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path: root/builtin/game/item.lua
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* Reassure previous nil behaviour for tiles and special_tiles (#12678)Zughy2022-09-14
| | | Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
* Fix regression & replace more occurrences of vector.new with vector.copy ↵Lars Müller2022-07-14
| | | | (#12539)
* Replace deprecated use of `vector.new` with `copy`Lars Müller2022-07-08
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* Remove tile_images and special_materials obsolete code (#12455)Zughy2022-06-28
| | | Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
* Fix Minetest blaming the wrong mod for errors (#12241)Lars Müller2022-05-09
| | | Covers the case where mods insert their callbacks manually into "minetest.registered_<callbacks>" (often to achieve a particular order of execution).
* Reorganize some builtin functions in preparation for async envsfan52022-05-02
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* Fix eat sound not playing if eating last of stacksfan52021-12-15
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* Fix number of tool uses being off by 1..32767 (#11110)Wuzzy2021-10-31
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* Fix item duplication if player dies during interact callback (alternative) ↵sfan52021-10-25
| | | | (#11662)
* Add group-based tool filtering for node drops (#10141)Treer2021-08-27
| | | | | | Supports both AND and OR requirements, e.g. * "a tool that's in any of these groups" * "a tool that's in all of these groups"
* Add metatables to lua vectors (#11039)DS2021-06-04
| | | Add backwards-compatible metatable functions for vectors.
* Degrotate support for mesh nodes (#7840)Vitaliy2021-03-30
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* Replace 'minetest.' with 'core.' in builtinrubenwardy2021-02-11
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* Fix minetest.dig_node returning true when node isn't diggable (#10890)rubenwardy2021-01-31
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* Drop never documented 'alpha' property from nodedefsfan52021-01-29
| | | | | Includes minimal support code for practical reasons. We'll need it for a slightly different purpose next commit.
* Removed some obsolete code (#10562)Zughy2021-01-21
| | | Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
* Copy position for can_digsfan52020-11-12
| | | | fixes #10514
* Add minetest.is_creative_enabledWuzzy2020-05-29
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* Add default stack size setting (#8873)SmallJoker2020-04-13
| | | | | New setting "default_stack_max" to alter the default stack sizes of all items when desired. Co-authored-by: Pascal Abresch <nep@packageloss.eu>
* Builtin: Fix error by digging unknown nodesSmallJoker2020-02-16
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* Convert sound_play uses in builtin to ephemeralsfan52020-02-01
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* Let node 'place' and 'dug' sounds be heard by other playerssfan52020-02-01
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* Fix item eat sound not played if last item (#9239)Wuzzy2019-12-24
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* Make core.item_place_node return position of placed node. (#7713)Bluebird2019-12-18
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* Correct documentation around minetest.item_placesfan52019-12-16
| | | | | The code that calls minetest.item_place_object was removed in 2013 in commit fc61c8809b9a1d47d9f117446764107a56cec956.
* Add luacheck to check builtin (#7895)rubenwardy2019-08-06
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* Docs: Clarify where to check for 'protection_bypass' (#8675)SmallJoker2019-07-14
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* Add eat sound (#7956)Wuzzy2018-12-10
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* get_node_drops: Make empty drop return empty table (#7592)tenplus12018-08-30
| | | This stops get_node_drops from returning an empty string when using drop = "" and instead returns the supposed empty table instead {}
* Builtin: Replace deprecated function calls (#7561)SmallJoker2018-07-17
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* core.rotate_node: Do not trigger after_place_node (#6900)SmallJoker2018-03-29
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* Add callback to preserve node metadata as item metadataashtrayoz2017-12-14
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* Builtin: Fix handle_node_drops crash with nil diggerSmallJoker2017-12-12
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* Fix default item callbacks to work with nil users (#5819)raymoo2017-10-28
| | | | | | | | | * Fix default item callbacks to work with nil users * item.lua: Handle node drops for invalid players The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used. Remove redundant `local _, dropped_item`
* Item drop: Tune to land exactly 2 nodes away with level view (#6410)Paramat2017-09-13
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* Check item_drop amount clientside (#6242)rubenwardy2017-08-26
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* Make dropped items colorableDániel Juhász2017-08-14
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* Helper methods for hardware colorization (#5870)Dániel Juhász2017-06-24
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* Automatic item and node colorization (#5640)Dániel Juhász2017-06-20
| | | | | | | | | | | | | | | | | * Automatic item and node colorization Now nodes with a palette yield colored item stacks, and colored items place colored nodes by default. The client predicts the colorization. * Backwards compatibility * Use nil * Style fixes * Fix code style * Document changes
* Use a settings object for the main settingsShadowNinja2017-05-06
| | | | | | | This unifies the settings APIs. This also unifies the sync and async registration APIs, since the async registration API did not support adding non-functions to the API table.
* Fix two nul deref if digging unknown nodes. (#5398)Auke Kok2017-03-15
| | | Introduced by d785456b3fa35faf47cb972fde9e8668382c5e22 (#5162)
* Optimize item.luatenplus12017-03-10
| | | | Replace slow ItemStack get_definitions with registered_nodes one's and cached playername as it's used multiple times. Also removed local item = itemstack:peek_item() as it is never used.
* Fixes for colorwallmounted and colorfacedir nodesDániel Juhász2017-02-18
| | | | | | Correct node placement prediction for attached colorwallmounted nodes. Correct placement direction for colorfacedir and colorwallmounted nodes. Correct detatch mechanism for attached colorwallmounted nodes.
* Make facedir_to_dir and wallmounted_to_dir work with coloured nodes as well. ↵Nathanaël Courant2017-01-31
| | | | (#5153)
* core: Add dir_to_yaw and yaw_to_dir helpersAuke Kok2017-01-23
| | | | | These are needed to go from things like entity yaw to a vector and vice versa.
* Tool break: Reduce gain of break soundsparamat2016-11-20
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* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
| | | | | | | | | | If a tool wears out and is destroyed, it's itemstack count goes to 0, and we can optionally play a breaking sound. This patch implements playing a breaking sound when this occurs. Sounds need to be added to the tool itemdef registration as the sound name string in the .sound.breaks member.
* Introduce builtin_shared and use it to fix #4778est312016-11-16
| | | | | | | | | | | Fixes #4778 which was about the error: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value) The issue was a regression of commit 649448a2a91fbf3e944b2f2e739f4e2292af1df0 "Rename nodeupdate and nodeupdate_single and make them part of the official API"
* Builtin/game/item: Add `place_param2` nodedef fieldAuke Kok2016-06-17
| | | | | | | | | | | | | | | This allows a nodedef to specify a fixed value for param2 to be used for all normal placements. There are several uses for this: - nodes that require param2 to be set to a non-zero value for internal mod use. E.g. leafdecay could use this to detect that leaves are played by players. - force wallmounted or facedir value at placement at placement This overrides any player look direction or other on-the-fly param2 setting during placement.
* Introduce "protection_bypass" privilege.Auke Kok2016-03-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This privilege allows map protection bypassing for server operators and world moderators. Initially I had thought that bypassing protection mods would have been something that could entirely be done inside mods and minetest_game, but the concept of protection is defined in core, in the code of core.is_protected(). I don't feel that it would be logical to introduce a protection concept in core, but not some way around that for server operators to maintain map parts that need fixing, de-griefing or cleanup. Others had noticed the same problems, and proposed a patch to minetest_game. That patch is fine by itself, but it fails to add protection bypass functionality for digging normal nodes and placing nodes. So, instead, we indroduce the new priv "protection_bypass" in core, and modify 'on_place_node' and 'node_dig' to allow bypassing node protections if the player holds this priv. This priv was tested with protector redo by tenplus1. A followup patch to Minetest Game will include allowing special checks for doors, trapdoors, chests in Minetest Game. Protection mods will likely want to mimic the changes in their relevant code sections.