aboutsummaryrefslogtreecommitdiff
path: root/games/minimal
Commit message (Collapse)AuthorAge
* Fix spelling of noise_thresholdJun Zhang2015-12-06
|
* Fix relief mapping issuesRealBadAngel2015-07-16
|
* Minimal: Remove recently added unnecessary nodesparamat2015-07-14
| | | | Fix 'is ground content' for some nodes
* Simpler patch for saplings trying to grow on unknown nodesShadowNinja2015-06-16
|
* Add list-ringsest312015-06-16
| | | | | | | Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
* Don't crash when saplings try to grow on unknown nodesy.st2015-06-15
|
* Minimal: Add snow biome and jungleleaves nodes. Add mapgen aliasesparamat2015-06-12
| | | | Treegen: Remove alias checks from jungletree generation for speed
* Minimal: Edit mapgen aliases. Use blob ore for clay, update other ores. ↵paramat2015-06-09
| | | | Update simple biomes. Cleanup code
* Fix NDT_GLASSLIKE normalsKahrl2015-01-31
| | | | Remove inventorycube() workaround for default:glass in minimal game
* Remove builtin_biome.lua from builtin and add simple biome minimalparamat2015-01-11
|
* Add lua exception handling test codesapier2014-08-23
| | | | Catch some error situations when mod used without thinking about it
* Minimal game: add /dummyball <count> commandKahrl2014-08-23
|
* Add minetest.swap_nodeNovatux2013-11-30
|
* Change default value of is_ground_content to truekwolekr2013-11-30
| | | | Most modders would otherwise forget to explicitly define this, and generated nodes aliased from mods would wall-off caves
* Fix possible crash with grass ABM.Novatux2013-11-02
|
* Fix grass adding/removing ABM.Novatux2013-11-02
|
* Move the sapling growing and grass adding/removing ABMs to LuaNovatux2013-11-02
|
* Remove mapgen_air alias (#935)0gb.us2013-10-05
|
* Add mapgen_stair_cobble alias to minimalSfan52013-09-06
|
* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
|
* Add drowningPilzAdam2013-06-19
|
* Compress texturesDavid Gumberg2013-06-18
|
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Use the group "soil" for nodes that saplings grow onShadowNinja2013-05-20
|
* games/minimal: Add menu/background.png and menu/icon.pngPerttu Ahola2013-05-02
|
* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
|
* unkn own block -> unkn own nodekhonkhortisan2013-04-05
|
* Add different place sound for nodesPilzAdam2013-03-29
|
* Use minetest.register_ore() in minimalPilzAdam2013-03-24
|
* Mapgen indev: float islands, larger far biomesproller2013-03-24
|
* Liquid fine tuningproller2013-03-14
|
* new adjustable finite liquidproller2013-02-24
|
* Readded and optimized mapgen V6kwolekr2013-01-21
|
* Add initial Lua biomedef support, fixed biome selectionkwolekr2013-01-21
|
* Add the group attached_nodePilzAdam2012-12-01
| | | | Nodes in this group will be dropped as items if the node under them or the node in the wallmounted direction is not walkable.
* Swap out pixel-perfect nyan cat by request of Chris TorresPerttu Ahola2012-11-09
|
* Add functions to the default mod of minimal game to support old codePilzAdam2012-11-01
|
* Move falling to builtinPilzAdam2012-10-31
|
* Fix crash when furnace is full (minimal game)Perttu Ahola2012-08-12
|
* Deprecate minetest.add_to_creative_inventory and use group ↵Perttu Ahola2012-07-25
| | | | not_in_creative_inventory instead
* Add notice in the minimal gamePerttu Ahola2012-07-25
|
* Improve inventory callbacks a bitPerttu Ahola2012-07-25
|
* Detached inventory callbacks and reworked node metadata callbacksPerttu Ahola2012-07-25
|
* Detached inventoriesPerttu Ahola2012-07-24
|
* Add node timer test in minimal/experimentalPerttu Ahola2012-07-24
|
* Move /give, /giveme, /spawnentity and /pulverize to builtin/chatcommands.luaPerttu Ahola2012-07-23
|
* Formspec button_exit[] and image_button_exit[]Perttu Ahola2012-07-22
|
* Add /test1 command to minimal for testing a more complicated player ↵Perttu Ahola2012-07-22
| | | | inventory form
* Implement formspecdarkrose2012-07-22
|
* Actually fix facedir-rotated nodes placed using minetest.env:place_node()Perttu Ahola2012-07-21
|
span class="hl opt">} inline s16 readS16(const u8 *data){ return (s16)readU16(data); } inline void writeS8(u8 *data, s8 i){ writeU8(data, (u8)i); } inline s8 readS8(const u8 *data){ return (s8)readU8(data); } inline void writeF1000(u8 *data, f32 i){ writeS32(data, i*1000); } inline f32 readF1000(const u8 *data){ return (f32)readS32(data)/1000.; } inline void writeV3S32(u8 *data, v3s32 p) { writeS32(&data[0], p.X); writeS32(&data[4], p.Y); writeS32(&data[8], p.Z); } inline v3s32 readV3S32(const u8 *data) { v3s32 p; p.X = readS32(&data[0]); p.Y = readS32(&data[4]); p.Z = readS32(&data[8]); return p; } inline void writeV3F1000(u8 *data, v3f p) { writeF1000(&data[0], p.X); writeF1000(&data[4], p.Y); writeF1000(&data[8], p.Z); } inline v3f readV3F1000(const u8 *data) { v3f p; p.X = (float)readF1000(&data[0]); p.Y = (float)readF1000(&data[4]); p.Z = (float)readF1000(&data[8]); return p; } inline void writeV2F1000(u8 *data, v2f p) { writeF1000(&data[0], p.X); writeF1000(&data[4], p.Y); } inline v2f readV2F1000(const u8 *data) { v2f p; p.X = (float)readF1000(&data[0]); p.Y = (float)readF1000(&data[4]); return p; } inline void writeV2S16(u8 *data, v2s16 p) { writeS16(&data[0], p.X); writeS16(&data[2], p.Y); } inline v2s16 readV2S16(const u8 *data) { v2s16 p; p.X = readS16(&data[0]); p.Y = readS16(&data[2]); return p; } inline void writeV2S32(u8 *data, v2s32 p) { writeS32(&data[0], p.X); writeS32(&data[2], p.Y); } inline v2s32 readV2S32(const u8 *data) { v2s32 p; p.X = readS32(&data[0]); p.Y = readS32(&data[2]); return p; } inline void writeV3S16(u8 *data, v3s16 p) { writeS16(&data[0], p.X); writeS16(&data[2], p.Y); writeS16(&data[4], p.Z); } inline v3s16 readV3S16(const u8 *data) { v3s16 p; p.X = readS16(&data[0]); p.Y = readS16(&data[2]); p.Z = readS16(&data[4]); return p; } inline void writeARGB8(u8 *data, video::SColor p) { writeU8(&data[0], p.getAlpha()); writeU8(&data[1], p.getRed()); writeU8(&data[2], p.getGreen()); writeU8(&data[3], p.getBlue()); } inline video::SColor readARGB8(const u8 *data) { video::SColor p( readU8(&data[0]), readU8(&data[1]), readU8(&data[2]), readU8(&data[3]) ); return p; } /* The above stuff directly interfaced to iostream */ inline void writeU8(std::ostream &os, u8 p) { char buf[1] = {0}; writeU8((u8*)buf, p); os.write(buf, 1); } inline u8 readU8(std::istream &is) { char buf[1] = {0}; is.read(buf, 1); return readU8((u8*)buf); } inline void writeU16(std::ostream &os, u16 p) { char buf[2] = {0}; writeU16((u8*)buf, p); os.write(buf, 2); } inline u16 readU16(std::istream &is) { char buf[2] = {0}; is.read(buf, 2); return readU16((u8*)buf); } inline void writeU32(std::ostream &os, u32 p) { char buf[4] = {0}; writeU32((u8*)buf, p); os.write(buf, 4); } inline u32 readU32(std::istream &is) { char buf[4] = {0}; is.read(buf, 4); return readU32((u8*)buf); } inline void writeS32(std::ostream &os, s32 p) { char buf[4] = {0}; writeS32((u8*)buf, p); os.write(buf, 4); } inline s32 readS32(std::istream &is) { char buf[4] = {0}; is.read(buf, 4); return readS32((u8*)buf); } inline void writeS16(std::ostream &os, s16 p) { char buf[2] = {0}; writeS16((u8*)buf, p); os.write(buf, 2); } inline s16 readS16(std::istream &is) { char buf[2] = {0}; is.read(buf, 2); return readS16((u8*)buf); } inline void writeS8(std::ostream &os, s8 p) { char buf[1] = {0}; writeS8((u8*)buf, p); os.write(buf, 1); } inline s8 readS8(std::istream &is) { char buf[1] = {0}; is.read(buf, 1); return readS8((u8*)buf); } inline void writeF1000(std::ostream &os, f32 p) { char buf[4] = {0}; writeF1000((u8*)buf, p); os.write(buf, 4); } inline f32 readF1000(std::istream &is) { char buf[4] = {0}; is.read(buf, 4); return readF1000((u8*)buf); } inline void writeV3F1000(std::ostream &os, v3f p) { char buf[12]; writeV3F1000((u8*)buf, p); os.write(buf, 12); } inline v3f readV3F1000(std::istream &is) { char buf[12]; is.read(buf, 12); return readV3F1000((u8*)buf); } inline void writeV2F1000(std::ostream &os, v2f p) { char buf[8] = {0}; writeV2F1000((u8*)buf, p); os.write(buf, 8); } inline v2f readV2F1000(std::istream &is) { char buf[8] = {0}; is.read(buf, 8); return readV2F1000((u8*)buf); } inline void writeV2S16(std::ostream &os, v2s16 p) { char buf[4] = {0}; writeV2S16((u8*)buf, p); os.write(buf, 4); } inline v2s16 readV2S16(std::istream &is) { char buf[4] = {0}; is.read(buf, 4); return readV2S16((u8*)buf); } inline void writeV3S16(std::ostream &os, v3s16 p) { char buf[6] = {0}; writeV3S16((u8*)buf, p); os.write(buf, 6); } inline v3s16 readV3S16(std::istream &is) { char buf[6] = {0}; is.read(buf, 6); return readV3S16((u8*)buf); } inline void writeARGB8(std::ostream &os, video::SColor p) { char buf[4] = {0}; writeARGB8((u8*)buf, p); os.write(buf, 4); } inline video::SColor readARGB8(std::istream &is) { char buf[4] = {0}; is.read(buf, 4); return readARGB8((u8*)buf); } /* More serialization stuff */ // Creates a string with the length as the first two bytes std::string serializeString(const std::string &plain); // Creates a string with the length as the first two bytes from wide string std::string serializeWideString(const std::wstring &plain); // Reads a string with the length as the first two bytes std::string deSerializeString(std::istream &is); // Reads a wide string with the length as the first two bytes std::wstring deSerializeWideString(std::istream &is); // Creates a string with the length as the first four bytes std::string serializeLongString(const std::string &plain); // Reads a string with the length as the first four bytes std::string deSerializeLongString(std::istream &is); // Creates a string encoded in JSON format (almost equivalent to a C string literal) std::string serializeJsonString(const std::string &plain); // Reads a string encoded in JSON format std::string deSerializeJsonString(std::istream &is); #endif