| Commit message (Collapse) | Author | Age |
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Was forgotten in 69bf964.
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Due to commit ec3142a , UnitSAO's getArmorGroups() did not match
ServerActiveObject's, notably resulting in the lua get_armor_groups() call
returning nothing.
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Document new meaning of immortal=1 for players
Disable breathing if player is immortal
Hide builtin statbars if player immortal (delayed)
Co-authored-by: ClobberXD <ClobberXD@gmail.com>
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Split sun and moon render parts from the main render function.
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read_object_properties(). (#8689)
This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
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What happened:
1) Object data is received. Client begins to read the data
2) Client initializes all its children (gob_cmd_update_infant)
3) Children try to attach to parent (yet not added)
4) Parent initializes, is added to the environment
And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node.
The solution here is to:
1) Use the same structure as ServerActiveObject
2) Attach all children after the parent is really initialized
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(#8713)
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The priority is used by getCraftResult, which may be used before
initHash is called.
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* Fix clipping of itemimage
* Code style
* More code styling
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This allows to find and use curl with the vcpkg toolchain file.
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v6 always last to discourage selection.
Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode
last to discourage selection.
Of the remaining, v5 last due to age, v7 first due to being the default.
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Enabled by default.
Only allow spawn on fractal, not on seabed terrain.
Various codestyle and comment improvements.
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* Trigger for 'all' as well
* Add description textarea, double-click to copy
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The build often hits the 50m time limit or fails with spurious errors.
It can be re-enabled when/if we figure out how to solve this.
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Mostly copied from MarkuBu's code
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Re-add the random size range for large rooms.
Remove 'first_room_large' bool.
Add 'large_room_chance' parameter that can disable large rooms,
specify 1 large room, or specify a chance for large rooms.
If 1 or a chance is specified, the first generated room is large,
to take advantage of the intersection checks that are done for the
1st room only.
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Move 'num_dungeons' to 'DungeonParams'.
Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max',
so that the mapgen has complete control over the number of rooms.
Add new bool 'first_room_large' so that the mapgen chooses this
instead of a hardcoded 1 in 4 chance.
Add new parameter 'room_size_large' to replace 'room_size_large_min'
and 'room_size_large_max', so that the mapgen has complete control
over this.
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This was previously documented under the general ObjectRef section with a note that this won't work on players. So I think this would fit better with Lua entity-only methods.
This PR also changes the title of the Lua entity-only section from `LuaEntitySAO-only` to `Lua entity only`.
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This also clarifies the fact that Minetest saves `minetest.conf`
when closing Minetest for the first time, rather than when starting it
for the first time.
This also fixes the default key for the pitch move mode which is now P.
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Biome-defined dungeon nodes was added as a feature to MT 5.0.0.
So now remove most of the hardcoded dungeon node code that assumes a
game has stone, sandstone, desert stone, and no other stone types.
If biome-defined dungeon nodes are not found, dungeon nodes fall back
to the 'cobble' mapgen alias if present, if not present they fall back
to biome-defined 'stone'.
Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games
now only need to define 3 to 5 mapgen aliases.
Document dungeon parameters.
Make c_lava_source fallback to c_water_source as both are used as cave
liquids.
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9-slice textures are commonly used in GUIs to allow scaling them to match any resolution without distortion.
https://en.wikipedia.org/wiki/9-slice_scaling
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