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path: root/src/clientobject.cpp
Commit message (Collapse)AuthorAge
* SAO: re-add old ActiveObjectTypes for a future migration layerLoic Blot2015-02-17
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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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
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Player-is-SAO WIPPerttu Ahola2011-12-01
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* mobv2Perttu Ahola2011-10-15
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* Attempt to fix a problem with the factory mappings of objects residing in ↵Perttu Ahola2011-07-16
| | | | different source files than the prototype objects that fill them in
* reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola2011-06-26
| | | | doing it
* All textures are are now searched first from the directory specified by the ↵Perttu Ahola2011-05-21
| | | | texture_path setting.
* Set oerkki1 to not be drawn in completely darkPerttu Ahola2011-04-25
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* updated menu a bit, and some other small fixesPerttu Ahola2011-04-24
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* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
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* fixed warnings reported by cppcheckPerttu Ahola2011-04-11
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* implemented rats in new system to verify that it worksPerttu Ahola2011-04-10
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* items now fall by gravity... also some other random updatingPerttu Ahola2011-04-10
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* new object systemPerttu Ahola2011-04-10
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* Some progress on transitioning from MapBlockObject to ActiveObject.Perttu Ahola2011-04-08
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* Removed lua stuffPerttu Ahola2011-04-03
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* updated scripting api a bitPerttu Ahola2011-02-23
| | | | | | --HG-- rename : data/luaobjects/test/client.lua => data/scripts/objects/test/client.lua rename : data/luaobjects/test/server.lua => data/scripts/objects/test/server.lua
* mainly work on object scripting apiPerttu Ahola2011-02-23
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* some tidyingPerttu Ahola2011-02-21
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* preliminary lua scripting framework for objectsPerttu Ahola2011-02-21
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* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21