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Fix click-digging torches (#5652)
Torches are dug instantly again. When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
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3 changed files with 30 additions and 18 deletions
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@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye:
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from destroyed nodes.
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* `0` is something that is directly accessible at the start of gameplay
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* There is no upper limit
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* `dig_immediate`: (player can always pick up node without tool wear)
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* `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
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* `3`: node is removed without tool wear after 0.15 seconds (torch)
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* `dig_immediate`: (player can always pick up node without reducing tool wear)
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* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `bouncy`: value is bounce speed in percent
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@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3`
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for this group, and unable to dig the rating `1`, which is the toughest.
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Unless there is a matching group that enables digging otherwise.
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If the result digging time is 0, a delay of 0.15 seconds is added between
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digging nodes; If the player releases LMB after digging, this delay is set to 0,
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i.e. players can more quickly click the nodes away instead of holding LMB.
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#### Damage groups
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List of damage for groups of entities. See "Entity damage mechanism".
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@ -3445,7 +3449,7 @@ will place the schematic inside of the VoxelManip.
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If `light` is false, no light calculations happen, and you should correct
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all modified blocks with `minetest.fix_light()` as soon as possible.
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Keep in mind that modifying the map where light is incorrect can cause
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more lighting bugs.
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more lighting bugs.
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* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
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the `VoxelManip` at that position
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
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