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* Fix player teleportation bug whilst sneakingHybridDog2016-03-14
| | | | | Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player it fixes #2876
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* Player::accelerateHorizontal/Vertical should be member of LocalPlayerLoic Blot2016-02-14
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* 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.
* Fix misc. MinGW and Valgrind warningskwolekr2015-11-08
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* Only go fast in autorun if fast move is enabledest312015-11-03
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* Fix jittering sounds on entities (fixes #2974)BlockMen2015-10-26
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* Fix sneaking (fixes #665 and #3045)BlockMen2015-08-15
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* Fix detection of sneaking nodegregorycu2015-08-06
| | | | This fixes bug 1551
* Fix "bouncy" blocksMiner592015-08-02
| | | | Before players "bounced" too high. Now, while still allowing to bounce, higher speed bounces are throttled.
* Only retrieve always_fly_fast setting onceSmallJoker2015-05-30
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* Add some missing getter functions to the lua APITeTpaAka2015-05-28
| | | | | | | | | | | | | | | | | | | | | | | ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
* 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
* 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
* ABMHandler and player_collisions use sequential read/write. Switch from ↵Loic Blot2015-03-04
| | | | | | std::list to std::vector * Also remove dead code Map::unloadUnusedData which is dead since a long time
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
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* Fix invalid stepheight increase calculation on androidsapier2015-01-11
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* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
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* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Simplify player modification checksShadowNinja2014-10-01
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* Add support for interlaced polarized 3d screenssapier2014-05-18
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Bunch of small fixes (coding style, very unlikely errors, warning messages)sapier2014-04-19
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* Fix all warnings reported by clangSfan52014-04-15
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* Reorder initialization of member variables to make GCC happyShadowNinja2014-04-13
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* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
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* Add third person viewBlockMen2014-04-12
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Use player:set_hotbar_image() instead of hardcoded hotbar.pngPilzAdam2013-09-05
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* Dont teleport back if holding sneak when detaching/turn freemove offPilzAdam2013-05-19
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* Move player collisionbox to player classsapier2013-04-25
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-11
| | | | velocity the surface is hit with.
* Dont allow fast move in water or ladder when aux1_descend is trueMirceaKitsune2013-04-05
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* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* Fix camera "jumping" when attached and the parent goes too fastZeg92013-04-03
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* Closed add object <-> object collision handlingsapier2013-03-28
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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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* Improved Player PhysicsMirceaKitsune2013-02-14
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* Don't fall off nodes if sneaking with free_move on but without fly privilegesShadowNinja2013-02-10
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* Add a setting to enable always flying fastPilzAdam2013-01-07
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* Use aux1 to move fast when flyingPilzAdam2012-12-27
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* Fix falling damage when not flyingPilzAdam2012-12-17
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* Dont sneak while flyingPilzAdam2012-12-11
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* Only fly through walls in noclip mode wich requires the noclip privilegePilzAdam2012-12-11
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* Don't send player position from client to server if the player hasn't movedMirceaKitsune2012-12-02
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* Fix head shifting downards in glass, nodeboxes...Calinou2012-11-28
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* Fix more things I forgot for attached players. Such players will now ↵MirceaKitsune2012-11-25
| | | | | | properly see themselves moving when attached, and the server will read their position accordingly Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
* 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