Commit message (Collapse) | Author | Age | |
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* | Send animations, bone overrides and attachments in entity initialization. ↵ | MirceaKitsune | 2012-11-25 |
| | | | | | | | | | | | | | | | | | | | | 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 | ||
* | Add dtime_s to entity activation | Perttu Ahola | 2012-09-09 |
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* | Fix ServerActiveObject stuff | Perttu Ahola | 2012-09-09 |
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* | Fix wielditem entity drawtype brightness control | Perttu Ahola | 2012-09-09 |
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* | Fix the bouncy node related stuff a bit | Perttu Ahola | 2012-09-01 |
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* | Add bouncy node group | Perttu Ahola | 2012-09-01 |
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* | Add disable_jump and fall_damage_add_percent node groups | Perttu Ahola | 2012-09-01 |
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* | fix node timers so on_timer gets the correct position | darkrose | 2012-08-12 |
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* | ABM and liquid overload skip | Perttu Ahola | 2012-07-27 |
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* | Fix server build (a missing header) | Perttu Ahola | 2012-07-27 |
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* | Experimental-ish rollback functionality | Perttu Ahola | 2012-07-27 |
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* | Implement node timers | darkrose | 2012-07-23 |
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* | Switch the license to be LGPLv2/later, with small parts still remaining as ↵ | Perttu Ahola | 2012-06-05 |
| | | | | GPLv2/later, by agreement of major contributors | ||
* | WIP node metadata, node timers | Kahrl | 2012-06-03 |
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* | Add a hack to get rid of the rare "ERROR: StaticObjectList::insert(): id ↵ | Perttu Ahola | 2012-04-15 |
| | | | | already exists" failure | ||
* | Fix ABM handling on block activation | Perttu Ahola | 2012-04-09 |
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* | Add 'fly' and 'fast' privileges and the underlying privileges-to-client system | Perttu Ahola | 2012-03-31 |
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* | Allow group:groupname in ABM definition and implement ↵ | Perttu Ahola | 2012-03-31 |
| | | | | minetest.hash_node_position() | ||
* | Raise the player fall damage threshold to a much more fun level | Perttu Ahola | 2012-03-29 |
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* | added PlayerSAO and RemotePlayer, removed ServerRemotePlayer | Kahrl | 2012-03-29 |
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* | Dynamic sky, fog and cloud colors; sun and moon | Perttu Ahola | 2012-03-18 |
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* | Move ClientMap to clientmap.{h,cpp} | Perttu Ahola | 2012-03-16 |
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* | MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵ | Kahrl | 2012-03-15 |
| | | | | light, removed footprints | ||
* | Clean up log messages everywhere | Perttu Ahola | 2012-03-11 |
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* | Immediate smoke puff when a normal entity is punched to death | Perttu Ahola | 2012-03-10 |
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* | Players stay in environment even when dead, damage flash and fall damage fixes | Kahrl | 2012-02-05 |
| | | | | | | 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) | ||
* | Node placement / mineral / serialization / iron freq / node_dig callback | Kahrl | 2012-01-22 |
| | | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes. | ||
* | Limit range of ABM timer initial value randomization | Perttu Ahola | 2012-01-03 |
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* | Initialize ABM timer to random value to spread processing | Perttu Ahola | 2012-01-02 |
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* | Fix ABM trigger chance being often way too high | Perttu Ahola | 2012-01-02 |
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* | Add EnvRef:get_objects_inside_radius(pos, radius) | Perttu Ahola | 2011-12-28 |
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* | Add ABM required neighbor check | Perttu Ahola | 2011-12-03 |
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* | Fix player double damage | Perttu Ahola | 2011-12-02 |
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* | Move ServerRemotePlayer to a separate file | Perttu Ahola | 2011-12-02 |
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* | Make players be again visible from a long distance | Perttu Ahola | 2011-12-02 |
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* | Players are more like objects + related stuff | Perttu Ahola | 2011-12-01 |
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* | Player-is-SAO WIP | Perttu Ahola | 2011-12-01 |
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* | Add ServerActiveObject::removingFromEnvironment() | Perttu Ahola | 2011-12-01 |
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* | Fix player getting reset to 0,0 at connect if being far from 0,0 | Perttu Ahola | 2011-11-30 |
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* | Fix active_object_count and active_object_count_wider not getting updated ↵ | Perttu Ahola | 2011-11-29 |
| | | | | between ABM calls causing huge amounts of DMs and rats and stuff | ||
* | Silly MSVC doesn't know how to handle type conversions for parameters of ↵ | Perttu Ahola | 2011-11-29 |
| | | | | pow(). Help it. | ||
* | Comment out debug output in ServerEnvironment::activateBlock | Perttu Ahola | 2011-11-29 |
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* | Handle ActiveBlockModifier intervals properly, down to 1s | Perttu Ahola | 2011-11-29 |
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* | Replace old active block random node modifying things with actual ↵ | Perttu Ahola | 2011-11-29 |
| | | | | ActiveBlockModifiers | ||
* | Make blocks to be loaded from disk when the active block area reaches them | Perttu Ahola | 2011-11-29 |
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* | Fix player getting thrown underground after connecting | Perttu Ahola | 2011-11-29 |
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* | Make lighting update occur immediately after ClientActiveObject addition to ↵ | Perttu Ahola | 2011-11-29 |
| | | | | make objects show up much more responsively | ||
* | Optimize active block modifier stuff (was left horribly unoptimized after ↵ | Perttu Ahola | 2011-11-29 |
| | | | | making content ids dynamic) | ||
* | Add node definitions in Lua and do not use content_mapnode_init anymore ↵ | Kahrl | 2011-11-29 |
| | | | | (except in test.cpp) | ||
* | Add reason parameter to setModified and print it out to verbosestream when ↵ | Perttu Ahola | 2011-11-29 |
| | | | | saving block |