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Minetest is an open source voxel game-creation platform with easy modding and game creation

Home Page: https://www.minetest.net/

License: Other

Java 1.96% Lua 8.16% GLSL 0.69% CMake 0.80% C++ 82.05% C 5.31% Shell 0.25% Python 0.26% Dockerfile 0.02% HTML 0.01% Objective-C 0.07% Objective-C++ 0.43%
c-plus-plus voxel voxel-engine game-engine lua minetest cpp17 hacktoberfest

minetest's Introduction

Minetest

Build Status Translation status License

Minetest is a free open-source voxel game engine with easy modding and game creation.

Copyright (C) 2010-2022 Perttu Ahola [email protected] and contributors (see source file comments and the version control log)

Table of Contents

  1. Further Documentation
  2. Default Controls
  3. Paths
  4. Configuration File
  5. Command-line Options
  6. Compiling
  7. Docker
  8. Version Scheme

Further documentation

Default controls

All controls are re-bindable using settings. Some can be changed in the key config dialog in the settings tab.

Button Action
Move mouse Look around
W, A, S, D Move
Space Jump/move up
Shift Sneak/move down
Q Drop itemstack
Shift + Q Drop single item
Left mouse button Dig/punch/use
Right mouse button Place/use
Shift + right mouse button Build (without using)
I Inventory menu
Mouse wheel Select item
0-9 Select item
Z Zoom (needs zoom privilege)
T Chat
/ Command
Esc Pause menu/abort/exit (pauses only singleplayer game)
+ Increase view range
- Decrease view range
K Enable/disable fly mode (needs fly privilege)
J Enable/disable fast mode (needs fast privilege)
H Enable/disable noclip mode (needs noclip privilege)
E Aux1 (Move fast in fast mode. Games may add special features)
C Cycle through camera modes
V Cycle through minimap modes
Shift + V Change minimap orientation
F1 Hide/show HUD
F2 Hide/show chat
F3 Disable/enable fog
F4 Disable/enable camera update (Mapblocks are not updated anymore when disabled, disabled in release builds)
F5 Cycle through debug information screens
F6 Cycle through profiler info screens
F10 Show/hide console
F12 Take screenshot

Paths

Locations:

  • bin - Compiled binaries
  • share - Distributed read-only data
  • user - User-created modifiable data

Where each location is on each platform:

  • Windows .zip / RUN_IN_PLACE source:
    • bin = bin
    • share = .
    • user = .
  • Windows installed:
    • bin = C:\Program Files\Minetest\bin (Depends on the install location)
    • share = C:\Program Files\Minetest (Depends on the install location)
    • user = %APPDATA%\Minetest or %MINETEST_USER_PATH%
  • Linux installed:
    • bin = /usr/bin
    • share = /usr/share/minetest
    • user = ~/.minetest or $MINETEST_USER_PATH
  • macOS:
    • bin = Contents/MacOS
    • share = Contents/Resources
    • user = Contents/User or ~/Library/Application Support/minetest or $MINETEST_USER_PATH

Worlds can be found as separate folders in: user/worlds/

Configuration file

  • Default location: user/minetest.conf
  • This file is created by closing Minetest for the first time.
  • A specific file can be specified on the command line: --config <path-to-file>
  • A run-in-place build will look for the configuration file in location_of_exe/../minetest.conf and also location_of_exe/../../minetest.conf

Command-line options

  • Use --help

Compiling

Docker

Version scheme

We use major.minor.patch since 5.0.0-dev. Prior to that we used 0.major.minor.

  • Major is incremented when the release contains breaking changes, all other numbers are set to 0.
  • Minor is incremented when the release contains new non-breaking features, patch is set to 0.
  • Patch is incremented when the release only contains bugfixes and very minor/trivial features considered necessary.

Since 5.0.0-dev and 0.4.17-dev, the dev notation refers to the next release, i.e.: 5.0.0-dev is the development version leading to 5.0.0. Prior to that we used previous_version-dev.

minetest's People

Contributors

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minetest's Issues

Chest with contents disappears on dig

Version: Minetest-c55 0.4dev-20120320

To reproduce:
Place a chest.
Place an item in the chest (a handful of leaves will do).
Dig the chest with your hand.

Expected results:
Either the chest is dug and moves to the player's inventory (with its own inventory transferred or preserved in some manner), or the action fails entirely, ideally with feedback.

Actual results:
"dig prevented by metadata" appears in the console.
The chest is apparently removed from the world regardless.
The chest does not appear in the player's inventory.
If you wait a while, the chest will reappear.

Redstone circuits support

Yea, I know about Mesecons mod. Just thought about something like game-level standard that could be compatible with Minecraft redstone for schematics translations

Latest build doesn't run in Linux

I'm using Ubuntu 11.10, and I'm using the latest stable Nvidia linux drivers. I just grabbed the latest master tarball a few minutes ago and built it following the readme, but after entering my player name and telling it to start the game it just crashes. I rebuilt it with Debug enabled, I'll attach the output of debug.txt

API - registered_recipes (or similar)

I'm trying to make a factory mod, which is working out pretty well, but part of what I wanted to do with it was a sort of catch-all factory, that would make anything you wanted.

The problem is, craft recipes aren't saved anywhere. I pretty much need to implement a hard-coded version of each recipe in the factory mod.

I'm fine with that, but it would be helpful to have craft recipes saved somewhere (minetest.registered_recipes or similar) and maybe a way to easily test whether a recipe exists, or is correct, and so on. I'm sure I'm not the only one.

Thanks again!

Small code error

contect_mapblock.cpp
line 1002
if(is_rail_x_all[0] or is_rail_x_all[1])
'or' should be '||'

seems to compile fine in Linux but not Windows.

Dungeon Masters are immortal in fact

What steps will reproduce the problem?

  1. Uncheck "Enable Damage".
  2. Go to the nearby Dungeon Master.
  3. Strike it with sword.

What is the expected output?
Dungeon Master's disappearance.

What do you see instead?
Eternal fireballs.

Burned wood

Now that we have lava (yeeeei!) I pulled the last changes and tested it a little... And found something that could be really cool to have: When lava is on surface and touch a block of wood, why dont turn that block of "normal" wood into a "burnt" wood, and that "burnt" wood could be turn into coal easily when on oven? or maybe crafted into coal? (with some tool, maybe a hammer?)

Thanks for reading anyway, hope u get inspired for something new here :D

Not able to compile with libGL 7.11 (Debian GNU/Linux)

The system is Debian GNU/Linux Wheezy (testing) i386. The version of packages libgl1-mesa-glx, -dri and -dev and libglu1-mesa and -dev is 7.11.2-1. Last commit of Minetest I try to compile is da4f513.

When trying to run cmake, it gives following output.

$ cmake .
...
CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:91 (MESSAGE):
  Could NOT find OpenGL (missing: OPENGL_gl_LIBRARY)
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:252 (_FPHSA_FAILURE_MESSAGE)
  /usr/share/cmake-2.8/Modules/FindOpenGL.cmake:153 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  src/CMakeLists.txt:60 (find_package)


-- Configuring incomplete, errors occurred!

I have recently updated to Wheezy distribution and before there was no problem with this.

minetestmapper doesn't work

with the latest Minetest's world.

Traceback (most recent call last):
  File "/fairyland/scripts/minetestmapper.py", line 432, in 
    read_mapdata(f, version, pixellist, water, day_night_differs)
  File "/fairyland/scripts/minetestmapper.py", line 303, in read_mapdata
    content = read_content(mapdata, version, datapos)
  File "/fairyland/scripts/minetestmapper.py", line 277, in read_content
    raise Exception("Unsupported map format: " + str(version))
Exception: Unsupported map format: 21

Furnace segfault

Furnace drawing seems to cause segmentation fault in the last build.

The last line of logs looks like:
Furnace stepping a long time (282210)

Water Physics

Things like signs and torches block out water for some odd reason.

Writes all players to disk, every minute

Minetest server seems to be writing all player files to disk, every minute, even if no one is logged in. It would be preferable to only write playerfiles that have changed.

search for the available port

When port 30000 is already taken by some other application, one can not start new single player game (the one with empty Server field). And minetest gives the following output:

AuthManager: loading from /home/bookwar/.minetest/world/auth.txt
BanManager: loading from /home/bookwar/.minetest/world/ipban.txt
6: Bind failed: Address already in use

In thread 7ffa4fb13700:
/builddir/build/BUILD/celeron55-minetest-bc0e5c0/src/connection.cpp:577: virtual void* con::Connection::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7ffa4f312700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
DEBUG STACK FOR THREAD 7ffa5ac20740:
#0  int main(int, char**)
(Leftover data: #1  void Server::start(short unsigned int))
Aborted

I think the more "user-friendly" way to handle this is to find the new port number for the minetestserver instance.

So, before running the server on port 30000 the client program could check if this port is free to use. If not check the port 30001, 30002.. and use the first available.

cppcheck warnings

Hi.
I just ran cppcheck, the famous static C/C++ code analyzer, on the minetest code, and it points out 2 errors that seem legit :

src/environment.cpp (line 1349) : Possible null pointer dereference: obj - otherwise it is redundant to check if obj is null at line 1352
src/server.cpp (line 4104) : Possible null pointer dereference: rlist - otherwise it is redundant to check if rlist is null at line 4107

All credit goes to the cppcheck team (https://github.com/danmar/cppcheck).
Hope it was useful to you.

In-game settings menu

It would be very cool if you could change settings (such as keys, fancy trees, etc.) in-game! Game is looking great keep up the good work!

occasionally minetest crashes frequently

Every once in a while, minetest will crash many times in a row while connected to a server. I was the only one online, and eventually the crashes stopped. I'm not sure if it stopped when more people joined the server. I am using GNU/Linux based off of Ubuntu 11.10. Here is the output of two of those crashes:

$ minetest
Irrlicht Engine version 1.7.2
Linux 3.0.0-20-generic #5trisquel1 SMP Sat May 26 21:23:31 UTC 2012 x86_64
Creating X window...
Visual chosen: : 149
Using renderer: OpenGL 2.1
Mesa DRI Intel(R) Ironlake Mobile : Tungsten Graphics, Inc
OpenGL driver version is 1.2 or better.
GLSL version: 1.2
Loaded texture: /usr/share/minetest/textures/base/pack/menubg.png
Loaded texture: /usr/share/minetest/textures/base/pack/menulogo.png
Could not find win32 key for x11 key.: 65515
Could not find win32 key for x11 key.: 65515
Could not find win32 key for x11 key.: 65515
Unsupported texture format
Loaded texture: /usr/share/minetest/textures/base/pack/sunrisebg.png
Font size: 8 15

In thread 7f632ecd0700:
/home/sudoman/src/github/minetest/src/connection.cpp:585: virtual void* con::Connection::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f632367a700:
#0  virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD 7f633dd00760:
#0  int main(int, char**)
#1  void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32)
(Leftover data: #2  virtual void ClientEnvironment::step(float))
(Leftover data: #3  void Client::Receive())
(Leftover data: #4  void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5  void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool, bool))
Aborted
$ minetest
Irrlicht Engine version 1.7.2
Linux 3.0.0-20-generic #5trisquel1 SMP Sat May 26 21:23:31 UTC 2012 x86_64
Creating X window...
Visual chosen: : 149
Using renderer: OpenGL 2.1
Mesa DRI Intel(R) Ironlake Mobile : Tungsten Graphics, Inc
OpenGL driver version is 1.2 or better.
GLSL version: 1.2
Loaded texture: /usr/share/minetest/textures/base/pack/menubg.png
Loaded texture: /usr/share/minetest/textures/base/pack/menulogo.png
Unsupported texture format

In thread 7f169d57e700:
/home/sudoman/src/github/minetest/src/connection.cpp:585: virtual void* con::Connection::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f16ac5ae760:
#0  int main(int, char**)
(Leftover data: #1  void Client::step(float))
(Leftover data: #2  virtual void ClientEnvironment::step(float))
(Leftover data: #3  void Client::Receive())
(Leftover data: #4  void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
Aborted

Add ability to update node/craft/tool/entity properties during runtime

Now only meta data of the node can be changed in real-time. But to change property such as texture you need to remove node from the world and place another node with desired property on the same place.

Such feature required for implementation of animated furnace like objects, and objects with some kind of progress indication on their sides.

luafurnace: "attempt to compare two nil values"

The luafurnace code seems to be broken by recent changes. I gave me a luafurnace and opon placing it the game aborted with the following message:

23:28:29: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: ...nst/bin/../share/minetest/mods/experimental/init.lua:108: attempt to compare two nil values

I'm using version 0.4.dev-20120106-1

Create a "Home"

I think a nice feature would be to allow users to set a "home" area that they can teleport to.

No, seriously. I've been trying to find my house for 10 minutes already. I have pretty much all of my stuff there. It would be nice to just /teleport home and save 15 minutes each time I connect to the server.

Linux Bugs (Ubuntu 11.04)

I recently installed this because I could not play Minecraft under my Linux installation. While I do have Windows alongside Ubuntu, sometimes I feel like using Ubuntu over Windows. I couldn't play Minecraft under Ubuntu because the lag was just unbearable! (5 fps Linux, 50 fps Windows). So, I went for this game.
It looked promising, it performed slightly better (20 fps, jumpy. bearable though). I was excited. So, I booted up the game and played for about five minutes. After that, it just randomly closed on me. After running through Terminal, this was the only message I received: Segmentation fault
I have no clue what this means and it only happens through Linux. I don't have a Mac to test it through to see if its just Linux or what. I have some specs for you guys also
Minetest version: 0.3.1 AND Latest Dev Build (Dec 9) both cause this problem. I have tried deleting every trace of Minetest from my system and reinstalling it but alas, no luck
Ubuntu 11.04 under GNOME (I have Unity but it causes too much lag for games). ATI Radeon x300 Graphics card, (sound doesn't matter)
Minetest listed my OpenGL Version as 2.1.

Again, I did NOT have this problem under windows at all. In fact, I could probably play for hours! Any solutions guys? Thanks in advanced,
Mike

PS, while I'm here, what tips do you reccommend for boosting the speed of this game? :P

small error in builtin.lua

function minetest.get_pointed_thing_position(pointed_thing, above) ... elseif pointed_thing.type == "object" then obj = pointed.thing.ref ... end

should be:

function minetest.get_pointed_thing_position(pointed_thing, above) ... elseif pointed_thing.type == "object" then obj = pointed_thing.ref ... end
The change is the underscore in "pointed_thing.ref"

Instant block destroy bug

Okay, so steps to reproduce:

  1. start digging with any instrument (or hand)
  2. switch to pickaxe
    It works on stone, maybe other blocks

Can't shutdown server by Ctrl+C in Ubuntu

Description:
Can't shutdown server with Ctrl+C key combination on Ubuntu 11.10, I'm need to use "kill" command to do so.

Step to reproduce:

  • start server
  • press Ctrl+C keys

Actual results:

  • Server doesn't shutdown

Expected results:

  • Correct shutdown of the server

dying on lava causes repeated death, if respawn location isn't quickly updated

If you die on lava, first you are given health points, then the respawn position is set to the spawning point.

If you have a slow connection, then you will die again before you are respawned. This can happen several times. Part of the problem is that either before or after the "you died" message is shown, you can still die again.

A work-around is to die, then hop on safe land before you are given health points again, and then wait until you are respawned.

[suggestion] New options in the game - on / off

Whether it could exclude new ideas and additions to the minetest as sun and moon, moby: what mods are working, and what does not, the camera view like in the old version, or as it is now.
It gave to the selection of new and old players in minetest on: the integration of news, or turn them off - if he a novelty such as too much burdened proceosr their computer too much. Or someone does not want the new features in the game as the sun, moon and stars, because it is not needed to play it.
This is a suggestion, because I get a signal that the game 2012xxxx version runs much worse and in many people who have older computers, and the new version works smoothly and well, the next you can not play because the game FPS drops to very low values. And so cool, just like people with older computers may have a disable some options in the game, which lower the FPS.

Another issue is the fireballs - mobs. Is not it better would be if it turned the mobs block / blocks, rather than neutralize them?
This would result in no diminution of the material to build, or what has been built by us, was not exposed to destruction.
As the map on which the game a few days after some time it looks like the carpet bombing or air strike - the mass of holes and the mass loss, the weight of the caves and mass destruction. And you can not, nor restore or recover.

Plugin API: Not printing info before error()

One thing I noticed while developing a plugin is that anything you print() up until you call error() while originally loading the plugin will not show up in debug.txt as usual.

Also, print() does not like the standard Lua function print() since it has been remapped to some debugging function. Please consider making it call tostring() on all of its arguments like the standard print() does.

Using version 20120408

feature request: flowing lava antedote

Just like lava can spread over far distances if you place a few buckets-worth next to each other, it would be good if you could 'delete' the lava by placing antidotes side by side in the surface of the lava. Like lava or water, it would spread, then replace the lava source with air.

This would be very useful for when a griefer covers the entire map with lava using a few buckets worth of the stuff.

Dvorak keybindings break a lot of stuff

Your favorite crazy bastard here :)

I've been re-learning Dvorak, and so I needed to change my keybindings in Minetest. Funny thing is, when I'm crouching/sneaking, only the back key ('o') does what it's supposed to. Forward (',') does nothing, left ('a') moves me diagonal, forward to the left, and right ('e') moves me to the right and makes me jump. Very odd.

Any help here would be appreciated, my guess is that the shift key wasn't properly detected for whatever reason. Anyway, I'll look into it in about a week, but until then, at least be aware.

Cheers!

mods/minetest --> mods/minimal?

It seems to me that the directory in mods should be the same as the one in games.
So rename:
mods/minetest --> mods/minimal

[Feature request][LUA] Progress indication in inventory

For better indication of progress of furnaces (or nodes with similar functions) it is need some form of indication, that is drawn in the inventory window of this node.

Current method of displaying progress as infotext is not fully covering this use case.

World data transfer and voxel mipmapping for distant geography

Here's a way to allow the player to see very distant terrain without overly taxing the server's working memory or the client's bandwidth:

Divide each chunk into power-of-2 sized volumes and choose the block type with the highest quantity in each, then store this data with the chunk as its low-res versions. When a piece of geography is to be sent to the player, send an appropriate low-res version instead if it is far enough away. This is conceptually somewhat like texture mipmapping, where a scaled-up lower-resolution texture can be a reasonable substitute for a high-resolution texture if the surface is far enough away.

Possible downside: Higher load on new servers because they'd have to generate more distant terrain right away.

I'd like to try implementing this myself as a way of getting my feet wet with the source. Any tips on how I should do this so that it's likely to get pulled back into the trunk?

long chat messages cause segfault

backtrace:

Program received signal SIGSEGV, Segmentation fault.
0x08300d0b in irr::gui::CGUIFont::getDimension(wchar_t const*) const ()
(gdb) bt
#0  0x08300d0b in irr::gui::CGUIFont::getDimension(wchar_t const*) const
    ()
#1  0x0845c8f1 in irr::gui::CGUIEditBox::calculateScrollPos() ()
#2  0x0845fcb8 in irr::gui::CGUIEditBox::processKey(irr::SEvent const&) ()
#3  0x08461974 in irr::gui::CGUIEditBox::OnEvent(irr::SEvent const&) ()
#4  0x082f5c34 in irr::gui::CGUIEnvironment::postEventFromUser(irr::SEvent const&) ()
#5  0x082ee68d in irr::CIrrDeviceStub::postEventFromUser(irr::SEvent const&) ()
#6  0x082e22e4 in irr::CIrrDeviceLinux::run() ()
#7  0x082c4c17 in the_game (kill=@0x876abf4: false, random_input=false, 
    input=0x8ac3d70, device=0x87e97f0, font=0x8ac41a0, map_dir=..., 
    playername=..., password=..., address=..., port=30000, 
    error_message=..., configpath=..., chat_backend=..., gamespec=..., 
    simple_singleplayer_mode=false)
    at /var/abs/local/minetest-git/src/minetest-build/src/game.cpp:1328
#8  0x082dab9b in main (argc=1, argv=0xbffff324)
    at /var/abs/local/minetest-git/src/minetest-build/src/main.cpp:1656
(gdb) thread apply all bt

Thread 6 (Thread 0xb6affb40 (LWP 24196)):
#0  0xb7fdd424 in __kernel_vsyscall ()
#1  0xb7ab8586 in nanosleep () from /lib/libc.so.6
#2  0xb7ae7fbd in usleep () from /lib/libc.so.6
#3  0x082afb70 in MeshUpdateThread::Thread (this=0xbfffe414)
    at /var/abs/local/minetest-git/src/minetest-build/src/client.cpp:192
#4  0x08616668 in JThread::TheThread (param=0xbfffe414)
    at /var/abs/local/minetest-git/src/minetest-build/src/jthread/pthread/jthread.cpp:166
#5  0xb7cebce8 in start_thread () from /lib/libpthread.so.0
#6  0xb7aee4de in clone () from /lib/libc.so.6

Thread 5 (Thread 0xb74f8b40 (LWP 24165)):
#0  0xb7fdd424 in __kernel_vsyscall ()
#1  0xb7ae7521 in select () from /lib/libc.so.6
#2  0x0821979a in UDPSocket::WaitData (this=this@entry=0xbfffe668, 
    timeout_ms=5)
    at /var/abs/local/minetest-git/src/minetest-build/src/socket.cpp:354
#3  0x0821989c in UDPSocket::Receive (this=0xbfffe668, sender=..., 
    data=0xb6b00958, size=1031)
    at /var/abs/local/minetest-git/src/minetest-build/src/socket.cpp:292
#4  0x081de212 in con::Connection::receive (this=0xbfffe570)
    at /var/abs/local/minetest-git/src/minetest-build/src/connection.cpp:709
#5  0x081df4cc in con::Connection::Thread (this=0xbfffe570)
    at /var/abs/local/minetest-git/src/minetest-build/src/connection.cpp:58---Type <return> to continue, or q <return> to quit--- 
3
#6  0x08616668 in JThread::TheThread (param=0xbfffe570)
    at /var/abs/local/minetest-git/src/minetest-build/src/jthread/pthread/jthread.cpp:166
#7  0xb7cebce8 in start_thread () from /lib/libpthread.so.0
#8  0xb7aee4de in clone () from /lib/libc.so.6

Thread 1 (Thread 0xb793c700 (LWP 24146)):
#0  0x08300d0b in irr::gui::CGUIFont::getDimension(wchar_t const*) const
    ()
#1  0x0845c8f1 in irr::gui::CGUIEditBox::calculateScrollPos() ()
#2  0x0845fcb8 in irr::gui::CGUIEditBox::processKey(irr::SEvent const&) ()
#3  0x08461974 in irr::gui::CGUIEditBox::OnEvent(irr::SEvent const&) ()
#4  0x082f5c34 in irr::gui::CGUIEnvironment::postEventFromUser(irr::SEvent const&) ()
#5  0x082ee68d in irr::CIrrDeviceStub::postEventFromUser(irr::SEvent const&) ()
#6  0x082e22e4 in irr::CIrrDeviceLinux::run() ()
#7  0x082c4c17 in the_game (kill=@0x876abf4: false, random_input=false, 
    input=0x8ac3d70, device=0x87e97f0, font=0x8ac41a0, map_dir=..., 
    playername=..., password=..., address=..., port=30000, 
    error_message=..., configpath=..., chat_backend=..., gamespec=..., 
    simple_singleplayer_mode=false)
    at /var/abs/local/minetest-git/src/minetest-build/src/game.cpp:1328
#8  0x082dab9b in main (argc=1, argv=0xbffff324)
    a

door implementation?

would it be possible to implement doors using the lua api? if not, i suppose using c++ would have to be it.

i suppose to would have to be done with the "ABM" part if using the api.

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