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* [CSM] Add function to get player names in range (#5435)bigfoot5472017-03-22
| | | * [CSM] Add function to get currently connected player names
* Firelike drawtype: Add missing docs for visual_scale in lua_api.txt (#5434)Paramat2017-03-20
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* Give CSM access to use `core.colorize()` (#5113)red-0012017-03-17
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* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
| | | | | | | | * Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
* lua_api: Document minetest.features (#5311)SmallJoker2017-03-15
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* Add disclaimer to client_lua_api.txt (#5391)rubenwardy2017-03-14
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* Add `get_wielded_item`red-0012017-03-13
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* [CSM] Add `on_punchnode` callbackred-0012017-03-13
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* [CSM] Add `get_node` and `get_node_or_nil`red-0012017-03-13
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* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
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* [CSM] Add local formspecs. (#5094)red-0012017-03-13
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* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
| | | | | | | | | | * squashed: CSM: Implement register_globalstep * Re-use fatal error mechanism from server to disconnect client on CSM error * Little client functions cleanups * squashed: CSM: add core.after function * core.after is shared code between client & server * ModApiUtil get_us_time feature enabled for client
* GUI: Allow texture packs to customize the progress bar (#5368)kilbith2017-03-13
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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 "".
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
| | | | | | Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
| | | | | | | | | | If a tool wears out and is destroyed, it's itemstack count goes to 0, and we can optionally play a breaking sound. This patch implements playing a breaking sound when this occurs. Sounds need to be added to the tool itemdef registration as the sound name string in the .sound.breaks member.
* Lua_api.txt: Naming convention for custom item/entity fieldsWuzzy2016-11-15
| | | | | | | Custom (non-engine) field names of items and entities are allowed. This is now documented in lua_api.txt. Field names beginning with an underscore are now reserved for mod use, the engine must not introduce any fields beginning with an underscore.