Carved pumpkins can end up being connected to a stem – either if they
were grown in a previous version of MineClone2 or Mineclonia, or if a
player carves them before harvesting them. This patch makes sure that
stems turn into unconnected stems after such a carved pumpkin is dug.
Shearing an uncarved pumpkin turns it into a carved pumpkin and drops
four pumpkin seeds. As map generation and growing mechanics have been
changed to generate uncarved pumpkins instead of carved, preserving a
recipe to get pumpkin pie from carved pumpkins enabled players to get
both seeds and pumpkin pie from grown pumpkins, which was unintended.
Shearing an uncarved pumpkin turns it into a carved pumpkin and drops
four pumpkin seeds. As map generation and growing mechanics have been
changed to generate uncarved pumpkins instead of carved, preserving a
recipe to get seeds from carved pumpkins enables players to get twice
the amount of seeds as intended. Because of this, the recipe must go.
Carved pumpkin has to be explicitly registered as a separate node, as
registering a carved pumpkin node happened as a side effect of invoking
mcl_farming:add_gourd() for the carved pumpkin.
The iron / snow golem spawning checks that trigger whenever a carved
pumpkin is placed had to be moved out of the mcl_farming:add_gourd()
invocation to preserve the existing behaviour.
Note that uncarved pumpkin must not be registered as a separate node,
as invoking mcl_farming:add_gourd() for a registered node name leads to
stems not updating when an adjacent node is manually placed or mined.
A user claimed that this texture was a texture from Minecraft 1.8.9 –
see <https://git.minetest.land/MineClone2/MineClone2/issues/2099> for
further details. I have not verified that but I noticed that in commit
152e552458 the file was replaced with a
file containing the exact same pixels.
A visual inspection confirms that the file contains noise, so it is not
clear if it is even copyrightable. However, to ensure that it could not
be identical to a file from Minecraft, To get noise of the same quality,
I have shuffled all its pixels with the following POSIX sh shell script:
LANG=C
PREFIX=mcl_end_crystal_beam
convert $PREFIX.png $PREFIX.pnm
<$PREFIX.pnm >$PREFIX.plainpnm pnmtoplainpnm
<$PREFIX.plainpnm >$PREFIX.seed tr '1234567890 ' ' 1356902468'
(
<$PREFIX.plainpnm head -n+3
<$PREFIX.plainpnm tail -n+4 \
|tr ' ' '\n' \
|shuf --random-source $PREFIX.seed
) >$PREFIX.shuffled.plainpnm
I then opened mcl_end_crystal_beam.shuffled.plainpnm using GIMP,
converted the color black to tranparency and saved the image as a
paletted PNG (which yields a smaller filesize than a grayscale PNG).
* Move descriptive function comments to above the function definition.
* Adopt some luadoc styles.
* Update a stale reference to a renamed function in comments.
* Fix silly and mostly inconsequential logic bug that had gone unnoticed up
till now.
* Condense a single use variable away by using a slightly more elaborate
assignment statement.
* Add a few more local aliases for global minetest.* functions.
* Replace use of local table with compostability values with a call to
`minetest.get_item_group()`.
* Define local alias for `minetest.get_item_group`.
* Remove the now unused static compostabilty values table.
* Change carpet from `group:attached_node` to `group:supported_node`,
allowing carpets to be placed on top of torches, water source blocks
and other non-walkable nodes, like in MC.
* Make carpets walkable. When a carpet is placed on top of a fence or a
wall, the carpet can be jumped upon, allowing to in effect jump over
fences and walls.
The daylight detector code used get_node_light(), which detects both
natural and artificial light. This patch improves the code to use
get_natural_light(), which was introduced with Minetest 5.4.0.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
This solves a problem were nether portal removal would trigger deep
recursion through node callbacks. For large portals this could result
in stack overflow crashes on LuaJIT. The issue is solved by rewriting
the portal removal to avoid recursion and removing the portal in one
operation using minetest.bulk_set_node.