| Commit message (Collapse) | Author | Age |
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* Add event on_connect player API lua
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Fixes parts of #5389.
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Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
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* [CSM] Add function to get currently connected player names
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* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
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* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
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This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
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* Add minetest.spawn_falling_node(pos)
* lua_api.txt: Add minetest.spawn_falling_node(pos)
* Update minetest.spawn_falling_node(pos)
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* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
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Allows colorizing of textures using a color multiplication method.
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* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call
Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")
Attributes are saved as a json in the player file in extended_attributes
key
They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
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These are needed to go from things like entity yaw to a vector
and vice versa.
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This function returns the box corners of the smallest box
that includes the two given coordinates.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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Send texture modifier to clients connecting later too
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Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
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"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y. Basically it works
like "[verticalframe" but in 2D.
For testing, I combined the four default_chest images into one.
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* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
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Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.
This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.
This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
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