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path: root/src/content_cao.cpp
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* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
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* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Allow the LUA API to set animations to meshes as well as the animation ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | speed. Also update animations only when needed. Support for animation blending, though for some reason it doesn't work. Don't enable animation transitions by default for many reaosons Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit Same system for bone rotation, plus a few other things I missed
* 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
* Fix material properties and allow lighting. Models should now be affected by ↵MirceaKitsune2012-11-25
| | | | light instead of being black
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
* 3D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune2012-11-25
| | | | support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
* Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Define M_PI on MSVCPerttu Ahola2012-07-21
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Properly and efficiently use split utility headersPerttu 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
* Fix fabs() brainfartPerttu Ahola2012-04-07
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* Fix MSVC ambiguous fabs() call errorsPerttu Ahola2012-04-07
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* Fix visual='cube' sizePerttu Ahola2012-04-04
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* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
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* Implement dropped items as LuaEntities; leave the old ones as is for ↵Perttu Ahola2012-04-01
| | | | compatibility
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
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* Fix object visuals flashing brightly or disappearing when switching them at ↵Perttu Ahola2012-03-30
| | | | night
* Fix walking sound of other players (and other objects)Perttu Ahola2012-03-30
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* ObjectPropertiesPerttu Ahola2012-03-30
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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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