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-rw-r--r--doc/client_lua_api.txt23
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`
-------------