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path: root/builtin/item_entity.lua
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* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Fix pickup of dropped items when the player only takes a part of themPilzAdam2013-03-03
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* Drop nodes as items when dugged and no room in inventory and dont remove ↵PilzAdam2013-02-21
| | | | dropped items when no room in inventory
* Fix item entity's collision with nodeboxesjordan4ibanez2012-12-15
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* Revert "Use wielditem drawtype for all nodes in item_entity"Perttu Ahola2012-11-27
| | | | This reverts commit ffad18e42442fed10c312adc989fc62b74e05896.
* Use wielditem drawtype for all nodes in item_entityPilzAdam2012-11-26
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* Statically store always_collect field of __builtin:itemPerttu Ahola2012-09-09
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* Check whether node is known before reading definition in ↵Perttu Ahola2012-07-21
| | | | __builtin:item:on_step()
* Fix super-small size of regular item entitiesPerttu Ahola2012-04-04
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* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
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* Implement dropped items as LuaEntities; leave the old ones as is for ↵Perttu Ahola2012-04-01
compatibility
">l_get_mapgen_setting(lua_State *L); // set_mapgen_setting(name, value, override_meta) static int l_set_mapgen_setting(lua_State *L); // get_mapgen_setting_noiseparams(name) static int l_get_mapgen_setting_noiseparams(lua_State *L); // set_mapgen_setting_noiseparams(name, value, override_meta) static int l_set_mapgen_setting_noiseparams(lua_State *L); // set_noiseparam_defaults(name, noiseparams, set_default) static int l_set_noiseparams(lua_State *L); // get_noiseparam_defaults(name) static int l_get_noiseparams(lua_State *L); // set_gen_notify(flagstring) static int l_set_gen_notify(lua_State *L); // set_gen_notify(flagstring) static int l_get_gen_notify(lua_State *L); // register_biome({lots of stuff}) static int l_register_biome(lua_State *L); // register_decoration({lots of stuff}) static int l_register_decoration(lua_State *L); // register_ore({lots of stuff}) static int l_register_ore(lua_State *L); // register_schematic({schematic}, replacements={}) static int l_register_schematic(lua_State *L); // clear_registered_biomes() static int l_clear_registered_biomes(lua_State *L); // clear_registered_decorations() static int l_clear_registered_decorations(lua_State *L); // clear_registered_schematics() static int l_clear_registered_schematics(lua_State *L); // generate_ores(vm, p1, p2) static int l_generate_ores(lua_State *L); // generate_decorations(vm, p1, p2) static int l_generate_decorations(lua_State *L); // clear_registered_ores static int l_clear_registered_ores(lua_State *L); // create_schematic(p1, p2, probability_list, filename) static int l_create_schematic(lua_State *L); // place_schematic(p, schematic, rotation, replacements, force_placement) static int l_place_schematic(lua_State *L); // place_schematic_on_vmanip(vm, p, schematic, // rotation, replacements, force_placement) static int l_place_schematic_on_vmanip(lua_State *L); // serialize_schematic(schematic, format, options={...}) static int l_serialize_schematic(lua_State *L); public: static void Initialize(lua_State *L, int top); static struct EnumString es_BiomeTerrainType[]; static struct EnumString es_DecorationType[]; static struct EnumString es_MapgenObject[]; static struct EnumString es_OreType[]; static struct EnumString es_Rotation[]; static struct EnumString es_SchematicFormatType[]; static struct EnumString es_NodeResolveMethod[]; }; #endif /* L_MAPGEN_H_ */