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* RealBadAngel's patch which allows the lua api to read pressed player keys. ↵MirceaKitsune2012-11-25
| | | | | | | | | | This should make it possible to change the player's animation based on what he is doing Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* 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
* Detached inventoriesPerttu Ahola2012-07-24
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* minetest.register_on_player_receive_fields()Perttu Ahola2012-07-22
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* Allow defining player's inventory form in LuaPerttu Ahola2012-07-19
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Initially split utility.h to multiple files in util/Perttu Ahola2012-06-17
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Implement sign using form field protocolPerttu Ahola2012-06-03
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* Log more stuff in Client::afterContentReceived()Perttu Ahola2012-05-19
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* Allow looping of local and positional soundsPerttu Ahola2012-04-08
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* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
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* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* Switch sound randomizer postfixes from N.ogg to .N.oggPerttu Ahola2012-03-25
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* Almost support loading sounds from serverPerttu Ahola2012-03-25
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* Texture cache -> Media cache WIPPerttu Ahola2012-03-25
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* Cache textures by checksumJonathan Neuschäfer2012-03-25
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* Lua API for playing soundsPerttu Ahola2012-03-24
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* Add event manager and use it to trigger soundsPerttu Ahola2012-03-24
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* c55sound continuedPerttu Ahola2012-03-24
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* celeron55's sound system initial frameworkPerttu Ahola2012-03-24
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* Profiler graphPerttu Ahola2012-03-21
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* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
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* Move ClientMap to clientmap.{h,cpp}Perttu Ahola2012-03-16
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* Add Client::getEnv() and remove some unnecessary wrappersPerttu Ahola2012-03-15
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* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Chat console, including a number of rebases and modifications.Kahrl2012-03-10
| | | | Defaults modified from original: alpha=200, key=F10
* Initial directory structure reworkPerttu Ahola2012-03-10
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* Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
| | | | | | Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
* Client-side prediction of inventory changes, and some inventory menu fixesKahrl2012-01-22
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* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
| | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Add missing checks to texture cachingPerttu Ahola2012-01-04
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* Use free rather than delete for malloc'd memoryPerttu Ahola2012-01-02
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* Texture cache on client (mostly made by sapier) (breaks network compatibility)Perttu Ahola2012-01-02
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* Add InvRef and InvStack (currently untested and unusable)Perttu Ahola2012-01-02
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* Fix player double damagePerttu Ahola2011-12-02
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* Remove stuff made obsolete by making players more ActiveObject-like and ↵Perttu Ahola2011-12-01
| | | | raise protocol version number by one (because it is not compatible at all anymore)
* Player-is-SAO WIPPerttu Ahola2011-12-01
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* Fix deadlock if MeshUpdateThread asks new textures while it is being stopped ↵Perttu Ahola2011-12-01
| | | | (happened if texture data was transferred slowly)
* CraftItem rework and Lua interfaceKahrl2011-11-29
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* Crafting definition in scriptsPerttu Ahola2011-11-29
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* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter ↵Perttu Ahola2011-11-29
| | | | wrapper in old code
* Node definition namesPerttu Ahola2011-11-29
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* Cut down content transfer verbosityPerttu Ahola2011-11-29
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* Improve loading screen and protocolPerttu Ahola2011-11-29
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* Node definitions transferPerttu Ahola2011-11-29
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* Properly update textures in node definitionsPerttu Ahola2011-11-29
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