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fix merge conflict

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Miguel 2025-06-04 14:52:10 -06:00
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@ -5,9 +5,12 @@ Luanti Lua Modding API Reference
it's now called `core` due to the renaming of Luanti (formerly Minetest).
`minetest` will keep existing as an alias, so that old code won't break.
Note that `core` has already existed since version 0.4.10, so you can use it
safely without breaking backwards compatibility.
* More information at <http://www.luanti.org/>
* Luanti Documentation: <https://docs.luanti.org/>
* (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
* Additional documentation: <https://docs.luanti.org/>
* (Unofficial) Luanti Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
* Modding tools: <https://github.com/luanti-org/modtools>
Introduction
@ -312,6 +315,9 @@ due to their space savings.
Bone weights should be normalized, e.g. using ["normalize all" in Blender](https://docs.blender.org/manual/en/4.2/grease_pencil/modes/weight_paint/weights_menu.html#normalize-all).
Note that nodes using matrix transforms must not be animated.
This also extends to bone overrides, which must not be applied to them.
You can use the [Khronos glTF validator](https://github.com/KhronosGroup/glTF-Validator)
to check whether a model is a valid glTF file.
@ -4581,11 +4587,13 @@ and offset the noise variation.
The final fractal value noise variation is created as follows:
```
noise = offset + scale * (octave1 +
octave2 * persistence +
octave3 * persistence ^ 2 +
octave4 * persistence ^ 3 +
...)
```
Noise Parameters
----------------
@ -4699,11 +4707,13 @@ with restraint.
The absolute value of each octave's noise variation is used when combining the
octaves. The final value noise variation is created as follows:
```
noise = offset + scale * (abs(octave1) +
abs(octave2) * persistence +
abs(octave3) * persistence ^ 2 +
abs(octave4) * persistence ^ 3 +
...)
```
### Format example
@ -4998,7 +5008,8 @@ A VoxelManip object can be created any time using either:
If the optional position parameters are present for either of these routines,
the specified region will be pre-loaded into the VoxelManip object on creation.
Otherwise, the area of map you wish to manipulate must first be loaded into the
VoxelManip object using `VoxelManip:read_from_map()`.
VoxelManip object using `VoxelManip:read_from_map()`, or an empty one created
with `VoxelManip:initialize()`.
Note that `VoxelManip:read_from_map()` returns two position vectors. The region
formed by these positions indicate the minimum and maximum (respectively)
@ -5009,14 +5020,14 @@ be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
Now that the VoxelManip object is populated with map data, your mod can fetch a
copy of this data using either of two methods. `VoxelManip:get_node_at()`,
which retrieves an individual node in a MapNode formatted table at the position
requested is the simplest method to use, but also the slowest.
requested. This is the simplest method to use, but also the slowest.
Nodes in a VoxelManip object may also be read in bulk to a flat array table
using:
* `VoxelManip:get_data()` for node content (in Content ID form, see section
[Content IDs]),
* `VoxelManip:get_light_data()` for node light levels, and
* `VoxelManip:get_light_data()` for node param (usually light levels), and
* `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
See section [Flat array format] for more details.
@ -5031,17 +5042,16 @@ internal state unless otherwise explicitly stated.
Once the bulk data has been edited to your liking, the internal VoxelManip
state can be set using:
* `VoxelManip:set_data()` for node content (in Content ID form, see section
[Content IDs]),
* `VoxelManip:set_light_data()` for node light levels, and
* `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
* `VoxelManip:set_data()` or
* `VoxelManip:set_light_data()` or
* `VoxelManip:set_param2_data()`
The parameter to each of the above three functions can use any table at all in
the same flat array format as produced by `get_data()` etc. and is not required
to be a table retrieved from `get_data()`.
Once the internal VoxelManip state has been modified to your liking, the
changes can be committed back to the map by calling `VoxelManip:write_to_map()`
changes can be committed back to the map by calling `VoxelManip:write_to_map()`.
### Flat array format
@ -5173,15 +5183,22 @@ inside the VoxelManip.
Methods
-------
* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
* `read_from_map(p1, p2)`: Loads a part of the map into the VoxelManip object
containing the region formed by `p1` and `p2`.
* returns actual emerged `pmin`, actual emerged `pmax`
* returns actual emerged `pmin`, actual emerged `pmax` (MapBlock-aligned)
* Note that calling this multiple times will *add* to the area loaded in the
VoxelManip, and not reset it.
* `initialize(p1, p2, [node])`: Clears and resizes the VoxelManip object to
comprise the region formed by `p1` and `p2`.
* **No data** is read from the map, so you can use this to treat `VoxelManip`
objects as general containers of node data.
* `node`: if present the data will be filled with this node; if not it will
be uninitialized
* returns actual emerged `pmin`, actual emerged `pmax` (MapBlock-aligned)
* (introduced in 5.13.0)
* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
the map.
* **important**: data must be set using `VoxelManip:set_data()` before
calling this.
* **important**: you should call `set_data()` before this, or nothing will change.
* if `light` is true, then lighting is automatically recalculated.
The default value is true.
If `light` is false, no light calculations happen, and you should correct
@ -5242,6 +5259,15 @@ Methods
where the engine will keep the map and the VM in sync automatically.
* Note: this doesn't do what you think it does and is subject to removal. Don't use it!
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
* "Emerged" does not imply that this region was actually loaded from the map,
if `initialize()` has been used.
* `close()`: Frees the data buffers associated with the VoxelManip object.
It will become empty.
* Since Lua's garbage collector is not aware of the potentially significant
memory behind a VoxelManip, frequent VoxelManip usage can cause the server to
run out of RAM. Therefore it's recommend to call this method once you're done
with the VoxelManip.
* (introduced in 5.13.0)
`VoxelArea`
-----------
@ -6562,13 +6588,10 @@ Environment access
* The actual seed used is the noiseparams seed plus the world seed.
* `core.get_value_noise(seeddiff, octaves, persistence, spread)`
* Deprecated: use `core.get_value_noise(noiseparams)` instead.
* Return world-specific value noise
* `core.get_perlin(noiseparams)`
* Deprecated: use `core.get_value_noise(noiseparams)` instead.
* Return world-specific value noise (was not Perlin noise)
* Deprecated: renamed to `core.get_value_noise` in version 5.12.0.
* `core.get_perlin(seeddiff, octaves, persistence, spread)`
* Deprecated: use `core.get_value_noise(noiseparams)` instead.
* Return world-specific value noise (was not Perlin noise)
* Deprecated: renamed to `core.get_value_noise` in version 5.12.0.
* `core.get_voxel_manip([pos1, pos2])`
* Return voxel manipulator object.
* Loads the manipulator from the map if positions are passed.
@ -9061,78 +9084,6 @@ offering very strong randomness.
* `get_state()`: return generator state encoded in string
* `set_state(state_string)`: restore generator state from encoded string
`ValueNoise`
-------------
A value noise generator.
It can be created via `ValueNoise()` or `core.get_value_noise()`.
For legacy reasons, it can also be created via `PerlinNoise()` or `core.get_perlin()`,
but the implemented noise is not Perlin noise.
For `core.get_value_noise()`, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
* `ValueNoise(noiseparams)
* `ValueNoise(seed, octaves, persistence, spread)` (Deprecated)
* `PerlinNoise(noiseparams)` (Deprecated)
* `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated)
* `core.get_value_noise(noiseparams)`
* `core.get_value_noise(seeddiff, octaves, persistence, spread)` (Deprecated)
* `core.get_perlin(noiseparams)` (Deprecated)
* `core.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated)
### Methods
* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
`ValueNoiseMap`
----------------
A fast, bulk noise generator.
It can be created via `ValueNoiseMap(noiseparams, size)` or
`core.get_value_noise_map(noiseparams, size)`.
For legacy reasons, it can also be created via `PerlinNoiseMap(noiseparams, size)`
or `core.get_perlin_map(noiseparams, size)`, but it is not Perlin noise.
For `core.get_value_noise_map()`, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
for 2D noise, and it must be larger than 1 for 3D noise (otherwise
`nil` is returned).
For each of the functions with an optional `buffer` parameter: If `buffer` is
not nil, this table will be used to store the result instead of creating a new
table.
### Methods
* `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
with values starting at `pos={x=,y=}`
* `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
* `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
array of 2D noise with values starting at `pos={x=,y=}`
* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
is stored internally.
* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
is stored internally.
* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
returns a slice of the most recently computed noise results. The result slice
begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
E.g., to grab a 2-slice high horizontal 2d plane of noise starting at buffer
offset y = 20:
`noisevals = noise:get_map_slice({y=20}, {y=2})`
It is important to note that `slice_offset` offset coordinates begin at 1,
and are relative to the starting position of the most recently calculated
noise.
To grab a single vertical column of noise starting at map coordinates
x = 1023, y=1000, z = 1000:
`noise:calc_3d_map({x=1000, y=1000, z=1000})`
`noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
`PlayerMetaRef`
---------------
@ -9184,14 +9135,17 @@ end
The map is loaded as the ray advances. If the map is modified after the
`Raycast` is created, the changes may or may not have an effect on the object.
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
`core.raycast(pos1, pos2, objects, liquids)` where:
It can be created via `Raycast(pos1, pos2, objects, liquids, pointabilities)`
or `core.raycast(pos1, pos2, objects, liquids, pointabilities)` where:
* `pos1`: start of the ray
* `pos2`: end of the ray
* `objects`: if false, only nodes will be returned. Default is true.
* `objects`: if false, only nodes will be returned. Default is `true`.
* `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
returned. Default is false.
returned. Default is `false`.
* `pointabilities`: Allows overriding the `pointable` property of
nodes and objects. Uses the same format as the `pointabilities` property
of item definitions. Default is `nil`.
### Limitations
@ -9307,6 +9261,81 @@ to restrictions of JSON.
* All methods in MetaDataRef
`ValueNoise`
-------------
A value noise generator.
It can be created via `ValueNoise()` or `core.get_value_noise()`.
For `core.get_value_noise()`, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
* `ValueNoise(noiseparams)`
* `ValueNoise(seed, octaves, persistence, spread)` (deprecated)
* `core.get_value_noise(noiseparams)`
* `core.get_value_noise(seeddiff, octaves, persistence, spread)` (deprecated)
These were previously called `PerlinNoise()` and `core.get_perlin()`, but the
implemented noise was not Perlin noise. They were renamed in 5.12.0. The old
names still exist as aliases.
### Methods
* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
`ValueNoiseMap`
----------------
A fast, bulk noise generator.
It can be created via `ValueNoiseMap(noiseparams, size)` or
`core.get_value_noise_map(noiseparams, size)`.
For `core.get_value_noise_map()`, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
These were previously called `PerlinNoiseMap()` and `core.get_perlin_map()`,
but the implemented noise was not Perlin noise. They were renamed in 5.12.0.
The old names still exist as aliases.
Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
for 2D noise, and it must be larger than 1 for 3D noise (otherwise
`nil` is returned).
For each of the functions with an optional `buffer` parameter: If `buffer` is
not nil, this table will be used to store the result instead of creating a new
table.
### Methods
* `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
with values starting at `pos={x=,y=}`
* `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
* `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
array of 2D noise with values starting at `pos={x=,y=}`
* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
is stored internally.
* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
is stored internally.
* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
returns a slice of the most recently computed noise results. The result slice
begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
E.g., to grab a 2-slice high horizontal 2d plane of noise starting at buffer
offset `y = 20`:
```lua
noisevals = noise:get_map_slice({y=20}, {y=2})
```
It is important to note that `slice_offset` offset coordinates begin at 1,
and are relative to the starting position of the most recently calculated
noise.
To grab a single vertical column of noise starting at map coordinates
`x = 1023, y=1000, z = 1000`:
```lua
noise:calc_3d_map({x=1000, y=1000, z=1000})
noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})
```
@ -10172,9 +10201,12 @@ Used by `core.register_node`.
mesh = "",
-- File name of mesh when using "mesh" drawtype
-- The center of the node is the model origin.
-- For legacy reasons, models in OBJ format use a scale of 1 node = 1 unit;
-- all other model file formats use a scale of 1 node = 10 units,
-- consistent with the scale used for entities.
-- For legacy reasons, this uses a different scale depending on the mesh:
-- 1. For glTF models: 10 units = 1 node (consistent with the scale for entities).
-- 2. For obj models: 1 unit = 1 node.
-- 3. For b3d and x models: 1 unit = 1 node if static, otherwise 10 units = 1 node.
-- Using static glTF or obj models is recommended.
-- You can use the `visual_scale` multiplier to achieve the expected scale.
selection_box = {
-- see [Node boxes] for possibilities