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* 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.
* Custom step height: Fix implementationparamat2017-05-08
| | | | | | | | | | | Recent commit 45ab62d6a3d90ab3b97aec88251a766cb5dd1899 had a coding error that made climbing out of water difficult due to an incorrect value of the step height when not 'touching ground'. It also incorrectly multiplied the custom stepheight by BS, resulting in being able to step-up 2 nodes if set to the default of 0.6, or even 0.3. Also the implementation was wrong because it customised the step height when not 'touching ground', this step height is for a slight rise when catching the edge of a node during a jump, and should always remain at 0.2 * BS.
* Use stepheight from CAO instead of hardcoded valueSapier2017-05-06
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* Make players respect makes_footstep_sound in the object propertiesTeTpaAka2017-05-06
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* Sneak: Improve and fix various thingsSmallJoker2017-05-03
| | | | | | Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
* Sneak glitch: Set default to falseparamat2017-04-22
| | | | | | | | The 'sneak glitch' physics override now controls whether a player can use the new move code replications of the old sneak side-effects: sneak ladders and 2 node sneak jump. This completes our intention to replicate the old sneak side-effects in new code and provide them as an option that is disabled by default.
* 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.
* Sneak glitch: Detect ledge for 2-node climb-upparamat2017-04-11
| | | | | | | | | Re-creates the old sneak-jump behaviour in new code. Enabled by the 'sneak glitch' physics override. When a ledge is detected the jump speed modifier is set to the larger of 'physics override jump' and 1.3 to allow a 2-node climb-up. An unexpected side-effect is the simple sneak ladder working smoothly.
* Sneak: Fix sneaking on free-floating lower-half slabssfan52017-03-29
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* Sneak: Fix stair lower step bug and ladder in 1x1 hole bugssfan52017-03-29
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* Sneak: Replicate sneak ladder in new code, is optionalsfan52017-03-26
| | | | Enabled using the existing 'sneak_glitch' physics override.
* Sneak: Fix various problems with sneakingsfan52017-03-16
| | | | | | | | | | Sneaking won't actually hover you in the air, releasing shift guarantees not falling down (same as in MC). Sneak-jump no longer goes higher than a normal jump (^ was required for this). Sneaking no longer avoids fall damage. You can sneak on partial nodes (slabs, sideways slabs) correctly. Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4). Can't jump when sneaking out as far as possible (breaks the sneak ladder).
* Footsteps: Fix offset footstep and shallow water sound bugsparamat2017-02-12
| | | | | | | | | | | | | | | Fix footstep sounds coming from nodes to either side when walking on a 1 node wide row of nodebox slabs such as default:snow. Fix sand footsteps when swimming in 1 node deep water. Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()' to avoid using a horizontally-offset 'sneak node' for sounds. Sound is selected from the node BS * 0.05 below the player's feet, so that 1/16th slabs will play the slab sound but 1/32nd slabs will not. If the player is not 'touching ground' the node detection position is changed to BS * 0.5 below to preserve footstep sounds when landing after a jump or fall.
* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* 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
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
* RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) ↵Loic Blot2016-10-08
| | | | | | | | | | | | (patch 3 of X) * remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
* 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.
* Android: Increase player_stepheight for thicker snow nodeboxMaksim Gamarnik2016-05-06
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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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