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path: root/src/script/common/c_content.cpp
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* Make hud_get return aligment, offset and size. (#7006)lisacvuk2018-02-04
| | | | | | * Make hud_get return aligment and offset. * Return size aswell.
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
| | | | | | * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now.
* 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)
* 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.
* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* Player eye height: Make this a settable player object propertyparamat2017-11-06
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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.
* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* 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()
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
| | | | * Customizeable maximal breath for players
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
| | | | | | The 'glow' value is added to the ambient light value. Negative 'glow' disables light's effect on object colour, for faking self-lighting, UI-style entities, or programmatic colouring in mods.
* Implement client node dig predictionAuke Kok2017-09-11
| | | | | | | | Dig prediction allows clients to remove dug nodes without waiting for server acknowledgement. This patch allows mods to override dig prediction, it can either be turned off or a different "prediction node" can be selected.
* Object properties: Fix loss of custom selectionboxSmallJoker2017-09-10
| | | | Only adjust it to the collisionbox value when the collisionbox was really set.
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
| | | | | Default enabled for no change in default behaviour. Remove 'zoom' privilege.
* Overlays for wield and inventory images (#6107)Dániel Juhász2017-08-25
| | | | * Overlays for wield and inventory images
* Make entity selection and collision boxes independently settable (#6218)stujones112017-08-24
| | | | * Make entity selection and collision boxes independently settable
* Respect object property hp_max field for players (#6287)SmallJoker2017-08-23
| | | | | | | | | | | * Respect object property hp_max field for players This allows modders to configure the maximal HP per player * Statbars: Downscale bar to full 20 HP when exceeding this value Add default max HP for players and breath constants to builtin Document the constants * Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
* Modernize source code: last part (#6285)Loïc Blot2017-08-20
| | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
| | | | | | | Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
* Sound: Add pitch option (#5960)Rui2017-06-11
| | | | * Sound: Add pitch option
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
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* [CSM] Add function to get the definition of items (#5732)bigfoot5472017-05-21
| | | | | Add node def and item def documentation. Please be ready for merge!
* Fix CSM crash (#5779)red-0012017-05-20
| | | Caused by dc5bc6c and them made worse by 5ebf8f9
* Sound API: Add fading soundsBrandon2017-05-03
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* [CSM] Add event on_place_node API lua (#5548)Vincent Glize2017-04-29
| | | | * [CSM] Add event on_place_node API lua
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Fix various copy instead of const ref reported by cppcheck (#5615)Loïc Blot2017-04-19
| | | | * Also remove InventoryList::peekItem unused function * Fix some post increment to preincrement reported by cppcheck
* 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.
* Add `get_wielded_item`red-0012017-03-13
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* Fix wrong meta key in item meta on ItemStack constructionrubenwardy2017-02-22
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* Fix incompatibility of ItemStack.to_table() introduced by stack metarubenwardy2017-02-07
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* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* 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 particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Add 2D sheet animation for nodessfan52017-01-02
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* Move TileAnimation code to seperate filesfan52017-01-02
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* Limit light_source in the engine (#4814)juhdanad2016-11-28
| | | Since light_source>15 causes crash, it must be limited.
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* Replace various std::map with UNORDERED_MAP + various cleanupsLoic Blot2016-10-05
| | | | | | | | | | | | This is part 2 for 5f084cd98d7b3326b51320455364337539710efd Other improvements: * Use the defined ItemGroupList when used * make Client::checkPrivilege const * inline some trivial functions * Add ActiveObjectMap typedef * Add SettingsEntries typedef
* Make some maps unordered to improve performanceLoic Blot2016-10-05
| | | | | | * This permit to improve performance on C++11 builds * use some existing typedefs in tools maps * minor code style changes
* Make getStackMax return the correct maximal stack sizeSmallJoker2016-09-08
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* Fixes for compiling with a newer (system) jsoncpp (#4429)Rogier-52016-08-10
| | | | | | | | | | | | | | | | | | | | | | | * Move included json code to jsoncpp subdirectory This is needed to avoid having to specify the minetest src directory as a system include when fixing the json includes. * Fix json includes They used "", so that the compiler searches the project's directory first. The result was that when compiling with a system jsoncpp, the project's own version of json.h was still included, instead of the system version. The includes now use <>, so a system location, or one specified with '-Ilocation' is searched only. * Fix for jsoncpp deprecated function warning When compiling with a newer version of jsoncpp (and ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning about a deprecated function that minetest uses.
* Allow nodes to specify which sides to connect to.Auke Kok2016-03-12
| | | | | | | | | | | | | | | | NDT_CONNECTED attempts to connect to any side of nodes that it can connect to, which is troublesome for FACEDIR type nodes that generally may only have one usable face, and can be rotated. We introduce a node parameter `connect_sides` that is valid for any node type. If specified, it lists faces of the node (in "top", "bottom", "front", "left", "back", "right", form, as array) that connecting nodeboxes can connect to. "front" corresponds to the south facing side of a node with facedir = 0. If the node is rotatable using *simple* FACEDIR, then the attached face is properly rotated before checking. This allows e.g. a chest to be attached to only from the rear side.
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* Allow per-tiles culling.Auke Kok2016-01-20
| | | | | | | | | | | | | | | | | | | | | | | | Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp.
* Show infotext with description for item entitiesRealBadAngel2016-01-18
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* Liquids: Flow into and destroy 'floodable' nodesparamat2016-01-07
| | | | | Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
* Revert "Add support for using arbitrary meshes as items"Sapier2015-12-29
| | | | | | This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7. Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
* Add support for using arbitrary meshes as itemsSapier2015-12-29
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