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* Fix a bug in falling code where entities get stuckPilzAdam2012-11-03
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* Don't leak textures all over the placeKahrl2012-11-02
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* Fix flowing liquid animation direction calculationPerttu Ahola2012-11-02
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* Merge pull request #272 from PilzAdam/powPilzAdam2012-11-02
|\ | | | | Replace pow() with multiplikation to improve speed
| * Replace pow() with multiplikation to improve speedPilzAdam2012-11-02
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* | Merge pull request #270 from PilzAdam/masterPilzAdam2012-11-01
|\| | | | | Move falling to builtin
| * Add functions to the default mod of minimal game to support old codePilzAdam2012-11-01
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| * Add falling_node to special groups in lua-api.txtPilzAdam2012-11-01
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| * Remove a useless commentPilzAdam2012-10-31
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| * Move falling to builtinPilzAdam2012-10-31
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* Add nodedef.on_blast() to lua_api.txt in order to support chained explosions ↵Perttu Ahola2012-09-09
| | | | of any explosives
* Statically store always_collect field of __builtin:itemPerttu Ahola2012-09-09
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* Add dtime_s to entity activationPerttu Ahola2012-09-09
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* Fix ServerActiveObject stuffPerttu Ahola2012-09-09
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* Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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* Fix ObjectRef:punch()Perttu Ahola2012-09-09
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* Version 0.4.3Perttu Ahola2012-09-05
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* Prevent world creation if the world already existsMatthew I2012-09-05
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* Enforce stricter world names using a blacklistMatthew I2012-09-05
| | | | Blacklisted characters are: / \
* Add aux1_descends to key change menuPerttu Ahola2012-09-05
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* Version 0.4.3-rc0; increase PROTOCOL_VERSION due to backwards-incompatible ↵Perttu Ahola2012-09-05
| | | | InventoryList width field
* Remove "Unknown inventory identifier" deserialization errors, because they ↵Perttu Ahola2012-09-04
| | | | can break forward compatibility
* Reorganize ClientMap rendering code for a bit more performancePerttu Ahola2012-09-04
| | | | | - Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
* Fix shift-descend to ladders from a floorPerttu Ahola2012-09-03
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* Fix moving stuff into a mismatched stack in a "infinite" inventoryPerttu Ahola2012-09-02
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* Make inventory GUI do sane things when server-side inventory acts unusuallyPerttu Ahola2012-09-02
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* Fix bug in moving a larger sized stack in inventory on top of anotherPerttu Ahola2012-09-02
| | | | | | | | - You have 2 stacks: a with x items and b with y<x items - Take a with your mouse and place it on b - Whole stack a moves to b - (y * 2 - x) items move from b to a - (x - y) items are left to the mouse cursor
* Add overridable function for handling dropped items from nodesPerttu Ahola2012-09-02
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* Fix github issue #224Perttu Ahola2012-09-01
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* Fix issue with openal mac os x compileThomas Lauro2012-09-01
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* Fix GUIKeyChangeMenu so that '/' can be inserted on a finnish keyboardPerttu Ahola2012-09-01
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* A bunch of GUIKeyChangeMenu fixesThomas Lauro2012-09-01
| | | | | | | - Display message when associating a key already in use - Fix issue for not beeing able to assign space to an action - Cleaning up - Make it build (by celeron55)
* Attempt to fix flying gravel and dirtPerttu Ahola2012-09-01
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* Smooth transition to the desert biome.Sergey Gilfanov2012-09-01
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* Fix the bouncy node related stuff a bitPerttu Ahola2012-09-01
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* Add bouncy node groupPerttu Ahola2012-09-01
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* Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola2012-09-01
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* Add InventoryList width property & allow custom crafting grids.Ilya Zhuravlev2012-09-01
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* Make shift the default descent control on ladders and when flyingsfan52012-09-01
| | | | "aux1_descends" setting switches to the old descend control.
* Don't crash in "unexpected multibyte character"; just print it in log. ↵Perttu Ahola2012-09-01
| | | | Github #222
* Use proper alpha blit in some more texture modifiersPerttu Ahola2012-08-31
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* Properly initialize baseimg for texture modifier ↵Perttu Ahola2012-08-31
| | | | [combine:WxH:X,Y=filename:X,Y=filename2
* Fix black display inside opaque waterMatthew I2012-08-31
| | | | | | | | | | | | Opaque water's solidness was being set to 2, like a normal node. When you swim, it is treated like a solid block, and the display goes black. Setting it to 1 like transparent water allows you to see. It looks somewhat awkward when you swim, look up, and see an opaque wall of water (the surface), but there isn't much that can be done about it. If you made the water transparent so it looked good, it would defeat the purpose :) .
* Fix github issue #213: Dropping unknown items crashes the gamePerttu Ahola2012-08-19
| | | | The items will now just disappear when dropped.
* Fix crash when furnace is full (minimal game)Perttu Ahola2012-08-12
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* Move chat commands to Lua and remove servercommand.{cpp,h}Matthew I2012-08-12
| | | | | | | | | | Commands moved: /me /status /time /shutdown /ban /clearobjects
* Add ban management routines to Lua APIMatthew I2012-08-12
| | | | | | | | Those functions are: * minetest.get_ban_list() * minetest.get_ban_description(ip_or_name) * minetest.ban_player(name) * minetest.unban_player_or_ip(ip_or_name)
* Extend Lua API in order to implement chat commandsMatthew I2012-08-12
| | | | | | minetest.get_server_status() minetest.request_shutdown() EnvRef:clear_objects()
* Remove trailing comma after player list in server status stringMatthew I2012-08-12
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* Allow digging of unknown nodesMatthew I2012-08-12
| | | | | | | | This allows the removal of nodes with unknown types. get_item_callback() (C++) would fail if a node has an unknown type. Now it will try using the callback from minetest.nodedef_default in this case. Also, minetest.node_dig() (Lua) was altered to always allow digging when the node definition is empty (i.e. unknown node).