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path: root/src/content_cao.cpp
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* Avoid filtering low-res textures for animated meshes (incl. players) (#6562)lhofhansl2018-06-03
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* CAO footstep sounds: Reduce gain to balance volumeparamat2018-06-03
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* Don't add damage flash while punch texture modifier is active (#5767)stujones112017-05-29
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* Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot2017-05-20
| | | | | | * Disable or remove unused enum members/functions * Tiny code style fixes * Make some functions const * Replace ClientMediaDownloader std::unordered_map with std::map
* Revert custom player collision box and step height commitsparamat2017-05-09
| | | | | These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Make the player collisionbox settableTeTpaAka2017-05-06
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* Make players respect makes_footstep_sound in the object propertiesTeTpaAka2017-05-06
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* content_cao: fix getPlayerControl structure copy on each step (#5677)Loïc Blot2017-04-29
| | | Also fix some codestyle issues around it.
* Revert a const ref on update textureLoic Blot2017-04-22
| | | | | | if mod is a reference to a class member a variable swap breaks. We should find a way to keep this const ref if possible. Added a comment about this in header
* Fix various variables passed by copy instead of const ref (#5610)Loïc Blot2017-04-19
| | | Pointed by cppcheck
* Sneak: Add option for old move codeparamat2017-04-17
| | | | | | Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true.
* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* Fix unknown command message not providing number of cmdsapier2017-01-21
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* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
| | | | Send texture modifier to clients connecting later too
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Fix another missing const reported by clang & @sfan5Loic Blot2017-01-14
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Performance fix + SAO factorizationRogier2017-01-11
| | | | | | | | | | Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Move PP() and PP2() macros to basic_macros.hRogier2016-12-24
| | | | Instead of redefining them everywhere.
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
| | | | | | Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
* Fix crash on attaching player to entityFoghrye42016-10-19
| | | | Rename "refresh" to "processInitData"
* A little cleanup since previous commitLoic Blot2016-10-09
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* Environment cleanupLoic Blot2016-10-09
| | | | | | | | | | | | | * Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
* More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot2016-10-08
| | | | | | | * ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
* Prevent attached models from disappearing during parent reload (#4128)Foghrye42016-10-08
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* Use more unordered_maps to improve performance in c++11 buildsLoic Blot2016-10-06
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* Compilation fixLoic Blot2016-10-05
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* Replace various std::map with UNORDERED_MAP + various cleanupsLoic Blot2016-10-05
| | | | | | | | | | | | This is part 2 for 5f084cd98d7b3326b51320455364337539710efd Other improvements: * Use the defined ItemGroupList when used * make Client::checkPrivilege const * inline some trivial functions * Add ActiveObjectMap typedef * Add SettingsEntries typedef
* Upright sprite objects: Horizontally flip the front imageSmallJoker2016-07-27
| | | | | For consistent horizontal sprite structure when seen from front and back Fix code style
* Initial Gamepad supportest312016-06-03
| | | | | | | Adds initial ingame gamepad support to minetest. Full Formspec support is not implemented yet and can be added by a later change.
* Fix a m_camera not used warning fix pointed by clangLoic Blot2016-05-22
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* Move object nametags to cameraRealBadAngel2016-02-18
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* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Don't pass non-const references to collision methodsest312016-01-29
| | | | | Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
* Revert "Add support for using arbitrary meshes as items"Sapier2015-12-29
| | | | | | This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7. Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
* Add support for using arbitrary meshes as itemsSapier2015-12-29
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* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
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* Add option to give every object a nametagBlockMen2015-12-15
| | | | or change the nametag text of players
* Add option to disable backface culling for modelsBlockMen2015-10-25
| | | | | - Disabled by default (except players) - Fixes #2984
* Fix enforcing of nametag hidingest312015-10-15
| | | | | | | | | | | | Commit d2ca662569427d36642660314668e416bf68f3c8 "Enforce hiding nametag" didn't fix the issue for "client" instances, where the nametag update was received before the object was added to the scene. This resulted in the grey shadow on the nametag that commit tried to fix. Thanks to @neoascetic for pointing out that there still is a shadow.
* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Use warningstream for log messages with WARNINGShadowNinja2015-10-14
| | | | Remove DTIME macro and its uses, too
* Change i++ to ++iDavid Jones2015-08-25
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* Fix issues with light of attached CAOsRealBadAngel2015-07-23
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* Use UTF-8 instead of narrowest312015-07-08
| | | | | Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
* Fix some issues with animations, and allow non-looped animations to be definedMirceaKitsune2015-06-22
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* Small CAO improvementsest312015-06-20
| | | | | -> remove the old parent as @kahrl suggested -> use indices no iterator as @kwolekr suggested
* Generic CAO cleanups and renames for clarificationest312015-06-20
| | | | | | | | * Use enum for GENERIC_CMD_* * Rename m_attachements to attachement_parent_ids (public member and clearer name) * Rename GENERIC_CMD_SET_ATTACHMENT to GENERIC_CMD_ATTACH_TO * USHRT_MAX + 1 buffer sizes to prevent overflows as @kahrl suggested * Remove unneccessary m_id from GenericCAO (shadowing protected superclass member for no reason) as @kahrl suggested