//speed: fix crash when pova isn't installed stupid bug in weac.{player_get_physics_override,player_set_physics_override}, as you might have suspectedStarbeamrainbowlabs2024-01-01 22:24:49 +0000
wea_wands: Add move speed adjustment tool It alters the current player's movement speed up or down in x0.5 increments. Min = x0.5. left/primary click: increase speed right/secondary click: decrease speed min speed = 0.5 documentation incoming!Starbeamrainbowlabs2023-12-26 14:59:46 +0000
Implement keen-slider since the current one seemed to be a bit broken ...and also not scalable given what we want to doStarbeamrainbowlabs2023-12-26 01:30:19 +0000
....turns out there *is* a GH alert markdown-it plugin! Thanks, markdown-it-github-alerts :D A bit of CSS ~~hackery~~ magic and we're away!Starbeamrainbowlabs2023-12-20 00:40:35 +0000
//rotate: zero out param2 of source Actually copying over and hanlding param2 properly ref rotation will require //orient+ firstStarbeamrainbowlabs2023-12-19 23:37:15 +0000
//rotate: fix some minor keyword issues, update reference & changelog At some point we need to move the parser to allow for a `player` reference for relative keywords.... or else pass them through somehowStarbeamrainbowlabs2023-12-16 01:11:25 +0000
//nodeapply: fix crash on unknown node name oops, we normalised the node name but then passed the un-normalised node name to NodeListMatcher >_<Starbeamrainbowlabs2023-12-15 03:11:40 +0000
//rotate: use temp dest table system this should prevent segfaults.... but it didn't completely on my system on second thought, I think it's a problem on my end rather than with the command itself ....or with MT 5.8.Starbeamrainbowlabs2023-12-15 02:12:27 +0000
It works!! ....but the output seems off when non 90° increments ...probably due to the wiping and rotation overlappingStarbeamrainbowlabs2023-12-13 23:20:32 +0000
plug in new //rotate+ logic ...but it doesn't work yet currently it crashes with a variety of interesting and colourful error messages working on debugging it now, but it's gonna take a momentStarbeamrainbowlabs2023-12-13 23:05:00 +0000
Bugfix: don't error out on //flora → //bonemeal alias if bonemeal mod isn't installed Also add worldeditadditions_core.command_exists to check both WEA and WEW for whether a command exists or notStarbeamrainbowlabs2023-12-13 22:15:27 +0000
//rotate: start implementing a frontend This is more complicated than I expected. We've got a new parser and a state machine for the args, but we now need to put these values to use and pass them to worldeditadditions.rotate(). NOTE TO SELF: BE REAL CAREFUL WITH ORIGIN HANDLING. We MUST NOT pull from sorted pos1/2 by accident! Though I doubt this would be an issue since weac.pos.get(player_name, i) is a thingStarbeamrainbowlabs2023-12-10 03:16:28 +0000
NodeListMatcher: I think groups need to be prefixed with group: when calling minetest.get_item_group ....but we'll find out in testing!Starbeamrainbowlabs2023-11-27 23:19:34 +0000
//nodeapply: Generalise matching engine into NodeListMatcher Also add support for @groups, i.e. @crumbly matches nodes that are a member of the "crumbly" group This groups feature is untested atm as I need to implement //ninfo....Starbeamrainbowlabs2023-11-27 22:27:20 +0000
weaschem: adjust call to make testable really annoying how the test environment & MT have different import schemes.....Starbeamrainbowlabs2023-08-18 15:02:26 +0100
start basic tests for headers. We might want to consider a separate distribution that omits all the test files......Starbeamrainbowlabs2023-08-15 02:59:19 +0100
tests/weaschem: okay, here we go: parse_vector3 Let's go slow, one function at a time, from nuts and bolts gradually up to full filesStarbeamrainbowlabs2023-08-15 00:20:41 +0100
.weaschem: initial, UNTESTED, parsing implementation ....it's not hooked up at all yet. WEA will not even load the file yet, and we don't have tests either ....tests might be a bit of a problem given we use minetest.parse_json directly.Starbeamrainbowlabs2023-08-12 03:05:10 +0100