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Author SHA1 Message Date
sfan5
5a4818a402 Set blend = "clip" on spawned particles 2025-03-01 15:35:11 +01:00
sfan5
692ac2d062 Generalize TNT item loss probability and apply it to more items 2025-03-01 15:35:11 +01:00
StoyanDimitrov
d38b8e6657
Add Bulgarian translation (#3178) 2025-02-15 14:52:26 +01:00
Lars Müller
672b63f9dc
Fix TNT explosions not removing metadata (#3180)
Co-authored-by: sfan5 <sfan5@live.de>
2025-01-19 23:00:40 +01:00
SmallJoker
1f4291ff09
Beds: allow digging stray top nodes (#3173)
This may occur by rotating the bottom bed node without
calling the 'on_rotate' callback for various reasons.
2025-01-13 12:10:03 +01:00
sfan5
ee1f2b68df
Add safety checks before overriding builtin item entity (#3177) 2025-01-13 12:09:45 +01:00
EGYT5453
6da5e947f0 Fix optimize_textures.sh 2025-01-06 01:42:57 +01:00
Lars Mueller
9bcf2d46d0 Fix book crash with malicious form data 2024-12-21 16:28:45 +01:00
tenplus1
f4f365970a
Tweak beds moving check (#3170)
checking player movement is too sensitive with 0.001 as the value, changing to 0.05 works a lot better especially when 3rd party mods that change player physics are in use.
2024-12-12 16:36:46 +01:00
Wuzzy
312a67b40c
Replace Minetest mentions with Luanti (#3169) 2024-12-04 18:01:28 +01:00
CowboyLv
c7be7c165f
Latvian translation (#3160) 2024-11-16 16:32:35 +01:00
Alexander Chibrikin
92daf3e6f4
Make walls connect to nodes in a new wall_connected group (#3159) 2024-11-15 15:10:14 +01:00
grorp
093cd28a27
Set bloom intensity 2024-10-16 14:12:25 +02:00
grorp
df8159436c Set volumetric lighting strength 2024-10-01 17:29:41 +02:00
1F616EMO~nya
b23c44d980
Get rid of recursive call in default.dig_up (#3133) 2024-09-08 22:09:30 +02:00
sfan5
7967f77f3b
Don't assert default biomes in spawn mod
fixes #3124
2024-09-08 22:07:20 +02:00
1F616EMO~nya
2ce8ff3306
Simplify Butterfly and Firefly code (#3125) 2024-08-31 11:43:07 +02:00
Gundul
4e402ec39f
Fix crash if bones punched by non-player (#3146) 2024-08-18 19:40:14 +02:00
sfan5
d89170c129
Simplify and fix docker test 2024-08-18 19:35:43 +02:00
sfan5
9bd1f24d36
Update README for release model 2024-08-14 13:53:04 +02:00
Niklp
88ecab34d9
Replace deprecated get_metadata() calls (#3142) 2024-07-27 14:42:08 +02:00
1F616EMO~nya
9cb57ae5f2
Log furnace inventory actions (#3141) 2024-07-27 14:41:16 +02:00
1F616EMO~nya
77bbcee0cd
Limit furnace sound volume on catch-up smelting (#3144) 2024-07-26 09:36:05 +02:00
Niklp
da0509c5bd Replace deprecated meta:set_string() call 2024-06-29 16:58:53 +02:00
Lunovox
599dedd927
translate to brazilian portuguese and portuguese of Portugal (#3104) 2024-06-24 12:23:50 +02:00
ssdaniel24
061f4e76dd
Added can_grow function to plant definition (#3131) 2024-06-23 18:03:36 +02:00
Andrii Nemchenko
f03c992864
Fix the possibility to put fire in a protected area (#3129) 2024-06-22 12:54:57 +02:00
1F616EMO~nya
91f6e5faec
Fix crafting for fences etc. starting with colon (#3132) 2024-06-22 12:54:27 +02:00
1F616EMO~nya
82b017af6b
Avoid using the global 'table' as a function argument name
Co-authored-by: José Douglas da Silva Souza <44056294+JoseDouglas26@users.noreply.github.com>
2024-06-16 20:08:42 +02:00
mruncreative
511619253f
Fix upside down nodes in large cactus schematic (#3123)
* Update schematic_tables.txt (large_cactus)
* Replace large_cactus with upside down nodes with fixed one
2024-06-02 19:38:35 +02:00
Lars
3ad8a6a473 Fix possible invalid object reference in TNT mod 2024-05-26 17:01:45 +02:00
sfan5
1ce48351ea Add random_mod_load_order to test config 2024-05-12 17:23:41 +02:00
sfan5
c60d8e4da0 Add API to control respawn logic and behavior 2024-05-12 14:46:12 +02:00
sfan5
d1ba7c3db3 Add API to weather mod
Co-authored-by: Till Affeldt <t.affeldt@tu-braunschweig.de>
2024-05-12 14:39:16 +02:00
sfan5
31133a371e Fix set_node(air) calls
In the fireflies case it can be replaced with remove_node.
In the beds case we fix the logic to do what it should. Coincidentally the end result was correct nonetheless.
2024-04-13 13:32:18 +02:00
1F616EMO~nya
0639681f9b
Log bucket liquid placement (#3108) 2024-04-13 13:07:13 +02:00
tour
a43a6bcdef fix crash from default.chest.register_chest 2024-04-07 13:51:51 +02:00
ROllerozxa
16c663f87e Replace beds_transparent.png with blank.png 2024-03-29 11:35:05 +01:00
sfan5
316c0c7224 Add workflow that runs simple test with the engine present 2024-03-27 22:00:03 +01:00
cx384
ef788d0307
Make bugs only pointable with Bug Net (#3099) 2024-03-10 17:57:22 +01:00
Gregor Parzefall
5a80084800 Set field_enter_after_edit for search fields 2024-02-26 01:31:33 +01:00
Jaidyn Ann
10799db4cf Tweak capitalization in Esperanto translation 2024-01-28 11:42:02 +01:00
David Leal
222afb0cf0
Allow overriding the loop flag on player_api.set_animation (#3097)
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-01-28 11:41:12 +01:00
sfan5
472997b4aa Fix detecting mgv6 temples as 'desert' dungeon type 2024-01-24 08:48:42 +01:00
sfan5
70cf7a26fd
Fix some placer nil checks 2024-01-11 15:50:36 +01:00
Uwuewsky
a3b171e317
Update Russian translation (#3058) 2023-12-30 11:32:05 +01:00
sfan5
e9676fa632
Make cloud parameters deterministic across sessions 2023-12-30 11:30:46 +01:00
David Leal
c0200b0a01
Use a faster and newer LuaCheck (#3081) 2023-12-30 11:29:10 +01:00
Mantar
43185f19e3
Bed bugfix: Remove "reverse" toggle in favor of swap_node/set_node combo (#2976) 2023-12-24 13:41:26 +01:00
José Douglas da Silva Souza
ff755eed9c
Add brazilian portuguese translation for butterflies (#3085) 2023-12-22 23:51:14 +01:00
rubenwardy
b9c089474c Update README.md for 5.8 2023-12-17 16:57:57 +01:00
Lars Mueller
05367552d1 Mapgen: Don't clear biomes, decorations and ores 2023-12-10 22:49:51 +01:00
rubenwardy
33d90c2c45
Add min_minetest_version to game.conf
This is used by ContentDB to install the right version of a package for a given client version
2023-12-04 17:51:38 +00:00
Yaya - Nurul Azeera Hidayah @ Muhammad Nur Hidayat Yasuyoshi
4bb4a2a818 Update Malay translations
1. Added missing translation to the following files:
  beds.ms.tr, creative.ms.tr, default.ms.tr, farming.ms.tr,
  fire.ms.tr, sethome.ms.tr
2. Changes some translation as per following:
  a. beds.ms.tr
    - Leave Bed changed from Bangun (wake up) to Tinggalkan Katil
      (leave bed, in literal sense) just because the button would
      be interpreted by some people as 'wake up on next morning'
      (ie. skipping night) instead of 'wake up interrupting current
      sleep progress' which is the intended meaning.
  b. boats.ms.tr
    - Boat cruise mode changed from Mod bot layar makan angin to
      Mod jelajah bot, the original translation is more like direct
      translation, and this has been changed to more natural one
      to make sure player know that the mode is a cruise control.
    - Reset changed from Set semula to Tetap semula, this is for
      standardizing with existing term used in various places.
  c. default.ms.tr
    - Page \@1 of \@2 changed from the short form to the long form.
    - Mese Crystal Fragment had missing word 'Kristal' re-added.
  d. dye.ms.tr
    - Dark Grey changed from Kelabu Gelap to Kelabu Tua to make it
      standardized with the colour name elsewhere.
    - Dark Green changed from Hijau Gelap to Hijau Tua to make it
      standardized with the colour name elsewhere.
    - Magenta changed from Merah Lembayung to Magenta, because the
      colour Merah Lembayung is now used to refer to purplish red
      and no longer equal to magenta, the loanword is used instead.
  e. game_commands.ms.tr
    - respawn changed from lahir semula (reborn) to jelma semula
      (reappear), this is to make it consistent with the language
      used in multiple other games that had similar respawning
      system, and avoiding the religious context of life that is
      implied by the use of previous translation.
    - spawnpoint changed from titik permulaan (starting point) to
      titik jelma ((re)appear point), see previous point.
  f. tnt.ms.tr
    - Gun Powder changed from Serbuk Senjata Api (firearms powder)
      to Serbuk Letupan (explosion powder) because that is the
      proper translation, the latter is still the term used even
      when talking about actual firearm, the former didn't exist
  g. vessels.ms.tr
    - item changed from barang (thing) to item, this is mainly
      because some of the 'item' that could be stored are not
      some solid 'thing' where the word barang could be used for,
      so using the word item here keep it neutral.
  h. wool.ms.tr
    - Dark Grey changed from Kelabu Gelap to Kelabu Tua to make it
      standardized with the colour name elsewhere.
    - Dark Green changed from Hijau Gelap to Hijau Tua to make it
      standardized with the colour name elsewhere.
    - Magenta changed from Merah Lembayung to Magenta, because the
      colour Merah Lembayung is now used to refer to purplish red
      and no longer equal to magenta, the loanword is used instead.
2023-12-01 03:46:21 +01:00
Muhammad Rifqi Priyo Susanto
829eb92ccf
Update Indonesian translations (#3077) 2023-11-24 18:48:38 +01:00
Andriy
bff7596364
Update Ukrainian translation (#3070) 2023-11-04 16:40:07 +01:00
Niklp
601ec6cd94
Fix not updating vessel shelf infotext 2023-11-03 10:03:39 +01:00
sfan5
b58991d4f3 Fix typo in German translation 2023-10-08 18:11:44 +02:00
Lars Müller
34942339c7
Fix bed night skip race condition (#3067) 2023-09-29 22:31:13 +02:00
Zemtzov7
eba9012d05
Fix coral and kelp duping with mesecons' sticky piston (#3062) 2023-09-16 14:52:07 +02:00
Lorenzo
59da46c80b
Add sapling growth APIs (#3053)
---------
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
Co-authored-by: sfan5 <sfan5@live.de>
2023-09-12 15:43:41 +02:00
tenplus1
03177f1584
Stairs: Add helper function for textures and simplify code (#3060) 2023-09-11 19:14:16 +02:00
David Leal
a132872ad8 Update creative Spanish translation 2023-09-04 18:01:14 +02:00
Lopano
bbc70c95ef Replace nonfree water textures
Reduced image size.

Ran `optipng -strip all FILENAME` on files and reduced file size.

Transparent(er) River water

Made the `default_river_water.png` and it's relatives more transparent.

Added my name to license.txt

Bump year to 2023

Corrected Hue.

Corrected a miss-alignment in hue between running and still non-river water.
2023-09-04 13:34:39 +02:00
Wuzzy
9e77e00c65 Update German translation 2023-08-17 18:54:20 +02:00
Wuzzy
b26a787eb3 Update locale template files 2023-08-17 18:54:20 +02:00
fluxionary
08e057bf1c
Don't remove node above door if it's not a doors:hidden node (#3045) 2023-08-11 13:12:39 +02:00
fluxionary
83c10f59e1
chest_lid_close: don't replace a node if it's not the expected open chest 2023-08-11 13:00:22 +02:00
Wuzzy
960aff2f63
Improve opaque leaves textures (#3013) 2023-07-18 22:28:01 +02:00
OgelGames
110c23560e
Don't check protection of air when placing bones (#2964) 2023-07-06 10:17:35 +02:00
imre84
d86435d86c
Extend inventory action logging to include bones (#3040) 2023-07-05 23:14:02 +02:00
Montandalar
16bf166902
Update bookshelf on inventory move (#3039)
Otherwise the empty book slot icon does not get replaced
2023-06-07 16:20:47 +02:00
Lars Mueller
cd6ea53a52 Update bookshelf infotext on put and take inv actions 2023-06-06 18:07:37 +02:00
Lars Mueller
16b6bdde0a default.set_inventory_action_loggers: Hook (instead of replace) callbacks 2023-06-06 18:07:37 +02:00
Lars Mueller
996fea7cd0 Fix texture modifiers relying on undocumented behavior 2023-05-27 22:11:45 +02:00
fluxionary
9a9df3a42e
Fix logic error in bed rotation 2023-05-20 12:17:43 +02:00
xin
1e237b8d18
Minor improvements to the French translation (#3027) 2023-04-20 17:28:50 +02:00
Lars Müller
833ed77620
Validate & sanitize formspec fields (#3022) 2023-04-08 18:13:45 +02:00
Lars Müller
4c6e19968a Fix typo in german translation 2023-04-08 18:11:37 +02:00
Wuzzy
446e56a879 Update German translation 2023-04-08 18:11:37 +02:00
Wuzzy
34c1d3242d Update locale files 2023-04-08 18:11:37 +02:00
Lars Müller
f49707c973
Minor creative UI fixes (#3023) 2023-04-04 11:43:59 +02:00
Wuzzy
8dee348d97 Fix syntax errors in bones.sv.tr 2023-03-14 10:25:37 +01:00
Richard Try
aeb27c4db6
Fix 'boats' russian translation (#2974) 2023-03-10 20:27:15 +01:00
Richard Try
6921c9bbd1
Tweak MTG craftguide Russian translation (#2975) 2023-03-10 20:26:30 +01:00
Lars Mueller
8d60e85dfc Fix player_api.set_model not updating the animation 2023-01-31 15:31:52 +01:00
CrackedMatter
2c1d9e1330
Flip item textures of glass doors (#3009) 2023-01-26 17:32:03 +01:00
fluxionary
ec2f57db0e
Ensure chests close properly (#2965)
Co-authored-by: sfan5 <sfan5@live.de>
2023-01-25 19:10:32 +01:00
Jordan Irwin
fdcf458b56
creative: Override hand after mods loaded... (#2984)
Prevents other mods from overwriting changes
& removes dependence on default.
2023-01-21 09:44:47 +01:00
97130f4c1c
Update Chinese translation (#3008)
+ template update
2023-01-21 09:44:35 +01:00
Riu Sakura
26b2da2c08
Update Japanese translation (#3007)
Add missing translations
 Corrected mistranslations
 Revised translation to match Mineclone2
2023-01-21 09:43:53 +01:00
Zemtzov7
8eb4437ac8 Fix crash if /home is executed with an invalid name (#3000) 2022-12-20 18:42:48 +01:00
Alexander Chibrikin
792bc6f6e5
Fix wall craft registrations (#3004) 2022-12-02 19:54:46 +01:00
Muhammad Rifqi Priyo Susanto
c4cf1a6004
Update Indonesian translation (#3003)
- Add missing translations
- Fix wrong terms/spellings
2022-11-27 21:24:35 +01:00
Wuzzy
99a7193095
Teach screwdriver to rotate 4dir nodes (#2992) 2022-10-01 21:19:42 +02:00
ssdaniel24
2e8ac46120
Beds: Replace hardcoded values of day interval with constants (#2990) 2022-09-28 11:07:50 +02:00
Lars Mueller
508a9070a0 Add color_* groups to wool 2022-09-21 18:23:55 +02:00
VitaliyShar
aff9c28eed
Improve stair placement rotation for bridging (#2979)
Co-authored-by: sfan5 <sfan5@live.de>
2022-08-18 11:02:24 +02:00
ROllerozxa
e903b1f6d0 Make default an optional dependency for the creative mod 2022-08-18 10:16:22 +02:00
Richard Try
2bdc7c8c7d Update Russian translation 2022-07-29 22:03:06 +02:00
Richard Try
c744829ce5
Update Russian translation for mtg_craftguide (#2873) 2022-07-29 15:10:24 +02:00
Romain
06daee4c6d
Correct some Esperanto translations (#2910) 2022-07-25 13:26:49 +02:00
Wuzzy
697b028e43 Update Lojban translation 2022-07-22 21:28:31 +02:00
Wuzzy
e229236bc2 Update German translation 2022-07-22 16:19:31 +02:00
Wuzzy
350c52319e Update translation templates 2022-07-22 16:19:31 +02:00
Wuzzy
b64868ef92 Move Japanese key translations to keys mod 2022-07-22 16:19:31 +02:00
fluxionary
79d38078a5
Remove paramtype2="glasslikeliquidlevel" from glass nodes (#2963) 2022-07-02 11:58:01 +02:00
sfan5
986b65775f Update engine feature checks 2022-06-13 20:02:08 +02:00
Wuzzy
d7dd15782c
Use add_wear_by_uses to fix incorrect uses counts (#2959) 2022-06-04 18:43:21 +02:00
Lars Müller
b4392aeb1f
Fix book duplication: Remember wield index (#2957) 2022-06-01 20:54:16 +02:00
Wuzzy
54dc58ef1f
Fix furnace fire sound stopping too late (#2955)
Cleans fire sound IDs after a few seconds
2022-05-29 21:16:23 +02:00
mrkubax10
b57700a75b
Add polish translation (#2926) 2022-05-29 16:20:42 +02:00
Wuzzy
b0cf061360 Fix TNT blowing up ignore nodes 2022-05-24 17:57:37 +02:00
Lars Müller
33650c8c2e
game.conf: Use title instead of deprecated name 2022-05-24 14:55:10 +02:00
SmallJoker
38307da22a
Carts: Improve movement behaviour (#2951)
Backported various changes from boost_cart
Improved direction handling and code cleanup
Smoothed-out 'end of rail' animation
2022-05-09 20:44:06 +02:00
nixnoxus
0c2ee1e41d
Deduplicate player action logging, silence fake player actions (#2941) 2022-05-06 20:04:55 +02:00
Lars Mueller
edd033b708 TNT node drop particles: Only pick string tiles as fallback 2022-04-24 13:29:29 +02:00
lhofhansl
9528c0f8b9
Adjust shadow intensity based on cloud density (#2938) 2022-04-02 09:35:36 +02:00
Lars Mueller
638099c999 Fix incorrectly negated comparisons 2022-03-26 19:58:07 +01:00
LoneWolfHT
659895c3ed Update game_api.txt 2022-03-23 11:36:46 +01:00
LoneWolfHT
ce82241ab2 Undo globalization 2022-03-23 11:36:46 +01:00
LoneWolfHT
0110e01826 Fix bug and globalize players table 2022-03-23 11:36:46 +01:00
LoneWolfHT
268a8844b6 Use a local for the globalstep function 2022-03-23 11:36:46 +01:00
LoneWolfHT
f665382017 Allow mods to override animation globalstep 2022-03-23 11:36:46 +01:00
Lars Mueller
a6f3b89596 player_api: Fix crash for players without model 2022-03-13 00:02:40 +01:00
baytuch
240f9a6a85
Fix translation of "cotton" for UK and RU locales 2022-02-15 20:29:34 +01:00
Lars Müller
a840ac0a4d
player_api - fix compatibility code 2022-02-03 09:15:14 +01:00
bell07
584a6a2102
player_api - fix compatibility code
get_animation does not return the data if called from outside without this change
2022-02-03 09:10:53 +01:00
baytuch
e02e55fafd
Minor translation refinement for UK and RU langs (Drinking Glass) (#2925) 2022-02-01 11:09:21 +01:00
baytuch
cc3e7be429
Update Ukranian (uk) translation 2022-01-30 15:20:14 +01:00
An0n3m0us
172b62f802
Add trapdoor/door model specification (#2371) 2022-01-30 13:54:37 +01:00
baytuch
a5547a3a76
Add ukrainian (uk) translation (#2921)
Co-authored-by: sfan5 <sfan5@live.de>
2022-01-30 00:35:28 +01:00
ROllerozxa
c8a1454e2b
Fix and update Swedish translation (#2920) 2022-01-29 18:35:45 +01:00
Olivier Dragon
bcd1ee048e
Update french translations (#2922)
* Update french translations for beds, farming and fire

* Update french translations for mtg_craftguide

* Update french translations for default

* Correct typos

* Restore new line at end of file

* Shorten translation for better display

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-01-29 16:27:19 +01:00
Louis Royer
fff3b98ab0 Make keys stackable if they contain the same secret (Fix #2714) 2022-01-23 18:12:09 +01:00
Louis Royer
40861c9e4f Move keys to a separate mod (Fix #1490) 2022-01-23 18:12:09 +01:00
paramat
0c1252bcf5 Balance sounds, remove silent water footstep 2022-01-23 18:07:59 +01:00
Yad
760581b330
Copyedit README.md & game.conf (#2919) 2022-01-23 18:07:10 +01:00
sfan5
acc918436a Override local_animation settings for certain animations
This makes the lay/sit animation work on the local client (in third-person).
2022-01-20 22:48:59 +01:00
Lars Müller
6623dec567
Redo player_api (#2745) 2022-01-17 21:49:28 +01:00
Emojigit
75f9575557
Allow to set use_texture_alpha when registering a door
Co-Authored-By: Gregor Parzefall <gregor.parzefall@posteo.de>
2022-01-14 19:41:26 +01:00
sfan5
78de12d6b4 Fix torch models so they render correctly in model[]
reported by @OgelGames
2022-01-09 22:57:57 +01:00
Yaman Qalieh
d775a9bdae
Pull some parent node vars for stairs and slabs (#2911)
Fixes the sunlight propagation of glass stairs and slabs.

Co-authored-by: tenplus1 <tenplus1@users.noreply.github.com>
2021-12-12 16:38:54 +01:00
Daretmavi
60389a1539
Slovak translation update (#2905) 2021-12-12 16:38:02 +01:00
An0n3m0us
3aaabce7a4
Convert door model to B3D (#2906)
Using a B3D model I worked out that it would be possible to have only two models (instead of the current four) for the doors and still keep all the mirroring correct when the door is open/closed.
2021-12-12 16:37:50 +01:00
Wuzzy
ad183c48ee Update German translation 2021-12-10 12:24:48 +01:00
Wuzzy
2361987421 Update locale files 2021-12-10 12:24:48 +01:00
LoneWolfHT
5875820542
Use itemstack name when placing doors (#2888) 2021-10-31 19:17:31 +01:00
nogajun
31f7d57889
Add and fix Japanese translation (#2904) 2021-10-31 19:17:21 +01:00
sfence
02ec133392
Prevent blocking of fuel inventory by fuel replacement (#2895) 2021-10-23 14:37:51 +02:00
Montandalar
1309953da6 Fix the creative trash slot for player 'trash'
By using the inventory named just 'trash' instead of 'creative_trash'
which overlaps when you name your player 'trash'.
2021-10-23 14:37:30 +02:00
Lars Müller
5273fcb3ad
Readd character.b3d normals (#2902) 2021-10-16 16:41:10 +02:00
ptah-alexs
f2bc5e2c67
Improve Russian translation (#2532) 2021-10-16 16:40:56 +02:00
sfan5
4b8b33587c Fix misuse of nodedef custom fields in fence gates
Custom fields must start with an underscore, this is very relevant for `sound` which is already defined by the engine.
2021-09-24 21:03:49 +02:00
雷哲翰
953fcfe09e
Improve zh_CN translation (#2885) 2021-09-04 23:37:39 +02:00
orbea
21e5f68292
default: Improves reading and writing to books. (#2656)
* Allow anyone to write to a book without any text and title.
* Allows saving books without any text or title.
* Adds a "Read" and "Write" tab to written owned books.

Fixes #1743
2021-09-04 23:37:27 +02:00
David Leal
92701885d0
Replace Travis CI with GitHub actions (#2661)
Co-authored-by: sfan5 <sfan5@live.de>
2021-07-08 11:47:37 +01:00
Jordan Irwin
c96cc55c40
Fix incorrect documentation of "default_coal_lump.png" 2021-06-06 19:25:30 +02:00
sfence
70500943f3
Fix problem with sharing table in door nodes Lua definitions
closes #2882
2021-06-06 19:24:10 +02:00
Paramat
ddebdeccb1
Add open/close sound gains to the Doors API, balance sound levels (#2768) 2021-05-31 20:43:33 +01:00
SmallJoker
71ea0c65ea
Attachments: Proper data cleanup in callbacks (#2865) 2021-05-11 21:15:47 +02:00
tenplus1
642fde44f1
Use group for mushroom spread ABM (#2863)
Have mushroom spread abm use group:mushroom to spread not only default red and brown but all defined shrooms.
2021-05-08 14:42:34 +02:00
An0n3m0us
1c78666c56 Reclassify some items 2021-05-08 14:42:16 +02:00
ElCeejo
8158926862
Check for attachments before attaching player to bed (#2862) 2021-05-08 11:30:57 +02:00
SmallJoker
4945f4bf9a Carts: Fix 0/0 condition on faulty tool capabilities 2021-05-02 14:59:22 +02:00
sfan5
79e63a8496
Check for required engine features on startup 2021-04-27 11:50:32 +02:00
SmallJoker
c6171a8f29
Add Esperanto translation (#2739)
Co-authored-by: Jason Cartwright <cartwrightjason49@gmail.com>
2021-04-17 15:08:37 +02:00
475 changed files with 7463 additions and 2658 deletions

13
.github/workflows/luacheck.yml vendored Normal file
View file

@ -0,0 +1,13 @@
name: luacheck
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Luacheck
uses: lunarmodules/luacheck@master
with:
args: mods

11
.github/workflows/test.yml vendored Normal file
View file

@ -0,0 +1,11 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- uses: actions/checkout@v4
- run: ./utils/test/run.sh

View file

@ -1,8 +1,13 @@
unused_args = false
allow_defined_top = true
globals = {
"default"
}
read_globals = {
"DIR_DELIM",
"core",
"minetest",
"dump",
"vector",

View file

@ -1,11 +0,0 @@
language: generic
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

View file

@ -1,34 +1,45 @@
# Minetest Game
The default game bundled in the Minetest engine.
[![ContentDB](https://content.luanti.org/packages/Minetest/minetest_game/shields/title/)](https://content.luanti.org/packages/Minetest/minetest_game/)
For further information, check
[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
for more information.
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no
real goals or built-in enemy mobs.
While it provides a basic gameplay experience out of the box, it is best played
with mods.
Minetest Game is in perpetual maintenance-only mode, meaning it will not see new
gameplay features or anything else that breaks compatibility (see
[#2710](https://github.com/minetest/minetest_game/issues/2710)).
## Installation
- Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
### ContentDB
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest/games/.
* Content > Browse Online Content
* Search for "[Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)"
* Click Install
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
### Manually
For further information or help, see:
https://wiki.minetest.net/Installing_Mods
- Unzip the archive, rename the folder to `minetest_game` and
place it in `.../minetest/games/`
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods).
## Compatibility
The Minetest Game GitHub master HEAD is generally compatible with the GitHub
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too.
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically
published on ContentDB every day.
When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
There are no stable releases or tags, all existing ones are considered legacy.
Minetest Game is always compatible to the latest stable release of the engine.
Older releases may be supported too depending on circumstances.
## Licensing

View file

@ -1,3 +1,3 @@
name = Minetest Game
author = Minetest
description = A basic exploration, mining, crafting and building sandbox game with no NPCs, monsters or animals. Minetest Game is usually used with mods added and many mods are available for this game. Reliably maintained by Minetest Engine core developers.
title = Minetest Game
description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Luanti core developers.
min_minetest_version = 5.8

View file

@ -6,12 +6,12 @@ GitHub Repo: https://github.com/minetest/minetest_game
Introduction
------------
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
The Minetest Game game offers multiple new possibilities in addition to the Luanti engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
For information on the Luanti API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note:
* [XYZ] refers to a section the Minetest API
* [XYZ] refers to a section the Luanti API
* [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
@ -49,6 +49,8 @@ Beds API
* `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
* `beds.day_interval` Is a table with keys "start" and "finish". Allows you
to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
### Bed definition
@ -218,6 +220,8 @@ The doors mod allows modders to register custom doors and trapdoors.
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
model = "mod_door", -- (optional)
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
@ -225,14 +229,20 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
use_texture_alpha = "clip",
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
nodebox_closed = {} -- Nodebox for closed model
nodebox_opened = {} -- Nodebox for opened model
-- (optional) both nodeboxes must be used, not one only
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png",
@ -244,11 +254,12 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
-- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition
@ -258,7 +269,7 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
@ -313,7 +324,7 @@ Allows creation of new fences with "fencelike" drawtype.
name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
material = "default:wood", -- `nil` if you don't want the recipe
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
@ -330,6 +341,12 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
All walls will be connected to any nodes with one of the following groups:
* `wall`
* `stone`
* `fence`
* `wall_connected`
Farming API
-----------
@ -371,6 +388,8 @@ The farming API allows you to easily register plants and hoes.
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
-- (optional, checks for wet soil by default)
}
@ -431,11 +450,16 @@ Player API
The player API can register player models and update the player's appearance.
* `player_api.globalstep(dtime, ...)`
* The function called by the globalstep that controls player animations.
You can override this to replace the globalstep with your own implementation.
* Receives all args that minetest.register_globalstep() passes
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* `name`: model filename such as "character.x", "foo.b3d", etc.
* `def`: see [#Model definition]
* Saved to player_api.registered_models
* Saved to player_api.registered_models
* `player_api.registered_models[name]`
* Get a model's definition
@ -445,19 +469,25 @@ The player API can register player models and update the player's appearance.
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: frames per second. If nil, the default from the model def is used
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures. If nil, the default from the model def is used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil
@ -473,18 +503,25 @@ The player API can register player models and update the player's appearance.
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS
textures = {"character.png", }, -- Default array of textures
visual_size = {x = 1, y = 1}, -- Used to scale the model
animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png"}, -- Default array of textures
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
-- [anim_name] = {
-- x = <start_frame>,
-- y = <end_frame>,
-- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
-- Default object properties, see lua_api.txt
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
}
@ -562,6 +599,18 @@ Both nodedefs and entitydefs can provide an `on_blast()` callback
* `drops` - a list of drops, e.g. {"wool:red"}
Node drops:
When a node is detonated it is removed according to the following rules.
1. If `on_blast` is defined, that is called.
2. Else if the node has group `flammable` it is replaced with a fire node.
3. Else the dropped items are retrieved and it is replaced with air.
The parameter `_tnt_loss` in any item definition can be set to a number to
effect that "one in X" of these drops will be lost during an explosion.
For example `_tnt_loss = 2` would cause 50% of items to disappear.
The default is to not lose any items, which is equivalent to `_tnt_loss = 0`.
Screwdriver API
---------------
@ -603,6 +652,34 @@ set a players home position and teleport a player to home position.
* `name` Player you wish to teleport to their home position
* return value: false if player cannot be sent home, otherwise true
Spawn API
---------
The spawn mod takes care of deciding the position of new and respawning players
in the world and has an API to modify its behavior.
`spawn.get_default_pos()`
* Gets the default spawn position as decided by a biome-dependent algorithm.
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
* return value: a vector or `nil` on failure
`spawn.add_suitable_biome(biome)`:
* Adds a biome to the list of allowed biomes for the above algorithm.
* `biome`: Name of a registered biome
`spawn.register_on_spawn(func)`:
* Registers a callback to be called when a player (re-)spawns. This can be used
to intercept the normal logic to e.g. respawn a player at his bed.
* `func`: `function(player, is_new)` with arguments
- `player`: ObjectRef
- `is_new`: true if the player is joining the server for the first time
- return value: true to skip all other spawn logic, false or nil otherwise
When a player (re-)spawns the following order is executed:
1. All spawn callbacks in order of registration.
2. If no result, teleport player to `spawn.get_default_pos()`.
3. If that fails, spawning is left up to engine.
Sfinv API
---------
@ -719,6 +796,12 @@ Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods.
The following node attributes are sourced from the recipeitem:
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair
@ -993,6 +1076,27 @@ Trees
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
* `default.on_grow_failed(pos)`
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
* `default.sapling_growth_defs`
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
* `default.register_sapling_growth(name, def)`
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
default.register_sapling_growth(
"default:sapling", -- Name of the sapling
{
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
}
)
* `default.grow_sapling(pos)`
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
Carts
-----
@ -1082,3 +1186,60 @@ This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.
Log API
-------
Logs action of the player with a node at a certain position.
By default only actions of real players are logged.
Actions of non-players (usually machines) are logged only when
setting `log_non_player_actions` is enabled.
A player is considered non-player if `player:is_player()` returns
`false` or `player.is_fake_player` is truthy. The use of
`is_fake_player` is an unofficial standard between mods.
These non-players are marked by the content of `is_fake_player`
(if it is a string) or a "*" in brackets after the player name in
the log.
`default.log_player_action(player, ...)`
* `player` The player who performed the action
* `message_parts` Any mumber of message parts describing the action
in 3rd person singular present tense. It can also
contain a `pos` which is logged as "(X,Y,Z)"
`default.set_inventory_action_loggers(def, name)`
* hooks the callbacks `on_metadata_inventory_move`,
`on_metadata_inventory_put` and `on_metadata_inventory_take`
that log corresponding actions
* after logging the action, the original callback (if any) is called
* `def` See [Node definition]
* `name` Description of the node in the log message
Weather API
-----------
The weather mod will constantly adjust weather effects seen by the player
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
These can be influenced using this API.
#### `weather.get = function(player)`
* Returns the current weather effects seen by the player.
It returns a table with two keys:
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
* `player`: ObjectRef of the relevant player
* You can override this function to change the weather effects by simply returning different values.
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
Utilities
---------
`default.dig_up(pos, node, digger, max_height)`
* Find all nodes above `pos` that is the same, then dig them all
* `max_height` Maximum number of nodes to iterate. Default: 100

View file

@ -72,6 +72,10 @@ default:torch 99,default:cobble 99
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# Enable cloud variation by the 'weather' mod.
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity,
# bloom and volumetric lighting.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true
# If enabled, non-player actions are logged
#log_non_player_actions = false

View file

@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code
----------------------
Originally by BlockMen (MIT)
Various Minetest developers and contributors (MIT)
Various Minetest Game developers and contributors (MIT)
Authors of media (textures)
---------------------------
@ -15,7 +15,7 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
This mod adds a bed to Minetest which allows players to skip the night.
This mod adds a bed which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more

View file

@ -1,27 +1,41 @@
-- Removes a node without calling on on_destruct()
-- We use this to mess with bed nodes without causing unwanted recursion.
local function remove_no_destruct(pos)
minetest.swap_node(pos, {name = "air"})
minetest.remove_node(pos) -- Now clear the meta
minetest.check_for_falling(pos)
end
local reverse = true
local function destruct_bed(pos, n)
local node = minetest.get_node(pos)
--- returns the position of the other bed half (or nil on failure)
local function get_other_bed_pos(pos, n)
local node = core.get_node(pos)
local dir = core.facedir_to_dir(node.param2)
if not dir then
return -- There are 255 possible param2 values. Ignore bad ones.
end
local other
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
else
return nil
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else
reverse = not reverse
local onode = core.get_node(other)
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
return other
end
return nil
end
local function destruct_bed(pos, n)
local other = get_other_bed_pos(pos, n)
if other then
remove_no_destruct(other)
beds.remove_spawns_at(other)
end
beds.remove_spawns_at(pos)
end
function beds.register_bed(name, def)
@ -113,10 +127,14 @@ function beds.register_bed(name, def)
on_rotate = function(pos, node, user, _, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
if not dir then
return false
end
-- old position of the top node
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
not node.param2 == node2.param2 then
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
node.param2 ~= node2.param2 then
return false
end
if minetest.is_protected(p, user:get_player_name()) then
@ -126,6 +144,7 @@ function beds.register_bed(name, def)
if new_param2 % 32 > 3 then
return false
end
-- new position of the top node
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local node_def = node3 and minetest.registered_nodes[node3.name]
@ -137,8 +156,7 @@ function beds.register_bed(name, def)
return false
end
node.param2 = new_param2
-- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
remove_no_destruct(p)
minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
@ -155,23 +173,25 @@ function beds.register_bed(name, def)
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
drop = "",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
selection_box = {
type = "fixed",
-- Small selection box to allow digging stray top nodes
fixed = {-0.3, -0.3, -0.3, 0.3, -0.1, 0.3},
},
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
local other = get_other_bed_pos(pos, 2)
return (not other) or beds.can_dig(other)
end,
})

View file

@ -65,17 +65,17 @@ beds.register_bed("beds:bed", {
"beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
"beds_bed_side_bottom_r.png^[transformFX",
"blank.png",
"beds_bed_side_bottom.png"
},
top = {
"beds_bed_top_top.png^[transformR90",
"beds_bed_under.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top_r.png^[transformFX",
"beds_bed_side_top.png",
"beds_transparent.png",
"blank.png",
}
},
nodebox = {

View file

@ -97,11 +97,16 @@ local function lay_down(player, pos, bed_pos, state, skip)
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
if vector.length(player:get_velocity()) > 0.05 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
@ -111,8 +116,6 @@ local function lay_down(player, pos, bed_pos, state, skip)
beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
@ -178,12 +181,32 @@ function beds.skip_night()
minetest.set_timeofday(0.23)
end
local update_scheduled = false
local function schedule_update()
if update_scheduled then
-- there already is an update scheduled; don't schedule more to prevent races
return
end
update_scheduled = true
minetest.after(2, function()
update_scheduled = false
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
-- skip the night and let all players stand up
beds.skip_night()
beds.kick_players()
end
end)
end
function beds.on_rightclick(pos, player)
local name = player:get_player_name()
local ppos = player:get_pos()
local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then
if tod > beds.day_interval.start and tod < beds.day_interval.finish then
if beds.player[name] then
lay_down(player, nil, nil, false)
end
@ -203,17 +226,8 @@ function beds.on_rightclick(pos, player)
update_formspecs(false)
end
-- skip the night and let all players stand up
if check_in_beds() then
minetest.after(2, function()
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
schedule_update()
end
end
@ -230,10 +244,9 @@ end
-- Callbacks
-- Only register respawn callback if respawn enabled
if enable_respawn then
-- respawn player at bed if enabled and valid position is found
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
local pos = beds.spawn[name]
-- Respawn player at bed if valid position is found
spawn.register_on_spawn(function(player, is_new)
local pos = beds.spawn[player:get_player_name()]
if pos then
player:set_pos(pos)
return true
@ -246,13 +259,7 @@ minetest.register_on_leaveplayer(function(player)
lay_down(player, nil, nil, false, true)
beds.player[name] = nil
if check_in_beds() then
minetest.after(2, function()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
schedule_update()
end
end)

View file

@ -16,6 +16,11 @@ beds.formspec = "size[8,11;true]" ..
"bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
beds.day_interval = {
start = 0.2,
finish = 0.805,
}
local modpath = minetest.get_modpath("beds")
-- Load files

View file

@ -3,7 +3,7 @@ License of source code
The MIT License (MIT)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2014-2016 Various Minetest developers and contributors
Copyright (C) 2014-2016 Various Minetest Game developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software

10
mods/beds/locale/beds.bg.tr Executable file
View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Модерно легло
Simple Bed=Обикновено легло
This bed is already occupied!=Това легло вече е заето!
You have to stop moving before going to bed!=За да легнете трябва да спрете да се движите!
Good morning.=Добро утро!
@1 of @2 players are in bed=@1 от @2 играчи са легнали
Force night skip=Прескачане на нощта
You can only sleep at night.=Може да спите само през нощта.
Leave Bed=Ставане от леглото

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Luksa lito
Simple Bed=Simpla lito
This bed is already occupied!=Tiu lito jam estas okupata!
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
Good morning.=Bonan matenon.
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
Force night skip=Devigi noktan salton
You can only sleep at night.=Vi povas dormi nur nokte.
Leave Bed=Ellitiĝi

View file

@ -1,8 +1,8 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=Ce lit est déjà occupé !
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit

View file

@ -1,10 +1,10 @@
# textdomain: beds
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=Ranjang telah terisi!
You have to stop moving before going to bed!=Anda harus diam untuk tidur!
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
You can only sleep at night.=Anda hanya bisa tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=ファンシーなベッド
Simple Bed=シンプルなベッド
This bed is already occupied!=ベッドはすでに使われています!
You have to stop moving before going to bed!=寝るときは動かないでください!
Good morning.=おはようございます。
@1 of @2 players are in bed=ベッドに@1 / @2人います
Force night skip=強制的に夜をスキップします
You can only sleep at night.=夜しか寝れません。
Leave Bed=ベッドから出ます

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Skaista gulta
Simple Bed=Gulta
This bed is already occupied!=Šī gulta jau ir aizņemta!
You have to stop moving before going to bed!=Jums jāapstājas lai gulētu!
Good morning.=Labrīt.
@1 of @2 players are in bed=@1 no @2 spēlētājiem guļ gultās
Force night skip=Izlaist nakti
You can only sleep at night.=Jūs variet gulēt tikai naktī.
Leave Bed=Celties no gultas

View file

@ -1,10 +1,10 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=Katil ini sudah diduduki!
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun
Leave Bed=Tinggalkan Katil

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fantazyjne łóżko
Simple Bed=Proste łóżko
This bed is already occupied!=To łóżko jest już zajęte!
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
Good morning.=Dzień dobry.
@1 of @2 players are in bed=@1 z @2 graczy śpią
Force night skip=Wymuś pominięcie nocy
You can only sleep at night.=Możesz spać tylko w nocy.
Leave Bed=Opuść łóżko

View file

@ -1,8 +1,8 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
This bed is already occupied!=
You have to stop moving before going to bed!=
Fancy Bed=Красивая кровать
Simple Bed=Простая кровать
This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь

View file

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

View file

@ -1,8 +1,8 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=Táto posteľ je už obsadená
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel säng
This bed is already occupied!=Den här sängen används redan!
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
Good morning.=God morgon.
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
Force night skip=Tvinga att hoppa över natt
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna säng

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Гарне ліжко
Simple Bed=Просте ліжко
This bed is already occupied!=Це ліжко вже зайняте!
You have to stop moving before going to bed!=Зупиніться перед тим як лягти!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати лише вночі.
Leave Bed=Встати з ліжка

View file

@ -1,8 +1,8 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=床上已有人!
You have to stop moving before going to bed!=上床前要停止移动!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚

View file

@ -1,8 +1,8 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
This bed is already occupied!=
You have to stop moving before going to bed!=
This bed is already occupied!=這個床已經被占據了!
You have to stop moving before going to bed!=你必須在上床前停止移動!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚

View file

@ -1,3 +1,3 @@
name = beds
description = Minetest Game mod: beds
depends = default, wool
depends = default, wool, spawn

Binary file not shown.

Before

Width:  |  Height:  |  Size: 83 B

View file

@ -53,6 +53,7 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бинокъл
Use with 'Zoom' key=Използвайте с клавиша „Мащабиране“

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binoklo
Use with 'Zoom' key=Uzi per 'Zomo' klavo

View file

@ -1,3 +1,3 @@
# textdomain: binoculars
Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'
Use with 'Zoom' key=Gunakan dengan tombol 'Zum'

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binoklis
Use with 'Zoom' key=Lietojiet ar 'Pietuvināt' pogu

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Lornetka
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'

View file

@ -1,3 +1,3 @@
# textdomain: binoculars
Binoculars=Бинокль
Use with 'Zoom' key=Используется с привилегией 'Zoom'
Use with 'Zoom' key=Используется клавишей 'Приближение'

View file

@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується клавішею 'Наближення'

View file

@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
Various Minetest Game developers and contributors (MIT)
Authors of media (textures and model)
-------------------------------------

View file

@ -53,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end
local name = clicker:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
self.auto = false
-- Cleanup happens in boat.on_detach_child
clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30)
player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:set_pos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true
minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30)
player_api.set_animation(clicker, "sit", 30)
end)
clicker:set_look_horizontal(self.object:get_yaw())
end
@ -86,8 +79,12 @@ end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
if child and child:get_player_name() == self.driver then
player_api.player_attached[child:get_player_name()] = false
self.driver = nil
self.auto = false
end
end

View file

@ -3,7 +3,7 @@ License of source code
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Copyright (C) 2012-2016 Various Minetest Game developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software

4
mods/boats/locale/boats.bg.tr Executable file
View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Круизен режим включен
Boat cruise mode off=Круизен режим изключен
Boat=Лотка

View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
Boat=Boato

View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=クルージングモード・オン
Boat cruise mode off=クルージングモード・オフ
Boat=ボート

View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Autopilots ieslēgts
Boat cruise mode off=Autopilots izslēgts
Boat=Laiva

View file

@ -1,4 +1,4 @@
# textdomain: boats
Boat cruise mode on=Mod bot layar makan angin dibolehkan
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
Boat cruise mode on=Mod jelajah bot dihidupkan
Boat cruise mode off=Mod jelajah bot dimatikan
Boat=Bot

View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Tryb rejsu łodką włączony
Boat cruise mode off=Tryb rejsu łodką wyłączony
Boat=Łódka

View file

@ -1,4 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим путешествия на лодке включен
Boat cruise mode off=Режим путешествия на лодке выключен
Boat cruise mode on=Автоход лодки включен
Boat cruise mode off=Автоход лодки выключен
Boat=Лодка

View file

@ -1,4 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky zapnutý
Boat cruise mode off=Cestovný režim loďky vypnutý
Boat cruise mode on=Cestovný režim loďky je zapnutý
Boat cruise mode off=Cestovný režim loďky je vypnutý
Boat=Loďka

View file

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

View file

@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
Various Minetest Game developers and contributors (MIT)
Authors of media (textures)
---------------------------

View file

@ -1,6 +1,6 @@
-- bones/init.lua
-- Minetest 0.4 mod: bones
-- Minetest Game mod: bones
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
@ -16,6 +16,27 @@ local function is_owner(pos, name)
return false
end
local function drop(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local function drop_contents(pos)
local inv = minetest.get_meta(pos):get_inventory()
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
drop(pos, stk)
end
minetest.remove_node(pos)
end
local bones_formspec =
"size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" ..
@ -28,7 +49,7 @@ local bones_formspec =
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
local bones_def = {
description = S("Bones"),
tiles = {
"bones_top.png^[transform2",
@ -87,6 +108,11 @@ minetest.register_node("bones:bones", {
return
end
if not player:is_player() then
drop_contents(pos)
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then
return
end
@ -130,7 +156,11 @@ minetest.register_node("bones:bones", {
end,
on_blast = function(pos)
end,
})
}
default.set_inventory_action_loggers(bones_def, "bones")
minetest.register_node("bones:bones", bones_def)
local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name
@ -167,17 +197,6 @@ local function may_replace(pos, player)
return node_definition.buildable_to
end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
@ -224,7 +243,7 @@ minetest.register_on_dieplayer(function(player)
-- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"})
if air and not minetest.is_protected(air, player_name) then
if air then
pos = air
else
bones_mode = "drop"

View file

@ -3,7 +3,7 @@ License of source code
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Copyright (C) 2012-2016 Various Minetest Game developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software

8
mods/bones/locale/bones.bg.tr Executable file
View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старите кости на @1
@1 died at @2.=@1 са загинали в @2.
@1 died at @2, and dropped their inventory.=@1 са загинали в @2 и са хвърлили техния инвентар.
@1 died at @2, and bones were placed.=@1 са загинали в @2 и костите са погребани.
@1's fresh bones=Пресните кости на @1
@1's bones=Костите на @1

View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=骨
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kauli
@1's old bones=@1 vecie kauli
@1 died at @2.=@1 nomira @2.
@1 died at @2, and dropped their inventory.=@1 nomira @2 pazaudēja inventāru.
@1 died at @2, and bones were placed.=@1 nomira @2, un kauli nolikti.
@1's fresh bones=@1 jaunie kauli
@1's bones=@1 kauli

View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kości
@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1

View file

@ -1,8 +1,8 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1
@1 died at @2.=Игрок @1 умер в @2.
@1 died at @2, and dropped their inventory.=Игрок @1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=Игрок @1 умер в @2, кости размещены.
@1's fresh bones=Новые кости @1
@1's bones=Кости @1

View file

@ -1,8 +1,8 @@
# textdomain: bones
Bones=Ben
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2.=@1 dog på @2.
@1 died at @2, and dropped their inventory.=@1 dog på @2, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben

View file

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Кістки
@1's old bones=Старі кістки @1
@1 died at @2.=@1 загинув на координатах @2.
@1 died at @2, and dropped their inventory.=@1 загинув на координатах @2 та втратив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 загинув на координатах @2, було розміщено кістки.
@1's fresh bones=Свіжі кістки @1
@1's bones=Кістки @1

View file

@ -2,7 +2,7 @@
Bones=骨骸
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

View file

@ -6,7 +6,7 @@ Authors of source code
----------------------
Kahrl <kahrl@gmx.net> (LGPLv2.1+)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Various Minetest Game developers and contributors (LGPLv2.1+)
Authors of media (textures)
---------------------------

View file

@ -1,4 +1,4 @@
-- Minetest 0.4 mod: bucket
-- Minetest Game mod: bucket
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
@ -33,6 +33,11 @@ local function check_protection(pos, name, text)
return false
end
local function log_action(pos, name, action)
minetest.log("action", (name ~= "" and name or "A mod")
.. " " .. action .. " at " .. minetest.pos_to_string(pos) .. " with a bucket")
end
-- Register a new liquid
-- source = name of the source node
-- flowing = name of the flowing node
@ -101,13 +106,13 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end
end
if check_protection(lpos, user
and user:get_player_name()
or "", "place "..source) then
local pname = user and user:get_player_name() or ""
if check_protection(lpos, pname, "place "..source) then
return
end
minetest.set_node(lpos, {name = source})
log_action(lpos, pname, "placed " .. source)
return ItemStack("bucket:bucket_empty")
end
})
@ -128,16 +133,16 @@ minetest.register_craftitem("bucket:bucket_empty", {
return
end
-- Check if pointing to a liquid source
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
local node = minetest.get_node(pos)
local liquiddef = bucket.liquids[node.name]
local item_count = user:get_wielded_item():get_count()
if liquiddef ~= nil
and liquiddef.itemname ~= nil
and node.name == liquiddef.source then
if check_protection(pointed_thing.under,
user:get_player_name(),
"take ".. node.name) then
local pname = user:get_player_name()
if check_protection(pos, pname, "take ".. node.name) then
return
end
@ -152,9 +157,9 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname)
else
local pos = user:get_pos()
pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname)
local upos = user:get_pos()
upos.y = math.floor(upos.y + 0.5)
minetest.add_item(upos, liquiddef.itemname)
end
-- set to return empty buckets minus 1
@ -166,10 +171,13 @@ minetest.register_craftitem("bucket:bucket_empty", {
local source_neighbor = false
if liquiddef.force_renew then
source_neighbor =
minetest.find_node_near(pointed_thing.under, 1, liquiddef.source)
minetest.find_node_near(pos, 1, liquiddef.source)
end
if not (source_neighbor and liquiddef.force_renew) then
minetest.add_node(pointed_thing.under, {name = "air"})
if source_neighbor and liquiddef.force_renew then
log_action(pos, pname, "picked up " .. liquiddef.source .. " (force renewed)")
else
minetest.add_node(pos, {name = "air"})
log_action(pos, pname, "picked up " .. liquiddef.source)
end
return ItemStack(giving_back)
@ -177,7 +185,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
-- non-liquid nodes will have their on_punch triggered
local node_def = minetest.registered_nodes[node.name]
if node_def then
node_def.on_punch(pointed_thing.under, node, user, pointed_thing)
node_def.on_punch(pos, node, user, pointed_thing)
end
return user:get_wielded_item()
end

View file

@ -4,7 +4,7 @@ License of source code
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2016 Various Minetest developers and contributors
Copyright (C) 2011-2016 Various Minetest Game developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Празна кофа
Water Bucket=Кофа с вода
River Water Bucket=Кофа с речна вода
Lava Bucket=Кофа с лава

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Malplena sitelo
Water Bucket=Sitelo da akvo
River Water Bucket=Sitelo da rivera akvo
Lava Bucket=Sitelo da lafo

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空のバケツ
Water Bucket=水入りバケツ
River Water Bucket=河川水入りバケツ
Lava Bucket=溶岩入りバケツ

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Tukšs spainis
Water Bucket=Spainis ar ūdeni
River Water Bucket=Spainis ar upes ūdeni
Lava Bucket=Spainis ar lavu

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Puste wiadro
Water Bucket=Wiadro z wodą
River Water Bucket=Wiadro z rzeczną wodą
Lava Bucket=Wiadro z lawą

View file

@ -1,5 +1,5 @@
# textdomain: bucket
Empty Bucket=Пустое Ведро
Water Bucket=Ведро с Водой
River Water Bucket=Ведро с Речной Водой
Lava Bucket=Ведро с Лавой
Empty Bucket=Пустое ведро
Water Bucket=Ведро с водой
River Water Bucket=Ведро с речной водой
Lava Bucket=Ведро с лавой

View file

@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vattenhink
River Water Bucket=Flodvattenshink
Lava Bucket=Lavahink

View file

@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Порожнє відро
Water Bucket=Відро з водою
River Water Bucket=Відро з річковою водою
Lava Bucket=Відро з лавою

View file

@ -3,6 +3,9 @@
-- Load support for MT game translation.
local S = minetest.get_translator("butterflies")
-- Legacy compatibility, when pointabilities don't exist, pointable is set to true.
local pointable_compat = not minetest.features.item_specific_pointabilities
-- register butterflies
local butter_list = {
{"white", S("White Butterfly")},
@ -33,24 +36,15 @@ for i in ipairs (butter_list) do
sunlight_propagates = true,
buildable_to = true,
walkable = false,
pointable = pointable_compat,
groups = {catchable = 1},
selection_box = {
type = "fixed",
fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) < 11 then
@ -72,18 +66,8 @@ for i in ipairs (butter_list) do
drop = "",
groups = {not_in_creative_inventory = 1},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) >= 11 then

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Бяла пеперуда
Red Butterfly=Червена пеперуда
Violet Butterfly=Лилава пеперуда

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Blanka papilio
Red Butterfly=Ruĝa papilio
Violet Butterfly=Violkolora papilio

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白色の蝶
Red Butterfly=赤色の蝶
Violet Butterfly=紫色の蝶

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Balts taurenis
Red Butterfly=Sarkans taurenis
Violet Butterfly=Violets taurenis

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biały motyl
Red Butterfly=Czerwony motyl
Violet Butterfly=Fioletowy motyl

View file

@ -1,4 +1,4 @@
# textdomain: butterflies
White Butterfly=
Red Butterfly=
Violet Butterfly=
White Butterfly=Borboleta Branca
Red Butterfly=Borboleta Vermelha
Violet Butterfly=Borboleta Violeta

View file

@ -1,4 +1,4 @@
# textdomain: butterflies
White Butterfly=Белая Бабочка
Red Butterfly=Красная Бабочка
Violet Butterfly=Фиолетовая Бабочка
White Butterfly=Белая бабочка
Red Butterfly=Красная бабочка
Violet Butterfly=Фиолетовая бабочка

View file

@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Білий метелик
Red Butterfly=Червоний метелик
Violet Butterfly=Фіолетовий метелик

View file

@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
end
local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
self.driver = player_name
end
end
@ -51,9 +46,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
self.old_dir = data.old_dir or self.old_dir
end
function cart_entity:get_staticdata()
@ -66,8 +59,9 @@ end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
-- Clean up eye height
carts:manage_attachment(child, nil)
self.driver = nil
end
end
@ -134,7 +128,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
-- Faulty tool registrations may cause the interval to be set to 0 !
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
@ -195,11 +190,11 @@ local function rail_on_step(self, dtime)
end
local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local dir = carts:velocity_to_dir(vel)
local dir_changed = not vector.equals(dir, self.old_dir)
local update = {}
if self.old_pos and not self.punched and same_dir then
if self.old_pos and not self.punched and not dir_changed then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
@ -219,7 +214,7 @@ local function rail_on_step(self, dtime)
end
local stop_wiggle = false
if self.old_pos and same_dir then
if self.old_pos and not dir_changed then
-- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration()
@ -234,7 +229,7 @@ local function rail_on_step(self, dtime)
-- No rail found: set to the expected position
pos = new_pos
update.pos = true
cart_dir = new_dir
dir = new_dir
end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
@ -244,21 +239,27 @@ local function rail_on_step(self, dtime)
local railparams
-- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
-- switch_keys: Currently pressed L(1) or R(2) key,
-- used to ignore the key on the next rail node
local switch_keys
dir, switch_keys = carts:get_rail_direction(
pos, dir, ctrl, self.old_switch, self.railtype
)
local dir_changed = not vector.equals(dir, self.old_dir)
dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0}
local acc = 0
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
dir = vector.new(self.old_dir)
vel = {x = 0, y = 0, z = 0}
local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
-- End of rail: Smooth out.
pos = pos_r
dir_changed = false
dir.y = 0
else
pos.y = math.floor(pos.y + 0.5)
end
@ -285,7 +286,7 @@ local function rail_on_step(self, dtime)
end
-- Slow down or speed up..
local acc = dir.y * -4.0
acc = dir.y * -4.0
-- Get rail for corrected position
railparams = get_railparams(pos)
@ -303,25 +304,22 @@ local function rail_on_step(self, dtime)
acc = acc - 0.4
end
end
new_acc = vector.multiply(dir, acc)
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
if math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
end
-- Limit cart speed
local vel_len = vector.length(vel)
if vel_len > carts.speed_max then
vel = vector.multiply(vel, carts.speed_max / vel_len)
update.vel = true
end
if vel_len >= carts.speed_max and acc > 0 then
acc = 0
end
self.object:set_acceleration(new_acc)
self.object:set_acceleration(vector.multiply(dir, acc))
self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
self.old_dir = vector.new(dir)
end
self.old_dir = vector.new(dir)
self.old_switch = switch_keys
if self.punched then
@ -347,11 +345,11 @@ local function rail_on_step(self, dtime)
end
local yaw = 0
if self.old_dir.x < 0 then
if dir.x < 0 then
yaw = 0.5
elseif self.old_dir.x > 0 then
elseif dir.x > 0 then
yaw = 1.5
elseif self.old_dir.z < 0 then
elseif dir.z < 0 then
yaw = 1
end
self.object:set_yaw(yaw * math.pi)
@ -401,7 +399,7 @@ minetest.register_craftitem("carts:cart", {
pointed_thing) or itemstack
end
if not pointed_thing.type == "node" then
if pointed_thing.type ~= "node" then
return
end
if carts:is_rail(pointed_thing.under) then
@ -415,7 +413,8 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true)
if not minetest.is_creative_enabled(placer:get_player_name()) then
local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
return itemstack

View file

@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
end
local status = obj ~= nil
local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then
if obj and player:get_attach() == obj then
return
end
player_api.player_attached[player_name] = status
@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(player, "stand")
else
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})

View file

@ -5,7 +5,7 @@ License of source code
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 SmallJoker
Copyright (C) 2012-2016 Various Minetest developers and contributors
Copyright (C) 2012-2016 Various Minetest Game developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),

6
mods/carts/locale/carts.bg.tr Executable file
View file

@ -0,0 +1,6 @@
# textdomain: carts
Cart=Вагон
(Sneak+Click to pick up)=(Промъкване+Click, за да вземете)
Rail=Релса
Powered Rail=Контактна релса
Brake Rail=Спирачна релса

View file

@ -0,0 +1,6 @@
# textdomain: carts
Cart=Ĉaro
(Sneak+Click to pick up)=(Ŝteliri+Alklaki por reprini)
Rail=Relo
Powered Rail=Elektra relo
Brake Rail=Bremsa relo

View file

@ -0,0 +1,6 @@
# textdomain: carts
Cart=トロッコ
(Sneak+Click to pick up)=(スニークキーとクリックで乗ります)
Rail=レール
Powered Rail=パワードレール
Brake Rail=ブレーキレール

View file

@ -0,0 +1,6 @@
# textdomain: carts
Cart=Vagons
(Sneak+Click to pick up)=(Lavieties un klikšķiniet, lai paceltu)
Rail=Sliedes
Powered Rail=Elektrizētas sliedes
Brake Rail=Bremžu sliedes

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Wagonik
(Sneak+Click to pick up)=(Skradanie+Naciśnij aby zebrać)
Rail=Tory
Powered Rail=Napędzane tory
Brake Rail=Hamujące tory

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@ -2,5 +2,5 @@
Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельсы
Powered Rail=Запитанные рельсы
Powered Rail=Ускоряющие рельсы
Brake Rail=Тормозящие рельсы

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@ -3,4 +3,4 @@ Cart=Vagn
(Sneak+Click to pick up)=(Shift+Klicka för att plocka upp)
Rail=Räls
Powered Rail=Aktiverad räls
Brake Rail=Broms räls
Brake Rail=Bromsräls

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Вагонетка
(Sneak+Click to pick up)=(Пригніться та натисніть, щоби підібрати)
Rail=Рейки
Powered Rail=Електричні рейки
Brake Rail=Гальмівні рейки

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