Revert inventory name
Revert the new 'default:game' inventory back to the old 'main' and use the
lbm to restore the contents of the chest.
Change the name of the conversion LBM to ensure it is run again on already
converted chests.
cx384 [Sat, 13 May 2017 10:49:04 +0000 (12:49 +0200)]
Change the selection_box of bush stems (#1733)
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
Auke Kok [Sun, 7 May 2017 05:01:31 +0000 (22:01 -0700)]
Chest open model: UV map fix.
The back side had a UV mapping issue which caused the bottom
rear part to "shrink" when opened.
Auke Kok [Sun, 7 May 2017 04:15:34 +0000 (21:15 -0700)]
Fix nil deref issue with people hitting chests too often.
SmallJoker [Sun, 7 May 2017 06:33:26 +0000 (08:33 +0200)]
Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
Ezhh [Sun, 7 May 2017 16:25:53 +0000 (17:25 +0100)]
Add option to disable lavacooling (#1726)
sfan5 [Mon, 1 May 2017 19:23:44 +0000 (21:23 +0200)]
Fix merging mistake (crash in "stairs")
Tim [Mon, 27 Mar 2017 20:55:53 +0000 (21:55 +0100)]
Stairs: Add snowblock and ice stairs and slabs
Fernando Carmona Varo [Sun, 13 Nov 2016 15:08:07 +0000 (16:08 +0100)]
TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
Auke Kok [Sun, 17 Jan 2016 23:32:50 +0000 (15:32 -0800)]
Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.
A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.
While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.
Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.
Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.
If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.
Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
Auke Kok [Sat, 29 Apr 2017 04:09:07 +0000 (21:09 -0700)]
Doors: place sound when placing a door.
Due to door items being the thing that's placed, we need to
explicitly play a sound when placing a door.
Fixes #1363
Auke Kok [Sat, 29 Apr 2017 03:56:51 +0000 (20:56 -0700)]
Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().
Fixes #1711
Auke Kok [Thu, 27 Apr 2017 03:19:59 +0000 (20:19 -0700)]
Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.
Fixes #1710
rubenwardy [Tue, 25 Apr 2017 23:15:15 +0000 (00:15 +0100)]
Fix owner not being checked on write to book
paramat [Sun, 23 Apr 2017 03:09:46 +0000 (04:09 +0100)]
Tin: Tune mapgen, bugfix, fix texture credits
Previously i had matched ore density to moreores, but this density was
too high and out of balance with MTGame, reduce density to be similar
to copper ore.
The 2 levels of underground ore were overlapping, fix.
Textures are actually by kilbith, update credits.
Also credit kilbith for bronze, copper, gold and steel blocks, credits
had not been updated at the time.
paramat [Sun, 23 Apr 2017 02:48:12 +0000 (03:48 +0100)]
Textures: Reduce contrast of snow ripples
Dániel Juhász [Sat, 22 Apr 2017 12:34:51 +0000 (14:34 +0200)]
Creative: Automatic item colorization for creative mode
paramat [Wed, 19 Apr 2017 01:48:00 +0000 (02:48 +0100)]
Ores: Add tin ore, lump, ingot and block
Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
upsilon [Mon, 17 Apr 2017 10:56:27 +0000 (12:56 +0200)]
Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
octacian [Thu, 16 Mar 2017 05:22:09 +0000 (22:22 -0700)]
Keys: Move skeleton key to craftitems.lua
Commit
73d61cbb103415c9a3970eaf2c48aeadabfff828 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
octacian [Thu, 16 Mar 2017 05:20:44 +0000 (22:20 -0700)]
Keys: Allow skeleton keys to be stacked
Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
Thomas--S [Wed, 12 Apr 2017 20:27:58 +0000 (22:27 +0200)]
nodebox -> node_box
Seems like this was a typo
paramat [Wed, 12 Apr 2017 08:25:21 +0000 (09:25 +0100)]
Bushes: Add saplings
Bush saplings grow in half the time of tree saplings.
Bushes do not need 'from sapling' schematic variants because only the
stem node is force-placed in the mapgen schematic, so only the sapling
is force-replaced.
Bush leaves drop saplings with a rarity that ensures at least 1 sapling
per bush on average.
paramat [Tue, 11 Apr 2017 01:45:34 +0000 (02:45 +0100)]
PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
Ekdohibs [Tue, 11 Apr 2017 14:28:26 +0000 (16:28 +0200)]
Fix .luacheckrc (missing Settings class)
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