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path: root/src/object_properties.cpp
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* Proper versioning of new network-serialized stuffPerttu Ahola2012-11-26
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* 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
* 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
* 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)
* 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 dropped nodeitem visualsPerttu Ahola2012-04-04
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* ObjectPropertiesPerttu Ahola2012-03-30