{"push_id":1028134076,"size":20,"distinct_size":7,"ref":"refs/heads/bed","head":"1cc6746063309c44c4411c45587bd264b2bfec95","before":"f5d63b4d65a88c566c71015683d8820a334cd496","commits":[{"sha":"d979293f1448882e3a2eb0f7a3ecbaaf6b189d36","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Convert fences to NDT_CONNECTED.\n\nThis changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.\n\nThese nodes are drawn by the client with the needed connections on\nthe fly as the scene is drawn. There is no logic needed by mods to\nmodify the nodes.\n\nThese fences connect to (1) other fences, (2) planks and (3) tree\ntrunks, but nothing else. They do not connect to stone, dirt, wool,\netc. This is done by the \"connects_to\" parameter, which takes groups\nand node names.\n\nDue to the way textures are wrapped, we can make these nodes look a\nlot better by giving them a special tile.\n\nThis change requires minetest/minetest#3503.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/d979293f1448882e3a2eb0f7a3ecbaaf6b189d36"},{"sha":"b998ab1b3ae8cb7f21fab30819a013b7d8e00aec","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Add a simple, but stylish fence gate.\n\nThis fence gate builds on NDT_CONNECTED by assuming fence nodes will\nautomatically connect to it's sides properly. The fence gate will\nopen and close just like doors, with sounds, but it only opens one\nway. The gate sticks out quite a bit and can be bumped into, so the\nfence may be used as some sort of path switch.\n\nThe fence gate offers no form of protection and can be opened and\nclosed by anyone. This is done on purpose - the fencegate isn't\nmeant to provide protection from players, as fences can be\ntrivially jumped over. Instead, these fences should be used for\nprotecting crops from hungry sheep, or keeping rabbits in their\npen, or just decoration. Mods can also modify the mod to add\nprotection, of course.\n\nA recipe is added to make these. It's 4 sticks and 2 wood (any)\nas follows:\n\n  stick  wood  stick\n  stick  wood  stick\n\nThe collision box of the open gate is such that if two gates are\nconnected but mirrored (making an M shape) then you can walk a large\nentity that's larger than 1.0 wide through the opening. The gate of\nan opened fence can also be stood upon or bumped into.\n\nI've mixed together some sounds to provide a somewhat light sound\nexperience, one that one would expect from a small gate latching open\nand close.\n\nThis change requires #873, otherwise it doesn't connect to fences.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/b998ab1b3ae8cb7f21fab30819a013b7d8e00aec"},{"sha":"f8f7502e3253d50e4e0829fdd6e2ad7aab2e4cd3","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Basic stone walls, using NDT_CONNECTED.\n\nThese basic connected wall nodes automatically connect\nto neigboring stone blocks, other wall blocks and anything\nthat's \"cracky\". The do not connect to wood (fences will do\nthat).\n\nThe walls are generated using a new walls.register() API.\nDocumentation on the API is included in game_api.txt.\n\nThis change requires minetest/minetest#3503.\n\nWalls are added for all cobble stone materials. They generally\nlook best and are the natural use cases for these materials.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/f8f7502e3253d50e4e0829fdd6e2ad7aab2e4cd3"},{"sha":"2fb40be4098cd6964b5247a7227c79be9576331a","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Add \"protection_bypass\" priv.\n\nThe access privilege allows players that have it to bypass protection\non locked doors/trapdoors, chests and bones.\n\nThe priv also allows bypassing any minetest.is_protected() check,\nincluding digging nodes and placing them. It is meant for world\nmoderators to clean up and fix map issues.\n\nOriginal patch by red-001. Split up and rebased/rewritten by sofar.\n\nThis patch requires https://github.com/minetest/minetest/pull/3800","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/2fb40be4098cd6964b5247a7227c79be9576331a"},{"sha":"9c887e0b322df8bf886ab6df27c39e09be1b97d6","author":{"email":"4db3a0dbff08534e6778384f43ef9ce95af4cb8e@virginmedia.com","name":"paramat"},"message":"Dye: Make pink dye mixable\n\nCorrect 2 inconsistent mixes\nClean up code style and vertically align mix table\nRemove dyelocal and simplify table names","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/9c887e0b322df8bf886ab6df27c39e09be1b97d6"},{"sha":"079b79603179c648e03fb78cf96e05496c5e409f","author":{"email":"4db3a0dbff08534e6778384f43ef9ce95af4cb8e@virginmedia.com","name":"paramat"},"message":"Dye: Add global table of dye names and descriptions","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/079b79603179c648e03fb78cf96e05496c5e409f"},{"sha":"20053d6b52f3f500a0a96a20cbf0a08c439c4142","author":{"email":"a9f3aee03c24fe67db6b799c83f1c5130ff44f7e@users.noreply.github.com","name":"tenplus1"},"message":"Fix bug rotating unknown node\n\nThis fixes a bug what crashes game when rotating an unknown node.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/20053d6b52f3f500a0a96a20cbf0a08c439c4142"},{"sha":"dfee51c21e1131c9c80fc7382b000954962f8b49","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Clean up door tops if fire destroys bottom.\n\nFixes #909. Door tops are never flammable.\n\nThis doesn't guard yet against a voxelmanip removing the top node,\nbut that is less of an issue since if a voxelmanip removes the top,\nthen the bottom part remains functional and visibly intact. If the\nvoxelmanip removes the bottom part, but not the top, then this patch\nmakes it clean up the top just fine.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/dfee51c21e1131c9c80fc7382b000954962f8b49"},{"sha":"28884cc784626544871bd28032130899393c74e9","author":{"email":"03168d9622bd169a9049b30b5df45df8d41c1f9c@gmail.com","name":"Jean-Patrick Guerrero"},"message":"Add flint and flint-and-steel","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/28884cc784626544871bd28032130899393c74e9"},{"sha":"e5304ce674d8fe6da8e8274428b128caf9e063eb","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Fire: Optimize spreading ABM.\n\nNo need to find_node_near twice with the same params.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/e5304ce674d8fe6da8e8274428b128caf9e063eb"},{"sha":"7c966db4bc90f2e38431084873dc8bafd64d7e90","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Fencegate: prevent y-fighting at top.\n\nWe raise the height of the fencegate node by 0.0001 to make the\nfencegate post stop fighting with node blocks. This makes the\ngate pole appear to be cut through the node, and doesn't leave\na gap when stacking fencegates, which would look odd.","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/7c966db4bc90f2e38431084873dc8bafd64d7e90"},{"sha":"c17c317669673e76097d86f134ae744a665615a4","author":{"email":"4db3a0dbff08534e6778384f43ef9ce95af4cb8e@virginmedia.com","name":"paramat"},"message":"Doors: Update glass door item textures to new design","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/c17c317669673e76097d86f134ae744a665615a4"},{"sha":"f18871d60c84cdbb68990521911c001b14c56c7d","author":{"email":"4db3a0dbff08534e6778384f43ef9ce95af4cb8e@virginmedia.com","name":"paramat"},"message":"Default: Colourise desert cobble to be consistent with desert stone\n\nHue and saturation match desert stone and desert stone brick\nPreserve original mortar colour","distinct":false,"url":"https://api.github.com/repos/sofar/minetest_game/commits/f18871d60c84cdbb68990521911c001b14c56c7d"},{"sha":"cb57f70aab363f03d464d0913f19852e6670d663","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Add steel door/trapdoor sounds.\n\nI've found a favorable steel door sound from a parking garage\ndoor that isn't abrupt or scary, just sounds like a nice solid\nmetal door. The sample had both opening and closing sounds, and\nso they match nicely. Amplified and mixed several samples together\nto reduce ambient noise, and get the right level compared to\nwood doors. Attribution was added as well. CC-BY-3.0 sounds.","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/cb57f70aab363f03d464d0913f19852e6670d663"},{"sha":"41c2b2aeea5b8c4ac6340a54f37ce15c731e0cac","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Allow both sides of the bed to be digged up.\n\nTested with nodebreaker, fire.\n\nIf called from lua, minetest.remove_node() calls on_destruct() callbacks\nbefore the map is actually updated. This means that we can't look at the\nmap data to determine if we're done cleaning up adjacent nodes, and we\nhave to stop recursing some other way.\n\nThere's no data we can pass around through functions that would survive\nscope to a secondary on_destruct() callback, so we have to maintain\nlocal state somewhere in the mod namespace.\n\nIn this case, we keep a bitflag. The bitflag is set to \"true\" by\ndefault. On the first half removal, the flag is flipped and afterwards\nwe remove the other half node. When the on_destruct for the other half\nis running, it's value is false and we flip it back to true without\nremoving the other half node.\n\nThis thus prevents recursing.\n\nTo facilitate easier finding of the bed partner, we tell our on_destruct\nwhether we're a top or bottom half node through a passed flag.\n\nNow that the top is diggable, we just need to assure that it drops a\nbottom bed part.","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/41c2b2aeea5b8c4ac6340a54f37ce15c731e0cac"},{"sha":"c94349eaef94cfe5f22bce8c7d1d9d73584cfefd","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Re-export character.b3d without texture linkage.\n\nI've created a modified B3Dexport.py version that automatically strips\nthe embedded texture link to external texture files. These links were\ncausing the engine to spew \"can't find character.png\" messages on the\nconsole, but were harmless due to texture loading being done by the\nclient side and not through irrlicht.\n\nI previously moved character.png to /textures/, which is wrong. I now\nunderstand that character.png was in the same folder as character.blend\nsimply to make blender load the texture from the embedded linkage\nautomatically. Nothing more, nothing less.\n\nSubsequently the character.png file should just sit in convenience\nin the /models/ folder with the blend file, and not in the textures\nfile. This patch moves it back. And yes, minetest does load the\ncharacter.png from this path.","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/c94349eaef94cfe5f22bce8c7d1d9d73584cfefd"},{"sha":"22e32a01ad583ddd9131fe6994ca21fc4d7fd7bb","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Allow digging of protected doors with \"protection_bypass\"\n\nThis was probably lost in either the API rewrite or a merge/rebase.\n\nFixes #929","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/22e32a01ad583ddd9131fe6994ca21fc4d7fd7bb"},{"sha":"70248505ae74c6e78c36834d793f76ba179ab368","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Walls: Don't connect to group:cracky\n\nthe ```group:cracky``` group contains all sorts of odds and ends\nnodes that we shouldn't connect to. There are a few nodes that\nwalls now no longer connect to, that probably should get\n```group:stone``` added, or something similar, though.","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/70248505ae74c6e78c36834d793f76ba179ab368"},{"sha":"d90a0817223e33996b7fc3bb1c986da3a324aa98","author":{"email":"be8f7ad9d8c04e3a5328400049a88187c8f9e0d0@gmail.com","name":"James Stevenson"},"message":"Rename argument to priv check\n\nFixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/d90a0817223e33996b7fc3bb1c986da3a324aa98"},{"sha":"1cc6746063309c44c4411c45587bd264b2bfec95","author":{"email":"25cbc9971afc676c5c7263366b8caeea3091aa03@foo-projects.org","name":"Auke Kok"},"message":"Beds: priv/griefing fixes.\n\n- disallow placing beds in protected areas\n- fix rotation of beds(broken after 41c2b2ae)\n- allow using others' beds, but don't change spawn location\n\nFixes #953. #943 isn't something I think was ever implemented, and\nthis does a fair job of addressing the main concern (spawning in\nothers' houses)","distinct":true,"url":"https://api.github.com/repos/sofar/minetest_game/commits/1cc6746063309c44c4411c45587bd264b2bfec95"}]}