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path: root/doc/lua_api.txt
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* Tiny documentation fix. (#5659)Bluebird2017-04-26
| | | There are plenty of lines longer than 80 characters, and spliting the function declaration across two lines can be momentarily confusing.
* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
* Sneak glitch: Set default to falseparamat2017-04-22
| | | | | | | | The 'sneak glitch' physics override now controls whether a player can use the new move code replications of the old sneak side-effects: sneak ladders and 2 node sneak jump. This completes our intention to replicate the old sneak side-effects in new code and provide them as an option that is disabled by default.
* Add on_flood() callback.Auke Kok2017-04-22
| | | | | | | | | | | | | | | | | | | | | This callback is called if a liquid definitely floods a non-air node on the map. The callback arguments are (pos, oldnode, newnode) and can return a `bool` value indicating whether flooding the node should be cancelled (`return true` will prevent the node from flooding). Documentation is added, the callback function was tested with a modified minetest_game. Note that `return true` will likely cause the node's `on_flood()` callback to be called every second until the node gets removed, so care must be taken to prevent many callbacks from using this return value. The current default liquid update interval is 1.0 seconds, which isn't unmanageable. The larger aim of this patch is to remove the lava cooling ABM, which is a significant cost to idle servers that have lava on their map. This callback will be much more efficient.
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Light update for map blocksDániel Juhász2017-04-20
| | | | | | | | | This is not really different from the light update of a voxel manipulator. This update does not assume that the lighting was correct before, therefore it is useful for correction. Also expose this function to the Lua API for light correction, and allow voxel manipulators not to update the light.
* Tools: Fix tool digging speed limitHybrid Dog2017-04-19
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* Sneak: Add option for old move codeparamat2017-04-17
| | | | | | Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true.
* Implement delayed server shutdown with cancelation (#4664)Loïc Blot2017-04-15
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* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Document that write_json will error on unserializable types. (#5539)raymoo2017-04-08
| | | Previously it was erroneously documented that it would save them as null.
* First commit for fine pointed (#5485)MarkuBu2017-04-01
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* Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVELparamat2017-03-30
| | | | | | | Add the missing paramtype2 for param2 controlling the liquid level inside the glasslike_framed drawtype. Add missing documentation of the feature to lua_api.txt. Update and improve comments for drawtype enumerations in nodedef.h.
* Add functions to strip color information. (#5472)Diego Martínez2017-03-28
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* Firelike drawtype: Add missing docs for visual_scale in lua_api.txt (#5434)Paramat2017-03-20
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* lua_api: Document minetest.features (#5311)SmallJoker2017-03-15
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* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
| | | | | | | | | | | This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
| | | | | | | | * Add minetest.spawn_falling_node(pos) * lua_api.txt: Add minetest.spawn_falling_node(pos) * Update minetest.spawn_falling_node(pos)
* FormSpec: Add position and anchor elements (#5284)adelcoding12017-03-04
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* Fix the documentation for `minetest.is_yes` (#5276)red-0012017-02-20
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* Correct lua_api.txt docs related to meta (#5198)rubenwardy2017-02-10
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* Add ModMetadata API (#5131)Loïc Blot2017-02-08
| | | | | | | * mod can create a ModMetadata object where store its values and retrieve it. * Modmetadata object can only be fetched at mod loading * Save when modified using same time as map interval or at server stop * add helper function to get mod storage path * ModMetadata has exactly same calls than all every other Metadata
* Add per-stack descriptions using ItemStack Metadatarubenwardy2017-02-04
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* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* Add multiply texture modifiersapier2017-01-30
| | | | Allows colorizing of textures using a color multiplication method.
* from_table: Fix crash for missing inventory or fieldSmallJoker2017-01-28
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* Make entity on_punch have same signature and behaviour as player on_punchsapier2017-01-28
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* Implement player attribute backend (#4155)Loïc Blot2017-01-27
| | | | | | | | | | | | | | | * This backend permit mods to store extra players attributes to a common interface. * Add the obj:set_attribute(attr, value) Lua call * Add the obj:get_attribute(attr) Lua call Examples: * player:set_attribute("home:home", "10,25,-78") * player:get_attribute("default:mana") Attributes are saved as a json in the player file in extended_attributes key They are saved only if a modification on the attributes occurs and loaded when emergePlayer is called (they are attached to PlayerSAO).
* core: Add dir_to_yaw and yaw_to_dir helpersAuke Kok2017-01-23
| | | | | These are needed to go from things like entity yaw to a vector and vice versa.
* Vector: Add vector.sort(a, b): return box edgesAuke Kok2017-01-23
| | | | | This function returns the box corners of the smallest box that includes the two given coordinates.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
| | | | Send texture modifier to clients connecting later too
* Add chatcommand unregister and override API (#5076)Elijah Duffy2017-01-20
| | | | | Introduces two functions to unregister and override chatcommands. minetest.unregister_chatcommand("<name>") and minetest.override_chatcommand("<name>", {<redifinition>})
* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Add minetest.player_exists() (#5064)rubenwardy2017-01-18
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* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
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* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
| | | | | * Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
* lua_api.txt: Add registered_chatcommands to global tablesLNJ2017-01-05
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* Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2017-01-04
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* Add 2D sheet animation for nodessfan52017-01-02
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* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
| | | | | | | | "[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
* Various anticheat improvementssfan52016-12-26
| | | | | | | * Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
* Bump version to 0.4.15sfan52016-12-22
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* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
| | | | | | | | | | | | | Schematics can already be placed with a param2 value, but not simple 1-node plant decorations of the simple type. This adds a `param2` field to the simple deco type that is checked to be between 0 and 255, and put to the placed node at mapgen. This can be used to put a degrotate value in, or e.g. a fill value for leveltype nodes, or a place_param2 value at mapgen placement, or vary the shape of meshoptions plantlike drawtype.
* Fix incorrect docs about minetest.hud_replace_builtin (#4833)Amaz2016-12-02
| | | Fixes https://github.com/minetest/minetest/issues/4832
* Very small documentation fix. (#4830)Bluebird2016-12-02
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* Lua_api.txt: Clarify use of looping soundsparamat2016-12-01
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* Allow restricting detached inventories to one playersfan52016-11-28
| | | | | | | This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
| | | This will only happen if the formname matches or if formname is "".