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path: root/src/object_properties.h
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* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
* Player eye height: Make this a settable player object propertyparamat2017-11-06
* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
* Make entity selection and collision boxes independently settable (#6218)stujones112017-08-24
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
* Hardware coloring for itemstacksDániel Juhász2017-04-08
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
* Show infotext with description for item entitiesRealBadAngel2016-01-18
* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
* Add option to give every object a nametagBlockMen2015-12-15
* Add option to disable backface culling for modelsBlockMen2015-10-25
* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
* Add support for entities to automatic face movement directionsapier2013-08-13
* Add support for setting stepheight for entitiessapier2013-07-30
* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Framework for the attachment system, new object property which allows changin...MirceaKitsune2012-11-25
* Get the new animation framework properly workingMirceaKitsune2012-11-25
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
* Allow the LUA API to set animations to meshes as well as the animation speed....MirceaKitsune2012-11-25
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
* 3D model support for players using Irrlicht. Also ready the basis for mesh su...MirceaKitsune2012-11-25
* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
* ObjectPropertiesPerttu Ahola2012-03-30
*getBlockBuffered(s16 y); }; class ServerMapSector : public MapSector { public: ServerMapSector(Map *parent, v2s16 pos, IGameDef *gamedef); ~ServerMapSector(); u32 getId() const { return MAPSECTOR_SERVER; } /* These functions handle metadata. They do not handle blocks. */ void serialize(std::ostream &os, u8 version); static ServerMapSector* deSerialize( std::istream &is, Map *parent, v2s16 p2d, std::map<v2s16, MapSector*> & sectors, IGameDef *gamedef ); private: }; #ifndef SERVER class ClientMapSector : public MapSector { public: ClientMapSector(Map *parent, v2s16 pos, IGameDef *gamedef); ~ClientMapSector(); u32 getId() const { return MAPSECTOR_CLIENT; } private: }; #endif #endif