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Fix node replacement in not-quite-loaded chunks
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When first entering an area, sometimes placing nodes replaces other nodes that are not buildable_to. This seems to be caused by the fact that nodes in unloaded map blocks are treated as ignore, a node that is buildable_to. This fixes that, by using get_node_or_nil() instead of the previously-used get_node(), then checking to see if the nodes were actually loaded before replacing.
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0gb-us authored and kwolekr committed Mar 29, 2013
1 parent 5b854f9 commit 02cbb58
Showing 1 changed file with 10 additions and 3 deletions.
13 changes: 10 additions & 3 deletions builtin/item.lua
Expand Up @@ -129,11 +129,18 @@ function minetest.item_place_node(itemstack, placer, pointed_thing)
end

local under = pointed_thing.under
local oldnode_under = minetest.env:get_node(under)
local oldnode_under = minetest.env:get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.env:get_node_or_nil(above)

if not oldnode_under or not oldnode_above then
minetest.log("info", placer:get_player_name() .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end

local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local above = pointed_thing.above
local oldnode_above = minetest.env:get_node(above)
local olddef_above = ItemStack({name=oldnode_above.name}):get_definition()
olddef_above = olddef_above or minetest.nodedef_default

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