| Commit message (Collapse) | Author | Age |
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Fixes #6294
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* Add register_on_priv_grant/revoke, and on_grant/revoke to privs. Call from /grant and /revoke
* Call on_grant and on_revoke callbacks from set_privs
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* Overlays for wield and inventory images
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* Make entity selection and collision boxes independently settable
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* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
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Flag default is true to not change default behaviour.
The existing minimap HUD flag remains the master control for minimap.
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* Version changes: current dev version is now 0.5.0
* This change permit to have multi branches with various versions
* Dev version is 0.5.0-dev and next release will be 0.5.0
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Document behaviour for older clients.
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Add LuaEntity on_death callback
This fixes #5474
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The probability list has to also encode per-node force-place.
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Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
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Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
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This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
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The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
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This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
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The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
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* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
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Extend documentation, limit area volume
Remove u16 count limitation
* Prevent integer overflow, replace minp/maxp with pos1/pos2
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* Sound: Add pitch option
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This function only removes player meta data,
not player authentication data.
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Add minor bits of missing Lua API documentation.
Remove L-system lighting bug warning.
Clarify 2 lines in node timer documentation.
Fix many Markdown syntax errors in lua_api.txt.
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* Private node metadata that isn't sent to the client
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These caused inability to pass through 2 node high spaces or step up onto slabs
or steps when a new client connected to an older server.
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* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix #5709
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Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
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This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
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* Add option to also check the center to `find_node_near`
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
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We introduce a new value for "waving" - 2:
0 - waving disabled
1 - wave like a plant
2 - wave like a leave
Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.
For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.
I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.
Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.
Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
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