Initial commit

This commit is contained in:
Tony Bark 2025-02-07 14:39:37 -05:00
commit df8714aa1d
171 changed files with 1686 additions and 0 deletions

11
mods/wisgame/init.lua Normal file
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local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
-- DIR_DELIM 2345 < is 5 chars shorter, and I hate it!
c.dofolder(modpath .. modpath:match("[\\/]") .. "open", function(filePath)
if filePath:match("^.+%.(.+)$") == "lua" then
dofile(modpath .. modpath:match("[\\/]") .. "open"..modpath:match("[\\/]")..filePath)
end
--print(filePath)
end)

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mods/wisgame/mod.conf Normal file
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#name is a uid that only allows characters [a-z0-9_]
name = wisgame
depends = wislib

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local print = c.log
local max_light=math.floor(minetest.LIGHT_MAX/2)
print(max_light)
local breakskybox = function()
minetest.override_item(minetest.get_name_from_content_id(minetest.get_content_id(minetest.get_name_from_content_id(minetest.CONTENT_AIR))), {
drawtype = "nodebox",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
light_source = max_light, --this breaks everything!
use_texture_alpha = "opaque",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
})
end
--print(minetest.LIGHT_MAX, max_light,0)
local fixskybox = function()
minetest.register_on_mods_loaded(function()
core.fix_light(vector.new(-31000, -31000, -31000), vector.new(31000, 31000, 31000))
end)
local chunkSize = tonumber(minetest.settings:get("chunksize")) or 16
local maxBlockSendDistance = tonumber(minetest.settings:get("max_block_send_distance")) or 10
local maxRenderDistance = (chunkSize * ((maxBlockSendDistance * 2) * .25) )
local deltaCount = 0
local deltaLimit = 3
minetest.register_globalstep(function(dtime)
deltaCount = deltaCount + dtime
print(deltaCount)
if not (deltaCount >= deltaLimit) then
return nil
end
deltaCount=deltaCount-deltaLimit
for _, player in ipairs(minetest.get_connected_players()) do
local username = player:get_player_name()
local userpos = player:get_pos()
local currentuserchunk = vector.floor(vector.divide(userpos, maxRenderDistance))
local minp = vector.multiply(currentuserchunk, maxRenderDistance)
local maxp = vector.add(minp, maxRenderDistance - 1)
core.fix_light(vector.new(minp.x, minp.y, minp.z), vector.new(maxp.x, maxp.y, maxp.z))
end
end)
end
breakskybox()
fixskybox()

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-- Function to spread grass to nearby dirt
local function spread_grass(pos)
-- Define the positions to check around the current position
local positions = {
{x = pos.x + 1, y = pos.y, z = pos.z},
{x = pos.x - 1, y = pos.y, z = pos.z},
{x = pos.x, y = pos.y, z = pos.z + 1},
{x = pos.x, y = pos.y, z = pos.z - 1},
{x = pos.x, y = pos.y + 1, z = pos.z},
{x = pos.x, y = pos.y - 1, z = pos.z},
}
for _, new_pos in ipairs(positions) do
local node = minetest.get_node(new_pos)
if node.name == "default:dirt" then
minetest.set_node(new_pos, {name = "default:dirt_with_grass"})
end
end
end
-- ABM (Active Block Modifier) to spread grass
minetest.register_abm({
nodenames = {"default:dirt_with_grass"},
interval = 10, -- Time in seconds between ABM execution
chance = 50, -- 1 in 50 chance for the ABM to run
action = function(pos, node, active_object_count, active_object_count_wider)
spread_grass(pos)
end,
})

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-- Initialize mod storage
-- ASLP (Anti Stupid Lua Polyfill)
local DIR_DELIM = DIR_DELIM or "/"
-- Engine headers
local MODPACK = debug.getinfo(1, "S").source:match("mods[/\\][/\\]?[^/\\]*"):match("[/\\].*$"):sub(2)
local MODNAME = minetest and minetest.get_current_modname() or MODPACK
local MODPATH = minetest and minetest.get_modpath(MODPACK) or debug.getinfo(1, "S").source:match("^(.+)[/\\]"):sub(2)
--locals
--Avoid Using $.get() to get null instead of sane defaults.
local function nilget(key, default)
if not minetest.settings:has(key) then
minetest.settings:set("noclip")
else
return nil
end
end
--Avoid Using $.get() to get null instead of sane defaults.
local function nilset(key, default)
if not minetest.settings:has(key) then
--Race Condition?
minetest.settings:set(key, default)
else
return nil
end
end
-- Nooo! "Attempted to set secure setting."
-- nilset("secure.trusted_mods", "formspec_edit,")
-- At this distance the server will aggressively optimize which blocks are sent to
-- clients.
-- Small values potentially improve performance a lot, at the expense of visible
-- rendering glitches (some blocks will not be rendered under water and in caves,
-- as well as sometimes on land).
-- Setting this to a value greater than max_block_send_distance disables this
-- optimization.
-- Stated in mapblocks (16 nodes).
-- type: int min: 2 max: 32767
--nilset(" block_send_optimize_distance", 32767)
-- If enabled, the server will perform map block occlusion culling based on
-- on the eye position of the player. This can reduce the number of blocks
-- sent to the client by 50-80%. Clients will no longer receive most
-- invisible blocks, so that the utility of noclip mode is reduced.
-- type: bool
--nilset(" server_side_occlusion_culling", "true")

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local image08='blank.png^[noalpha^[resize:8x8^[colorize:#000000:255'
local image16='blank.png^[noalpha^[resize:16x16^[colorize:#ffffff:255'
local modname = minetest.get_current_modname()
--why is : the hand, is it legacy support thing or what?
local hardtimes={[1] = 0.00, [2] = 2.00, [3] = 3.0}
minetest.register_item(minetest.get_current_modname()..':hand', {
type = 'none',
wield_image ='wieldhand.png',
--[colorize:#000000:255:0,16=wis_black.png',
wield_scale = {x = 0.5, y = 1, z = 4},
tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 0,
groupcaps = {
crumbly = {
times = hardtimes,
uses = 0,
maxlevel = 1,
},
snappy = {
times = hardtimes,
uses = 0,
maxlevel = 1,
},
oddly_breakable_by_hand = {
times = hardtimes,
uses = 0,
},
},
damage_groups = {fleshy = 1},
}
})
minetest.register_on_joinplayer(function(player, last_login)
if not player then return end
local inv = player:get_inventory()
inv:set_size("hand",1)
inv:add_item("hand", ItemStack(modname..":hand"))
--minetest.log(dump(inv:get_lists()))
end)
local old_handle_node_drops = core.handle_node_drops
core.handle_node_drops = function(...)
-- flag all drops
old_handle_node_drops(...)
--- minetest.log('old_handle_node_drops')
end
local old_item_drop = core.item_drop
--core.item_drop = function(...) old_item_drop(...) --minetest.log('old_item_drop') end

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--Code that modifies information about player including: health totals, movement speeds, and more.
--movment world combat building
--player combat world
local physics_override = {
gravity=1, -- default is 1.0
jump=1, -- default is 1.0
speed=1.5, -- default is 2.0
speed_sprint = 2,
speed_climb=2, -- default is 1.0
speed_crouch=2, -- default is 1.0
acceleration_air=1, -- default is 1.0
acceleration_default=1, -- default is 1.0
liquid_fluidity=1, -- default is 1.0
liquid_fluidity_smooth=1, -- default is 1.0
liquid_sink=1, -- default is 1.0
new_move=true, -- default is true
sneak=true, -- default is true
sneak_glitch=true, -- default is false
}
-- Register a globalstep callback to check for sprinting, and sneaking, and regen health
local function for_each_player(dtime)
for _, player in ipairs(minetest.get_connected_players()) do
player:set_physics_override(physics_override)
local controls = player:get_player_control()
if not controls.aux1 then -- 'aux1' is the default sprint key
--c.log("slow", physics_override.speed)
player:set_physics_override({speed = physics_override.speed}) -- Normal speed
else
--c.log("fast", physics_override.sprint)
player:set_physics_override({speed = physics_override.speed_sprint}) -- Increased speed
end
if not controls.sneak then -- but 'sneak' can have a normal name... you know what whatever!
else
end
end
end
minetest.register_globalstep(for_each_player)
--[[
local function remove_fall_damage()
for _, player in ipairs(minetest.get_connected_players()) do
player:set_armor_groups({fall_damage= 0})
end
end
--]]
local print_physics_command ={
description = "Prints the player's physics override settings to the log",
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
local physics = player:get_physics_override()
for key, value in pairs(physics) do
minetest.log(tostring(key).."="..tostring(value))
end
else
return false, "Player not found."
end
end
}
--minetest.register_chatcommand("print_physics", print_physics_command)
minetest.register_chatcommand("dodmg",
{
description = "Does damage to the player",
func = function(name)
local player = minetest.get_player_by_name(name)
end
}
)

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local disable_fall_damage = function(player)
-- it makes puppys, and unicorns -_-
--Editors note: Fuck you, comments are important.
player:set_armor_groups({ fall_damage_add_percent = -100 }) --
--Editors note: you can just use -1, see bellow
--save more bytes by not adding comments.
--Editors note: can convert to emoji 🖕!
end
minetest.register_on_joinplayer(disable_fall_damage)
minetest.register_on_respawnplayer(disable_fall_damage)
--[[
* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
the top of this node. There's also an armor group with the same name.
The final player damage is determined by the following formula:
damage =
collision speed
* ((node_fall_damage_add_percent + 100) / 100) -- node group
* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
- (14) -- constant tolerance
Negative damage values are discarded as no damage.
--]]

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local DIR_DELIM = debug.getinfo(1, "S").source:match("[\\/]")
local modname = core.get_current_modname()
local modpath = core.get_modpath(modname)
local print = c.log
c.dofolder(modpath .. modpath:match("[\\/]") .. "open".. modpath:match("[\\/]").. "open_registration", function(filePath)
if filePath:match("^.+%.(.+)$") == "ini" then
--print(filePath:match("^.+%.(.+)$"))
c.registrate_from_file(table.concat({modpath, "open", "open_registration",filePath}, DIR_DELIM ))
--print("end")
end
end)

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[biome_plains]
type="biome"
name="plains"
heat_point = 50
humidity_point = 50
;
node_top = "mapgen_dirt_with_grass"
node_top_depth = 1
;depth_top
node_filler = "mapgen_dirt"
node_filler_depth = 5
;depth_filler
node_riverbed = "mapgen_sand"
node_riverbed_depth = 3
;depth_riverbed
;node_substratum="mapgen_sandstone"
;node_substratum_depth=1
;custom
vertical_blend = 0
;y_max = yMax
;y_min = seaLevel+1
dune_line=1
;sea_level=1

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;'[colorize:#000000:255:0,16=wis_black.png'
[item_hand]
name = ":"
type = "item"
description = "Open Hand"
description = "Way Of The!"
inventory_image = "wieldhand.png"
wield_image = "wieldhand.png"
;x=horizontal, y=vertical, z=depth
wield_scale = {"x" : 0.5, "y" : 1.5, "z" : 1.0}
tool_capabilities = { "full_punch_interval" : 0.5, "max_drop_level" : 0 }
tool_dig_groups = [ "crumbly", "snappy", "oddly_breakable_by_hand" ]
; = { times = hardtimes, uses = 0, maxlevel = 1 },
tool_dig_times = [1.00, 2.00, 3.00, null]
tool_dig_uses = 0
tool_dig_maxlevel = 1
tool_damage_groups = {"fleshy" : 1}

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;dune-line
[mapgen_water]
type="node"
name="water_source"
tiles = ["open_water_source.png^[opacity:127"]
;tiles ={{name :'open_water_source.png^[opacity:127', backface_culling : false}}
;tiles=["open_water_source.png^[mask:open_clump_mask.png^[noalpha^[makealpha:0,0,0^(open_water_source.png^[mask:open_clump_mask.png^[makealpha:0,0,0^[colorize:#000000:70)"]
;^[mask:open_clump_mask.png^[noalpha^[makealpha:0,0,0^(open_dirt.png^[mask:open_clump_mask.png^[makealpha:0,0,0^[colorize:#000000:70)"]
;tiles=["open_clump_mask.png^(wis_green.png^(wis_green.png^[mask:open_clump_mask.png))^[makealpha:0,0,0" ]
alias=["mapgen_water_source", "void_essential:water_source", "8"]
description = "This is a secret message, don't read it"
groups = { "oddly_breakable_by_hand":1}
is_ground_content = false
walkable = false
liquid_move_physics = true
move_resistance = 1
pointable = false
diggable = false
buildable_to = true
liquid_viscosity = 0
liquid_renewable = false
liquid_range = 8
use_texture_alpha = "blend"
drawtype = "liquid"
paramtype = "light"
light_source = 12
[mapgen_river_water]
type="node"
name="river_water_source"
tiles = ["open_water_source.png"]
alias=["mapgen_river_water_source", "void_essential:river_water_source", "9"]
groups = { "oddly_breakable_by_hand":1}
description = "This is secret water, you don't need it"
is_ground_content = false
walkable = false
liquid_move_physics = true
move_resistance = 1
pointable = false
diggable = false
buildable_to = true
liquid_viscosity = 0
liquid_renewable = false
liquid_range = 8
[mapgen_stone]
type="node"
name="stone"
tiles=["open_stone.png"]
tiles=["open_stone.png^wis_beading.png"]
tiles=["open_stone.png"]
alias=["mapgen_stone", "void_essential:stone", "1"]
description="abundant, ubiquitous, and yet fundamentaly essential"
groups = {}
is_ground_content=true
[mapgen_grass]
type="node"
name="grass"
tiles=["open_grass.png","open_dirt.png", "open_dirt.png^(open_grass.png^[mask:open_grass_mask_big.png^[makealpha:0,0,0)" ]
alias=["mapgen_dirt_with_grass","grass", "2"]
description="天叢雲剣"
groups = { "oddly_breakable_by_hand":1, "dirt": 1 }
is_ground_content=true
[mapgen_dirt]
type="node"
name="dirt"
tiles=["open_dirt.png"]
alias=["mapgen_dirt","3"]
groups = { "oddly_breakable_by_hand":1}
[mapgen_sand]
type="node"
name="sand"
tiles=[ "open_sand.png"]
alias=["mapgen_sand","12"]
groups = { "oddly_breakable_by_hand":1}
macros = ["clump", "craftables"]
[mapgen_sandstone]
type="node"
name="sandstone"
tiles=["open_sandstone.png"]
alias=["mapgen_sandstone","24"]
groups = {}
[node_log]
type="node"
name="log"
tiles=["open_oak_log.png","open_oak_log.png", "open_oak_bark.png"]
alias=["log","oak_log"]
groups = { "oddly_breakable_by_hand":1, "tree":1 }
[node_leaves]
type="node"
name="leaves"
tiles=["open_oak_leaf.png"]
alias=["leaves","oak_leaves"]
groups = { "oddly_breakable_by_hand":1}
drawtype = "allfaces_optional"
;Allows transparency
waving = 1
; is go wosh!
paramtype = "light"
sunlight_propagates = true
walkable = true
groups = { "oddly_breakable_by_hand":1, "leafdecay" : 1, "flammable" : 1}
; drop = { max_items = 1, items = { {items = {"sapling"}, rarity = 20}, {items = {"leaves"}} } }
;-- mapgen_water_source mapgen_river_water_source mapgen_stone mapgen_dirt_with_grass mapgen_dirt mapgen_sand
;-- mapgen_sandstone
; mapgen_gravel

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-- Define player sikin
local frontTexture = "player.png"
local backTexture = "player_back.png"
-- Number of required textures depends on visual.
-- "sprite" uses 1 texture.
-- "upright_sprite" uses 2 textures: {front, back}.
-- set the player's skin when they join
minetest.register_on_joinplayer(function(player)
player:set_properties({
visual = "upright_sprite",
spritediv = {x = 1, y = 1}, -- declare as a single texture divided into 1x1 sections
initial_sprite_basepos = {x = 0, y = 0}, -- Start at the top-left corner
visual_size = {x = 1, y = 1},
--Thanks to wwwq for fixing this part for me! 0/
eye_height = 0.85,
textures = { frontTexture, backTexture },
visual_size = {x = 1, y = 1, z = 1},
collisionbox = { -0.3, 0, -0.3, 0.3, 0.9, 0.3 },
selectionbox = { -0.5, 0, -0.5, 0.5, 1, 0.5, rotate = false },
});
end)

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local noon = 0.5
local midnight = 1.0
local fixedTime = noon
minetest.register_globalstep(function(dtime)
minetest.set_timeofday(fixedTime)
end)
minetest.register_on_joinplayer(function(player)
player:set_sky({
base_color = "#87CEEB", --"#87CEEB", -- Explicitly set color to skyblue
type = "plain",
clouds = false,
})
-- please go away sun
player:set_sun({
visible = false, -- set sun visibility
sunrise = nil, -- god damn sunrisebg.png is still visibe!
sunset = nil, -- "sunset.png", -- sunset texture
texture = "sun.png", -- take a wild guess -__-
})
player:set_moon({
visible = false,
texture = "moon.png",
})
player:set_stars({
visible = false, -- Explicitly setting stars visibility
count = 1000, -- Custom number of stars (if needed)
star_color = "#FFFFFF", -- Custom star color (if needed)
})
end)

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local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
-- hard coding this is a failure of the game design
local schemapath = modpath .. "/schema/smoltree.mts"
--//mtschemcreate smoltree
--registrate tree spawn params
minetest.register_on_mods_loaded(function()
local postpendstr = "_subterranean"
for name, _ in pairs(minetest.registered_biomes) do
if name:sub(-#postpendstr) ~= postpendstr then
--c.log("Biome name: " .. name)
minetest.register_decoration({
deco_type = "schematic",
place_on = {"group:dirt"},
sidelen = 80,
noise_params = {
offset = 0,
scale = 0.05,
spread = {x = 1024, y = 10, z = 1024},
seed = minetest.get_mapgen_setting("seed"),
octaves = 4,
persistence = 0.5,
lacunarity = 1.0,
},
y_max = minetest.registered_biomes.y_max,
y_min = minetest.registered_biomes.y_min,
schematic = schemapath,
flags = "place_center_x, place_center_z",
rotation = "random",
biomes = {name},
})
end
end
-- leaf decay is a failure of the game design
-- compat: https://forum.minetest.net/viewtopic.php?t=18023
local leafdecaynodes = {}
for name, def in pairs(minetest.registered_nodes) do
if def.groups and def.groups.leafdecay then
table.insert(leafdecaynodes, name)
end
end
local treenodes = {}
for name, def in pairs(minetest.registered_nodes) do
if def.groups and def.groups.tree then
table.insert(treenodes, name)
end
end
--c.log(#treenodes)
local leafdecayradius = 1
minetest.register_abm({
nodenames = leafdecaynodes,
neighbors = {"air"},
interval = 1, -- Time in seconds between ABM execution
chance = 1, -- 1 in $% chance for the ABM to run
action = function(pos, node, active_object_count, active_object_count_wider)
local foundtree = false
for dx = -leafdecayradius, leafdecayradius do
for dy = -leafdecayradius, leafdecayradius do
for dz = -leafdecayradius, leafdecayradius do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local n = minetest.get_node(p)
if minetest.registered_nodes[n.name].groups and minetest.registered_nodes[n.name].groups.tree then
foundtree = true
break
end
end
if foundtree then
break
end
end
if foundtree then
break
end
end
if not foundtree then
local spawnableitem = minetest.get_node(pos)
minetest.remove_node(pos)
minetest.spawn_item(pos, spawnableitem)
end
end,
})
end)

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