| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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).
|
|
|
|
|
| |
These are needed to go from things like entity yaw to a vector
and vice versa.
|
|
|
|
|
| |
This function returns the box corners of the smallest box
that includes the two given coordinates.
|
|
|
|
|
|
| |
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
|
|
|
|
| |
Send texture modifier to clients connecting later too
|
|
|
|
|
| |
Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
|
|
|
|
|
| |
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
|
| |
|
| |
|
|
|
|
|
| |
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
"[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.
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
| |
Fixes https://github.com/minetest/minetest/issues/4832
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
| |
This will only happen if the formname matches or if formname is "".
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API.
As nodeupdate has been used by Minetest Game and in mods despite of not
being part of the official API, we ease the transition by still supporting
it for the 0.4.15 release. After the release, the two functions can be removed.
The removal will not violate the stability promise, as that promise only
includes the official and documented API.
Also, make some formerly global functions local. They most likely haven't
been used by mods, therefore they won't get stubs with deprecation warnings,
hard erroring directly.
|
|
|
|
|
| |
In preparation for nodeupdate being renamed and made official API
in future.
|
|
|
| |
Add minetest.get_server_uptime() function to Lua API
|
| |
|
|
|
|
| |
Update lua_api.txt.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
These methods do not actually fail but instead clear the item stack
and return false if a value like e.g. "" is passed.
|
| |
|
| |
|
|
|
|
|
|
|
| |
Add missing documentation for 'register_biome' and
'clear_registered_biomes'.
Add documentation for 'nodeupdate_single'. 'nodeupdate'
is not yet documented due to a bug it causes.
|
|
|
|
|
| |
Adds a flag to forceload_block which lets you turn off persistence for
that forceload.
|
| |
|
|
|
|
|
|
|
|
| |
Add 'core.LIGHT_MAX = 14' to builtin/game/constants.lua with the intention
to replace misplaced 'default.LIGHT_MAX = 14' in Minetest Game.
Add comment in light.h requiring the constant be changed in both places.
Add lighting bug warning to note in lua_api.txt.
There are hundreds of mod uses of 15 which causes a lighting bug.
|
|
|
|
|
| |
Maximum is 14.
A value of 15 (reserved for direct sunlight) causes a lighting bug.
|
|
|
|
|
|
| |
Inverts the given channels of the base image.
Mode may contain the characters "r", "g", "b", "a".
Only the channels that are mentioned in the mode string will be inverted.
|
|
|
|
| |
In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
|
| |
|
| |
|
| |
|
| |
|