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path: root/src/collision.cpp
Commit message (Collapse)AuthorAge
* Make collisionMoveSimple time overflow message written to log/show up at max ↵Sapier2015-12-29
| | | | once per step
* Fix jittering sounds on entities (fixes #2974)BlockMen2015-10-26
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* Use warningstream for log messages with WARNINGShadowNinja2015-10-14
| | | | Remove DTIME macro and its uses, too
* Fix falling through nodes on world load (fixes #2784)Christof Kaufmann2015-09-26
| | | | | | | | | | | On world load the collision code can not see node boxes, since the nodes have not been loaded. Thus it collided only at the next full node. However, standing on a slab on world load leaded to sinking into it until the world finished loading. Then one maybe fell further, if the node below was not walkable. Now, with this commit, when no node around the player has been loaded it simply does not move the player.
* Change i++ to ++iDavid Jones2015-08-25
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* Remove profiler.h include where it's not needed. Remove some unreachable and ↵Loic Blot2015-07-21
| | | | very old code
* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
| | | | | We are only iterating sequentially, we don't need a set here Also use a vector reference instead of a copy
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* collisionMoveSimple: use std::vector instead of std::list, this improve the ↵Loic Blot2015-03-05
| | | | performances
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Custom collision boxes node property.RealBadAngel2014-10-19
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* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
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* Disable collision fix, its broke unit testsproller2013-07-01
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* Fix sand, gravel falling stuckproller2013-06-30
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* Fix nearly all warningskwolekr2013-05-19
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* fix objects colliding with its own collision boxessapier2013-04-09
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* Limit speed in collisionMoveResult for avoiding hangsEsteban I. Ruiz Moreno2013-04-03
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* Closed add object <-> object collision handlingsapier2013-03-28
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* add limit for steps to avoid runaway memory consumption by collision handlingsapier2013-01-16
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* Add bouncy node groupPerttu Ahola2012-09-01
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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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
* Fix collision code getting stuck if speed is 0Perttu Ahola2012-04-07
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* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
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* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
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* GameDef compilesPerttu Ahola2011-11-29
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* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
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* extended content-type rangePerttu Ahola2011-07-23
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* reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola2011-06-26
| | | | doing it
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
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* implemented rats in new system to verify that it worksPerttu Ahola2011-04-10