diff options
Diffstat (limited to 'doc/client_lua_api.txt')
-rw-r--r-- | doc/client_lua_api.txt | 23 |
1 files changed, 15 insertions, 8 deletions
diff --git a/doc/client_lua_api.txt b/doc/client_lua_api.txt index 098596481..32be8c849 100644 --- a/doc/client_lua_api.txt +++ b/doc/client_lua_api.txt @@ -1,4 +1,4 @@ -Minetest Lua Client Modding API Reference 5.4.0 +Minetest Lua Client Modding API Reference 5.5.0 ================================================ * More information at <http://www.minetest.net/> * Developer Wiki: <http://dev.minetest.net/> @@ -651,6 +651,9 @@ Minetest namespace reference * `minetest.sha1(data, [raw])`: returns the sha1 hash of data * `data`: string of data to hash * `raw`: return raw bytes instead of hex digits, default: false +* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a + ColorString. If the ColorSpec is invalid, returns `nil`. + * `colorspec`: The ColorSpec to convert * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the restrictions applied to the current mod. * If a flag in this table is set to true, the feature is RESTRICTED. @@ -907,7 +910,9 @@ Call these functions only at load time! * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"` * `minetest.encode_base64(string)`: returns string encoded in base64 * Encodes a string in base64. -* `minetest.decode_base64(string)`: returns string +* `minetest.decode_base64(string)`: returns string or nil on failure + * Padding characters are only supported starting at version 5.4.0, where + 5.5.0 and newer perform proper checks. * Decodes a string encoded in base64. * `minetest.gettext(string)` : returns string * look up the translation of a string in the gettext message catalog @@ -1025,8 +1030,8 @@ Methods: * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface) * `is_in_liquid_stable()` * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player) -* `get_liquid_viscosity()` - * returns liquid viscosity (Gets the viscosity of liquid to calculate friction) +* `get_move_resistance()` + * returns move resistance of current node, the higher the slower the player moves * `is_climbing()` * returns true if player is climbing * `swimming_vertical()` @@ -1228,7 +1233,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist* liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist* liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist* - liquid_viscosity = <number>, -- How fast the liquid flows *May not exist* + liquid_viscosity = <number>, -- How slow the liquid flows *May not exist* liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist* liquid_range = <number>, -- How far the liquid flows *May not exist* drowning = bool, -- Whether the player will drown in the node @@ -1243,6 +1248,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or }, legacy_facedir_simple = bool, -- Whether to use old facedir legacy_wallmounted = bool -- Whether to use old wallmounted + move_resistance = <number>, -- How slow players can move through the node *May not exist* } ``` @@ -1309,6 +1315,8 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or -- ^ See "HUD Element Types" size = { x=100, y=100 }, -- default {x=0, y=0} -- ^ Size of element in pixels + style = 0, + -- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace } ``` @@ -1348,9 +1356,8 @@ The following functions provide escape sequences: Named colors are also supported and are equivalent to [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors). -To specify the value of the alpha channel, append `#AA` to the end of the color name -(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha -value must (always) be two hexadecimal digits. +To specify the value of the alpha channel, append `#A` or `#AA` to the end of +the color name (e.g. `colorname#08`). `Color` ------------- |