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path: root/src/content_sao.cpp
Commit message (Collapse)AuthorAge
* Add minetest.register_on_punchplayerBrandon2015-05-15
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* Add get and set functions for the nametag colorTeTpaAka2015-05-15
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* 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
* Reset the old HP method on PlayerSAO::setHPLoic Blot2015-03-19
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* 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
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
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* Send Position packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | * This permit to cleanup the player checking loop
* Send Inventory packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | | | * Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
* Remove unused m_wielded_item_not_sentLoic Blot2015-03-03
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* Send Breath packet on event, don't check it at each AsyncRunStepLoic Blot2015-03-03
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* Send Player HP when setHP (or a setHP caller) is called instead of looping ↵Loic Blot2015-03-03
| | | | and testing the state change.
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ↵Loic Blot2015-02-17
| | | | ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
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* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Only keep players loaded while they're connectedShadowNinja2014-06-23
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* Pass arguments by referenceSelat2014-03-12
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
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* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Add support for entities to automatic face movement directionsapier2013-08-13
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* Fix various memory access problems detected by valgrindKahrl2013-08-07
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* Allow mods to listen to cheat detections using minetest.register_on_cheat()Perttu Ahola2013-08-04
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* Fix anticheatPerttu Ahola2013-08-03
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* Add support for setting stepheight for entitiessapier2013-07-30
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* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
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* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Allow nil as puncher e.g. to do damage by tntsapier2013-05-20
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* Move player collisionbox to player classsapier2013-04-25
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* fix objects colliding with its own collision boxessapier2013-04-09
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* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* New damage system, add damageGroups to ToolCapabilities, bump protocol versionPilzAdam2013-03-29
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* Closed add object <-> object collision handlingsapier2013-03-28
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* lua methods set_look_pitch and set_look_yawRealBadAngel2013-03-17
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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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* Initialize all member variables of LuaEntitySAOPerttu Ahola2012-12-23
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* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
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* Fix LuaEntitySAO::getClientInitializationData() and bump the related versionPerttu Ahola2012-11-26
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* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* Allow Vanessa's texture filtering / mipmap patch to work on models, as well ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | as all other node types Initialize m_bone_posrot too Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached Don't make attachments possible to right-click either Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
* Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
* 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
* 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