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* Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)Loïc Blot2018-01-30
| | | | | | | | | | * Add minetest.bulk_set_node call + experimental mod unittest * Optimize set_node function to prevent triple lookup on contentfeatures Do only one lookup for old, and try to merge old and new lookup if node is same than previous node * Add benchmark function + optimize vector population to have real results
* Intersects_protection(): Move from Minetest Game to builtin (#6952)Paramat2018-01-23
| | | | | A useful function that applies 'core.is_protected()' to a 3D lattice of points evenly spaced throughout a defined volume, with a parameter for the maximum spacing of points.
* Biomes: Add 'get heat', 'get humidity', 'get biome data' APIsparamat2018-01-16
| | | | | 'get biome data' returns biome id, heat and humidity. Clean up nearby lines in lua_api.txt.
* Load a texturepack from the 'textures' subfolder of a gamered-0012018-01-16
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* Lua_api.txt: Various improvementsparamat2018-01-15
| | | | | Improve documentation for formspec 'position' and 'anchor' elements. Add missing documentation of 'animation' and 'glow' for particle spawners.
* Lua_api.txt: Improve bullet point indentation consistencyezhh2018-01-13
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* Lua_api.txt: Add chat command params infoezhh2018-01-13
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* Lua_api.txt: Fix, improve and add to Object Properties documentationparamat2018-01-12
| | | | Correct 'automatic rotate' to be a number instead of a bool.
* Lua_api.txt: Improve and complete ABM documentationparamat2018-01-12
| | | | Document 'active object count (wider)'.
* Lua API docs: Add warning that schematic placing is cachedSokomine2018-01-07
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* Fix naming conventions of noise userdatarubenwardy2018-01-07
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* Biomes: Add vertical biome blend (#6853)Paramat2018-01-05
| | | | Add 'vertical blend' parameter to biome registration that defines how many nodes above the biome's 'y max' limit the blend will extend.
* Connected Nodeboxes: Add `disconnected` boxesThomas--S2018-01-03
| | | | | | | | | | | | | | | The `disconnected_*` boxes are the opposites of the `connect_*` ones, i.e. when a node has no suitable neighbours on the respective side, the according disconnected box is drawn. * disconnected_top * disconnected_bottom * disconnected_front * disconnected_left * disconnected_back * disconnected_right * disconnected (when there is *no* neighbour) * disconnected_sides (when there are *no* neighbours to the sides)
* Line_of_sight: Improve using VoxelLineIteratorDániel Juhász2017-12-26
| | | | | This commit rewrites line_of_sight with VoxelLineIterator. Stepsize is no longer needed, the results will be always accurate.
* Vector functions: Fix vector.direction() function, improve documentation (#6801)Paramat2017-12-21
| | | vector.direction() now returns a normalised vector with direction p1 to p2.
* Allow 'default' parameter in 'settings:get_bool' functionJordan Irwin2017-12-17
| | | | | | Default value is used when the setting key is not found in the config file. If default value is not set, 'nil' is returned. #6188
* Give subgames the ability to disallow specific mapgens (#6792)Ezhh2017-12-16
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* Add callback to preserve node metadata as item metadataashtrayoz2017-12-14
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* Lua_api.txt: Fix a spelling errorashtrayoz2017-12-10
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* Auth handler: Player deletion & Iterator (#6741)sfan52017-12-06
| | | | | | | | * Add player deletion method to auth handler (fixes #6653) * Support iterating over the auth database There was no way to do this previously and a recent commit broke doing this the "hacky" way by accessing `core.auth_table`.
* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
| | | | | | | | | | | | | Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
* Update documentation regarding authentication handler and related functionssfan52017-12-01
| | | | | | Properly document it instead of referencing the builtin handler as authoritative "example" code. Also adds definition of get_auth_handler() which was missing previously.
* Lua_api.txt: Remove MT version, fix spelling and clean upezhh2017-12-01
| | | | | Removes references to MT version in intro section. Update bump_version.sh to no longer manage version information.
* Fix lua_api.txt indentation issuesezhh2017-11-28
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* Fix documentation formatting for on_death callbackEzhh2017-11-28
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* Improve documentation for player:set_attribute()Ezhh2017-11-25
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* Fix misspellingsgituser21942017-11-24
| | | | | | | | | | | | | | "diffferent" to "different" "occuring" to "occurring" "determin" to "determine" "ommited" to "omitted" "authetification" to "authentication" "conponent" to "component" "ommitted" to "omitted" "celcius" to "Celsius" "succesful" to "successful" Misspellings found using GNU Spell version 1.0
* Stratum ore: Add option for a constant thickness stratumparamat2017-11-19
| | | | | Add a 'stratum thickness' integer parameter, as an alternative to providing a 2nd noise parameter for thickness variation.
* Ore API documentation: Update and improveparamat2017-11-17
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* Lua_api.txt: Add documentation of required mapgen aliasesparamat2017-11-13
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* Add minetest.safe_write_file() to script APIsfan52017-11-08
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* Lua_api.txt: Add documentation for 'eye_height' player object propertyparamat2017-11-06
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* Add sha1 to lua utils. (#6563)Rob Blanckaert2017-10-30
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* Biome API: Add decoration flags for underground decorationsparamat2017-10-29
| | | | | | | | | | | | | Add "all_floors" and "all_ceilings" flags for simple and schematic decorations. Decorations are placed on all floor and/or ceiling surfaces. Decorations are placed before dungeon generation so placement in dungeons is not possible. Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y coordinates for all floor and ceiling surfaces in a specified node column. Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete 'getHeight()' functions.
* Allow overriding tool capabilities through itemstack metadataraymoo2017-10-29
| | | | | This makes it possible to modify the tool capabilities of individual itemstacks by calling a method on itemstack metadata references.
* Fix default item callbacks to work with nil users (#5819)raymoo2017-10-28
| | | | | | | | | * Fix default item callbacks to work with nil users * item.lua: Handle node drops for invalid players The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used. Remove redundant `local _, dropped_item`
* Lua_api.txt: Revert changes to NoiseParams format exampleMuhammad Rifqi Priyo Susanto2017-10-23
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* Improvements/fixes for noise parameter input in advanced settingsMuhammad Rifqi Priyo Susanto2017-10-23
| | | | | | | | | | | | | | | | Formspec input for each individual noise parameter and flag. Allow noise flags to be set in advanced settings, previously only settable in minetest.conf. Standardise 'group format' for noise parameters set in minetest.conf, as only these support noise flags. However the older 'single line' format is still accepted to support existing minetest.conf files. Therefore auto-generate minetest.conf.example with noise parameters in 'group format'. Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or 'noise_params_3D', the dimension number is displayed in the advanced settings edit page.
* Correct `prot_vers` in lua_api.txt.Auke Kok2017-10-19
| | | | | We should avoid providing incorrect struct members in documentation since people will be coding based on them.
* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Simple decorations: Make 'place_offset_y' usable with simple decorationsparamat2017-10-10
| | | | | | Necessary for placing the base cube of 'plantlike_rooted' drawtype in the seabed instead of on it. Useful for placing decorations sunk into, or buried in, the ground.
* Simple decorations: Add 'param2_max' parameter for random param2paramat2017-10-09
| | | | | | | If 'param2_max' is not used, parameter 'param2' works as before for compatibility. If 'param2_max' is used, 'param2' and 'param2_max' become the lower and upper bounds of a per-decoration random param2.
* Formspec: textarea with scrollbar improvementsadrido2017-10-09
| | | | | | | | | | | | Increase scrollrate depending on fontsize Scroll on mousewheel Allow scrolling and marking text on non writable textareas Update lua api about readonly mode Show scrollbar if text overflows
* FormSpec : Add an auto vertical scrollbar to the textareaadelcoding12017-10-09
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* Move register_on_modchannel_signal() (#6497)James Alexander Stevenson2017-10-05
| | | Moved from lua_api.txt to client_lua_api.md.
* Stratum ore: Allow use with no noise for simple horizontal strataparamat2017-10-01
| | | | | | | | If either of the 2 noise parameters are omitted the ore will occur from y_min to y_max in a simple horizontal stratum. As this does not compute noise performance improves, and is ideal for placing many layers. Clean up some nearby ore documentation.
* Lua_api.txt: Clarify arguments of functions, plus some cleanupHybrid Dog2017-09-28
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* Document orientation parameter of set_attach (#6473)raymoo2017-09-28
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* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
| | | | | | | | | | | | * Add no_static_save property to luaentites to not save them statically. This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead. * Use positive meaning for static_save object property * Invert meaning also for the LUA parameter Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'. * Extend push_object_properties()
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
| | | | | | | | | | Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method