Commit graph

1379 commits

Author SHA1 Message Date
tchncs
02df980c1a update submodule wardrobe 2017-01-12 22:47:08 +01:00
Milan*
e435d9c1ad pre-add playerskins mod 2017-01-12 22:15:22 +01:00
Baptiste Pouget
57eb906047 Add support for custom bed sounds 2017-01-12 12:42:38 -08:00
Milan*
a7b0e1ea36 update submodule illuna 2017-01-12 11:00:37 +01:00
Auke Kok
df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
Milan*
0556645aad update submodule illuna 2017-01-12 08:29:14 +01:00
Milan*
9c4b57d120 update submodule scaffolding 2017-01-11 23:57:47 +01:00
Milan*
e2bc895435 update submodule illuna 2017-01-11 23:05:30 +01:00
Milan*
2d67527804 update submodule illuna 2017-01-11 22:56:12 +01:00
Milan*
04960cf161 update submodule illuna 2017-01-11 22:23:11 +01:00
tchncs
e7579e1db2 update submodule illuna 2017-01-11 19:00:14 +01:00
Milan*
c377d5c72d update submodule pkarcs 2017-01-11 17:37:42 +01:00
Milan*
b3d9025652 update submodule illuna 2017-01-11 17:25:50 +01:00
Milan*
9b61e716b9 update submodule plantlife_modpack 2017-01-10 22:44:34 +01:00
paramat
c8b1671ef0 Default: Alter sand to sandstone recipe
Craft 4 default:sand to default:sandstone.

Previously, 4 group:sand was craftable to sandstone and sandstone was
craftable back into default:sand, allowing silver and desert sands to
be converted into incorrect colour sandstone and yellow sand.
2017-01-07 22:01:36 +00:00
paramat
96aac5ff5b Fire: Reduce flame light level to 13 2017-01-07 22:01:30 +00:00
paramat
b6889134d3 License.txt: Include full official LGPL 2.1 .txt file
Copy-paste and only remove form-feed characters.
2017-01-07 22:01:24 +00:00
rubenwardy
cadc8b34d7 Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.

This is a game play change, so it better suited to
Minetest Game rather than builtin

Fixes #857
2017-01-07 22:01:19 +00:00
Milan*
8bf39a4afe update submodule illuna 2017-01-06 19:02:23 +01:00
rubenwardy
48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
Milan*
39e2bbeeaa update submodule darkage
update submodule xdecor
2017-01-02 22:04:55 +01:00
rubenwardy
9ab50702fb Add LICENSE.txt 2017-01-02 18:38:36 +00:00
paramat
42700a4b4b Default: More generous meselamp recipe
Require only 1 mese crystal instead of 3.
To make farming in dark locations easier.
To reduce and balance recipe ore cost.
2017-01-02 18:31:01 +00:00
SmallJoker
8bc93598c6 Papyrus, cactus: Require light level 13 for growth 2017-01-02 18:30:05 +00:00
Milan*
7aa5392548 update submodule pkarcs 2017-01-02 15:54:37 +01:00
DS-Minetest
f07c4dcd83 Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
Milan*
e8025240f3 random_messages: little spelling fix (thanks to noob101) 2016-12-25 21:05:47 +01:00
Milan*
18af6ba2f6 random_messages: little spelling improvement 2016-12-24 18:14:17 +01:00
Milan*
33f4a1bf93 merge upstream 🐈 2016-12-24 18:01:27 +01:00
Milan*
5e568f9ead random_messages: message improvements and more messages 2016-12-24 18:01:14 +01:00
tchncs
5e9318c595 update submodule craftguide 2016-12-24 13:44:59 +01:00
Milan*
7ec3f4dfa6 add submodule scaffolding 2016-12-24 13:42:43 +01:00
paramat
3c9d0893ee Boats: Avoid crash if boat pos over limit
If the boat pos is over limit, 'add entity' will not add an entity,
causing 'boat' to be nil.
2016-12-21 13:42:23 +00:00
Milan*
d909616c1a update submodule xdecor
add submodule moreblocks
2016-12-19 20:15:49 +01:00
Milan*
09edb7daec add submodule craftguide 2016-12-19 20:02:41 +01:00
paramat
12b1541971 Sounds: Edit some sound gains, mostly footsteps
I recently made glass footstep and dig gains too low, raise slightly.
Change dirt dug gain from above-maximum 1.5 to maximum 1.0.
Reduce gain of footsteps: stone, dirt, gravel, wood, metal
Raise gain of leaves footstep.
2016-12-17 20:02:40 +00:00
Auke Kok
e5c5c2637e Furnace: Attempt to fix exploits
The fuel would remain active even if source went empty, giving
free cook time to newly inserted items. This patch is supposed
to stop this.
2016-12-17 20:01:46 +00:00
Milan*
4f4ceb66a2 fix mergeconflicts
readd submodule boats+farming
2016-12-15 18:54:42 +00:00
tchncs
b733b1971d update submodule darkage 2016-12-13 21:55:05 +01:00
tchncs
59d5b8b4ae merge upstream 🐱 2016-12-13 19:26:17 +01:00
tchncs
4e28d90d06 flowers should be a lightsource 2016-12-13 19:26:05 +01:00
paramat
55a16cd2c6 Default: Add missing 'default_dig_snappy' sound
Some nodes with the snappy group (wool, glass pane, seeds) were missing
sound when dug with a sword.
Adding the sound causes it to be used for glass pane, so define a 'dig'
sound in the 'node sound glass defaults' table, use the footstep sound.
Adding the sound also causes it to be used for seeds which deliberately
have no dig sound, so add an empty sound override for seed dig.

Reduce the gain of the glass footstep sound which was excessively loud.

Add some freesound members to license.txt.
2016-12-13 03:15:30 +00:00
paramat
3e5852993d Carts: Stronger handbrake
Handbrake was barely noticeable and fairly useless.
Equalisng with brake rail deceleration makes it more intuitive to use
and easier to judge stopping distance.
2016-12-07 08:29:41 +00:00
HybridDog
4a5206e3a7 Furnace: Make furnaces work when unloaded
This is slightly modified after #1279 - the setting for furnace
timer was removed and hardcoded to 1.0s, which is the old furnace
timer interval.
2016-12-07 08:28:53 +00:00
paramat
fed2151d70 Fire: Rewrite fire sound code
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.

New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.

Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.

Reduce gain of flame extinguish sound.
2016-12-07 08:28:08 +00:00
paramat
58038a7941 Snappy group: Remove beds and cactus from group 2016-12-05 01:41:41 +00:00
rubenwardy
0ff09e018d Add sfinv.get_homepage_name(player)
Also sets creative:all as default inventory page
Fixes #1423
2016-12-05 01:39:50 +00:00
tchncs
530b601709 experimental: add submodule chat_bubbles :o 2016-12-04 23:38:54 +01:00
paramat
7998de671f Default: Convert remaining indexed leaves to RGBA
Some GPUs cause visual bugs when mip-mapping is used with indexed textures
that use alpha. Because leaves are sometimes rendered opaque it is even
more important to keep these as RGBA to preserve the correct background
colour.
2016-12-04 06:36:05 +00:00
paramat
fc791d80f0 Default/flowers: Improve papyrus and waterlily schematics
Papyrus:
Make base node dirt instead of dirt_with_grass. Formerly the exposed
dirt would change to grass but the new grass spread ABM now prevents that.

Waterlily:
Don't specify a water_source node in the schematic, as it may be used in
river water. It was not force-placed but should really be "air" prob = 0.
2016-12-04 06:36:05 +00:00