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minetest-services committed Feb 28, 2013
2 parents 22e186b + 7caa28a commit 066b031
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Showing 5 changed files with 41 additions and 17 deletions.
32 changes: 29 additions & 3 deletions minetest.conf.example
Expand Up @@ -105,7 +105,7 @@
#smooth_lighting = true
# Enable combining mainly used textures to a bigger one for improved speed
# disable if it causes graphics glitches.
#enable_texture_atlas = true
#enable_texture_atlas = false
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.
Expand Down Expand Up @@ -267,8 +267,25 @@
# (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1

#
# Physics stuff
#

#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
Expand All @@ -283,13 +300,23 @@
#movement_liquid_sink = 10
#movement_gravity = 9.81

#
# Mapgen stuff
#

# Name of map generator to be used. Currently only v6 is supported.
#mg_name = v6
# Water level of map.
#water_level = 1
# Size of chunks to be generated.
#chunksize = 5
#mg_flags = 19
# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend
#mg_flags = trees, caves, v6_biome_blend
# How large deserts and beaches are
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv6_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
Expand All @@ -303,4 +330,3 @@
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6

13 changes: 7 additions & 6 deletions src/defaultsettings.cpp
Expand Up @@ -94,7 +94,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("new_style_water", "false");
settings->setDefault("new_style_leaves", "true");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("enable_texture_atlas", "true");
settings->setDefault("enable_texture_atlas", "false");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");
settings->setDefault("video_driver", "opengl");
Expand Down Expand Up @@ -183,7 +183,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("congestion_control_max_rate", "400");
settings->setDefault("congestion_control_min_rate", "10");
settings->setDefault("remote_media", "");
settings->setDefault("debug_log_level", "0");
settings->setDefault("debug_log_level", "2");
settings->setDefault("emergequeue_limit_total", "256");
settings->setDefault("emergequeue_limit_diskonly", "");
settings->setDefault("emergequeue_limit_generate", "");
Expand All @@ -203,14 +203,15 @@ void set_default_settings(Settings *settings)
settings->setDefault("movement_liquid_sink", "10");
settings->setDefault("movement_gravity", "9.81");

//mapgen related things
settings->setDefault("mg_name", "v6");
settings->setDefault("water_level", "1");
//liquid stuff
settings->setDefault("liquid_finite", "false");
settings->setDefault("liquid_update", "1.0");
settings->setDefault("liquid_relax", "1");
settings->setDefault("liquid_fast_flood", "1");


//mapgen stuff
settings->setDefault("mg_name", "v6");
settings->setDefault("water_level", "1");
settings->setDefault("chunksize", "5");
settings->setDefault("mg_flags", "trees, caves, v6_biome_blend");
settings->setDefault("mgv6_freq_desert", "0.45");
Expand Down
1 change: 0 additions & 1 deletion src/itemdef.cpp
Expand Up @@ -100,7 +100,6 @@ void ItemDefinition::reset()
wield_scale = v3f(1.0, 1.0, 1.0);
stack_max = 99;
usable = false;
rightclickable = false;
liquids_pointable = false;
if(tool_capabilities)
{
Expand Down
2 changes: 0 additions & 2 deletions src/itemdef.h
Expand Up @@ -62,8 +62,6 @@ struct ItemDefinition
*/
s16 stack_max;
bool usable;
// If true, don't use node placement prediction
bool rightclickable;
bool liquids_pointable;
// May be NULL. If non-NULL, deleted by destructor
ToolCapabilities *tool_capabilities;
Expand Down
10 changes: 5 additions & 5 deletions src/scriptapi.cpp
Expand Up @@ -1063,10 +1063,6 @@ static ItemDefinition read_item_definition(lua_State *L, int index,
def.usable = lua_isfunction(L, -1);
lua_pop(L, 1);

lua_getfield(L, index, "on_rightclick");
def.rightclickable = lua_isfunction(L, -1);
lua_pop(L, 1);

getboolfield(L, index, "liquids_pointable", def.liquids_pointable);

warn_if_field_exists(L, index, "tool_digging_properties",
Expand Down Expand Up @@ -1164,6 +1160,10 @@ static ContentFeatures read_content_features(lua_State *L, int index)
if(!lua_isnil(L, -1)) f.has_after_destruct = true;
lua_pop(L, 1);

lua_getfield(L, index, "on_rightclick");
f.rightclickable = lua_isfunction(L, -1);
lua_pop(L, 1);

/* Name */
getstringfield(L, index, "name", f.name);

Expand Down Expand Up @@ -4751,7 +4751,7 @@ static int l_register_item_raw(lua_State *L)
// Default to having client-side placement prediction for nodes
// ("" in item definition sets it off)
if(def.node_placement_prediction == "__default"){
if(def.type == ITEM_NODE && !def.rightclickable)
if(def.type == ITEM_NODE)
def.node_placement_prediction = name;
else
def.node_placement_prediction = "";
Expand Down

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