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path: root/src/content_cao.cpp
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* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
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* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
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* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* Lua API for playing soundsPerttu Ahola2012-03-24
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* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
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* LuaEntity armor groupsPerttu Ahola2012-03-10
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* Damage groups WIPPerttu Ahola2012-03-10
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* Entity damage system WIP; Remove C++ mobsPerttu 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)
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Use plain IBillboardSceneNode instead of MyBillboardSceneNode (improvesKahrl2011-12-04
| | | | | Irrlicht 1.8 compat); also find dungeon master's fireball texture again; add /spawnentity command
* Don't initialize ItemCAOs with stick.pngPerttu Ahola2011-12-04
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* Show infotext for unknown items placed on groundPerttu Ahola2011-12-03
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* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-03
| | | | modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
* Make hitting players make a visual damage flash to the player texture and ↵Perttu Ahola2011-12-02
| | | | the screen of the local player
* Don't hide players in pitch black (like oerkkis)Perttu Ahola2011-12-02
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* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
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* Players are more like objects + related stuffPerttu Ahola2011-12-01
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* Player-is-SAO WIPPerttu Ahola2011-12-01
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* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
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* Reshape LuaEntityCAO implementation a bit and make TNT to blinkPerttu Ahola2011-11-29
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* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
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* Improve LuaEntity velocity/acceleration handling (by kahrl); implement ↵Perttu Ahola2011-11-29
| | | | staticdata interface to Lua
* Clean InventoryItem interface a bitPerttu Ahola2011-11-29
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* Replace direct irrlicht texture fetching in CAO content with TextureSourcePerttu Ahola2011-11-29
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* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Fix possible NULL dereference in MobV2CAO::stepPerttu Ahola2011-10-18
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* Fix possible NULL pointer access in MobV2CAOPerttu Ahola2011-10-18
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* Fix items showing up as sticks when placed in worldPerttu Ahola2011-10-17
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* Use the logger; also, default to not showing much crap in console. Use ↵Perttu Ahola2011-10-16
| | | | --info-on-stderr to enable crap.
* Replace M_PI with PIPerttu Ahola2011-10-16
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* Make dungeon masters though and make oerkkis disappear when they get to you ↵Perttu Ahola2011-10-15
| | | | (because hitting them doesn't work for some unknown reason)
* Improve mobv2Perttu Ahola2011-10-15
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* mobv2Perttu Ahola2011-10-15
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* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵Kahrl2011-09-21
| | | | and refactored some other code into calls of that
* + firefliesNils Dagsson Moskopp2011-07-20
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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