| Commit message (Collapse) | Author | Age |
|
|
|
|
| |
Improve documentation
Read old formats
Fix free ID function. Return first gap in map
|
| |
|
|
|
|
|
|
|
|
|
| |
The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes #8939.
|
| |
|
| |
|
|
|
| |
Before opening the file for writing, its file size is tested. If it exceeds 50 MB, it is moved to debut.txt.1, otherwise the log is appended to the old messages. An old debut.txt.1 is removed if it already exists.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
Improve 'readable' setting names for waving water settings.
Change 'near plane' to 'near clipping plane'.
Document physics settings.
mgv6_spflags:
Change 'new biome system' to 'snowbiomes flag' for clarity.
Add missing 'noflat' flag to default flags.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This was introduced in commit 8e75785 and resulted in chat commands not
returning their output text.
|
| |
|
| |
|
| |
|
|
|
|
| |
Was forgotten in 69bf964.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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>
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
Enabled by default.
Only allow spawn on fractal, not on seabed terrain.
Various codestyle and comment improvements.
|
|
|
|
|
| |
* Trigger for 'all' as well
* Add description textarea, double-click to copy
|
| |
|
| |
|
|
|
|
| |
Mostly copied from MarkuBu's code
|
| |
|
| |
|
|
|
|
|
| |
Rivers are disabled by default and will not be added to existing worlds.
Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with
generateTerrain().
|
|
|
|
| |
They are used for tracking the package, so should match ContentDB.
|
|
|
|
|
| |
saves the forceloaded blocks periodically.
checks every 10 seconds if the forceloaded blocks got changed in-game
and persists them on-disk if that's the case
|
|
|
|
|
| |
(#8572)
This was forgotten in #5852.
|
|
|
|
| |
Add minetest.features.httpfetch_binary_data
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add user-settable noise parameters for dungeon density to each mapgen,
except V6 which hardcodes this noise parameter.
Move the calculation of number of dungeons generated in a mapchunk out
of dungeongen.cpp and into mapgen code, to allow mapgens to generate
any desired number of dungeons in a mapchunk, instead of being forced
to have number of dungeons determined by a density noise.
This is more flexible and allows mapgens to use dungeon generation to
create custom structures, such as occasional mega-dungeons.
|
| |
|
|
|
|
|
|
|
|
| |
6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Do not always show every depends textfieds
When there are no dependencies, it does not longer show an empty list.
* Adjust the list height to avoid a scrollbar when possible
* change minimum height and no dependencies message
* Do not get depends for modpacks
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* Add sounds for falling and attached nodes
The sound specified in `node_definition.sounds.fall` is used.
When a falling node is spawned at a position or an attached node drops, the sound is played at this position.
* allow all sorts of soundspecs
|