aboutsummaryrefslogtreecommitdiff
path: root/builtin/game/falling.lua
Commit message (Expand)AuthorAge
* Add sounds for falling and attached nodes (#7719)DS2019-03-05
* Builtin: Replace deprecated function calls (#7561)SmallJoker2018-07-17
* core.spawn_falling_node: Keep metadata (#7476)SmallJoker2018-07-09
* ObjectRef: Add add_velocity() (#3208)you2018-03-31
* Falling.lua: Delete falling node entities on contact with 'ignore'paramat2018-02-13
* Add callback to preserve node metadata as item metadataashtrayoz2017-12-14
* Sounds: Add falling node soundsAuke Kok2017-11-14
* Remove nodeupdate and nodeupdate_singleRui2017-08-30
* Automatic item and node colorization (#5640)Dániel Juhász2017-06-20
* Save metainfo for falling nodesVladislav Tsendrovskii2017-03-11
* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
* Fixes for colorwallmounted and colorfacedir nodesDániel Juhász2017-02-18
* builtin/.../falling.lua: Avoid crash when hitting unknown nodessfan52017-01-09
* Builtin/../falling.lua: Avoid crash when object pos over limitparamat2016-12-21
* Introduce builtin_shared and use it to fix #4778est312016-11-16
* Rename nodeupdate and nodeupdate_single and make them part of the official APIest312016-11-14
* Builtin/../falling: Fix bugs caused by 'ignore' nodesparamat2016-11-07
* Builtin/../falling.lua: Code optimisationtenplus12016-10-14
* Builtin/falling: Add fallback vector in case of nil 'wallmounted to dir'paramat2016-10-03
* Add on_punchnode callbackWayward One2016-05-17
* falling: walk 4 additional diagonally down directions.Auke Kok2016-04-20
* Convert nodeupdate to non-recursiveAuke Kok2016-04-11
* stop falling.lua errortenplus12016-03-29
* Falling: Set acceleration on step againRui2016-03-25
* Builtin/game/falling: Re-add comma removed by recent commitparamat2016-03-19
* Set acceleration only once in falling nodeRui9142016-03-19
* Minor tweaks __builtin:falling_nodeRui2015-09-01
* Fix some undeclared global variablesCraig Davison2014-11-26
* Use round if falling node is misplacedSmallJoker2014-09-28
* Remove buildable_to nodes without dropping item when replaced by a falling nodeCasimir2014-08-22
* Allow custom liquids to have dropssfan52014-06-08
* Use "core" namespace internallyShadowNinja2014-05-08
* Organize builtin into subdirectoriesShadowNinja2014-05-07
span>::string &name, bool loop, float volume, v3f pos) = 0; virtual void stopSound(int sound) = 0; virtual bool soundExists(int sound) = 0; virtual void updateSoundPosition(int sound, v3f pos) = 0; int playSound(const SimpleSoundSpec &spec, bool loop) { return playSound(spec.name, loop, spec.gain); } int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos) { return playSoundAt(spec.name, loop, spec.gain, pos); } }; class DummySoundManager: public ISoundManager { public: virtual bool loadSoundFile(const std::string &name, const std::string &filepath) {return true;} virtual bool loadSoundData(const std::string &name, const std::string &filedata) {return true;} void updateListener(v3f pos, v3f vel, v3f at, v3f up) {} void setListenerGain(float gain) {} int playSound(const std::string &name, bool loop, float volume) {return 0;} int playSoundAt(const std::string &name, bool loop, float volume, v3f pos) {return 0;} void stopSound(int sound) {} bool soundExists(int sound) {return false;} void updateSoundPosition(int sound, v3f pos) {} }; // Global DummySoundManager singleton extern DummySoundManager dummySoundManager; #endif