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* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
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* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Allow the LUA API to set animations to meshes as well as the animation ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | speed. Also update animations only when needed. Support for animation blending, though for some reason it doesn't work. Don't enable animation transitions by default for many reaosons Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit Same system for bone rotation, plus a few other things I missed
* Get the mesh working through the memory cache properly. Most credit goes to ↵MirceaKitsune2012-11-25
| | | | | | | | | | celeron55 for the help on this code Get the texture from memory as well Add .x to the list of supported formats Update LUA API documentation
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
| | | | | | | | (obj, md2 and md3 are currently allowed) Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet! If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
* Fix material properties and allow lighting. Models should now be affected by ↵MirceaKitsune2012-11-25
| | | | light instead of being black
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
* 3D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune2012-11-25
| | | | support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
* Revert "Don't leak textures all over the place"Perttu Ahola2012-11-25
| | | | | | | | This causes textures to be deleted before they are no longer accessed, resulting in a segmentation fault. This needs to be rewritten in such a way that textures are deleted when the client disconnects from a server. This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
* Fix trees growing into any type of nodeIlya Zhuravlev2012-11-23
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* Merge pull request #268 from khonkhortisan/image_buttonxyzz2012-11-22
|\ | | | | Allow transparent image_buttons
| * Allow transparent image_buttonsKyle2012-10-18
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* | Fix server crash on /clearpasswordAnthony2012-11-20
| | | | | | | | According to #253, using `/clearpassword` without an argument causes the server to crash from an assertion failure. I've resubmitted matttpt's patch as a pull request to aid in merging.
* | Merge pull request #284 from RealBadAngel/masterxyzz2012-11-12
|\ \ | | | | | | Adding backgrounds to formspec
| * | Adding background to FormspecRealBadAngel2012-11-08
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* | | Merge pull request #286 from PilzAdam/digging_animationPilzAdam2012-11-10
|\ \ \ | | | | | | | | Add jordan4ibanez' better digging animation
| * | | Add jordan4ibanez' better digging animationPilzAdam2012-11-10
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* | | Swap out pixel-perfect nyan cat by request of Chris TorresPerttu Ahola2012-11-09
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* | | added GUI checkboxes in Settings tab for the aforementioned video settings.Vanessa Ezekowitz2012-11-09
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* | | Added video settings filter options via config file - second try :-)Vanessa Ezekowitz2012-11-09
| | | | | | | | | | | | | | | | | | | | | | | | | | | Set one or more of these in the config to turn the related option on: mip_map = 1 anisotropic_filter = 1 bilinear_filter = 1 trilinear_filter = 1
* | | Fix unnecessary network protocol incompatibility in ContentFeaturesPerttu Ahola2012-11-08
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* | Merge pull request #279 from RealBadAngel/patch-2PilzAdam2012-11-05
|\ \ | | | | | | Formspec: Draw images before inventories. Allows to use image as backgro...
| * | Formspec: Draw images before inventories. Allows to use image as background.RealBadAngel2012-11-04
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* | Merge pull request #274 from PilzAdam/fallingPilzAdam2012-11-03
|\ \ | | | | | | Fix a bug in falling code where entities get stuck
| * | Fix a bug in falling code where entities get stuckPilzAdam2012-11-03
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* | | Merge pull request #243 from xyzz/liquid_renewablePilzAdam2012-11-03
|\ \ \ | | | | | | | | Add liquid_renewable property, allow non-renewable liquids.
| * | | Add liquid_renewable property.Ilya Zhuravlev2012-09-07
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* | | | Merge pull request #273 from PilzAdam/airPilzAdam2012-11-03
|\ \ \ \ | |_|/ / |/| | | Make air and ignore drop nothing
| * | | Make air and ignore drop nothingPilzAdam2012-11-03
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* | | Don't leak textures all over the placeKahrl2012-11-02
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* | | Fix flowing liquid animation direction calculationPerttu Ahola2012-11-02
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* | | Merge pull request #272 from PilzAdam/powPilzAdam2012-11-02
|\ \ \ | | | | | | | | Replace pow() with multiplikation to improve speed
| * | | Replace pow() with multiplikation to improve speedPilzAdam2012-11-02
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* | | | Merge pull request #270 from PilzAdam/masterPilzAdam2012-11-01
|\| | | | |_|/ |/| | Move falling to builtin
| * | Add functions to the default mod of minimal game to support old codePilzAdam2012-11-01
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| * | Add falling_node to special groups in lua-api.txtPilzAdam2012-11-01
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| * | Remove a useless commentPilzAdam2012-10-31
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| * | Move falling to builtinPilzAdam2012-10-31
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* | Add nodedef.on_blast() to lua_api.txt in order to support chained explosions ↵Perttu Ahola2012-09-09
| | | | | | | | of any explosives
* | Statically store always_collect field of __builtin:itemPerttu Ahola2012-09-09
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* | Add dtime_s to entity activationPerttu Ahola2012-09-09
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* | Fix ServerActiveObject stuffPerttu Ahola2012-09-09
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* | Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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* | Fix ObjectRef:punch()Perttu Ahola2012-09-09
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* Version 0.4.3Perttu Ahola2012-09-05
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