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* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* 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
* Get the mesh working through the memory cache properly. Most credit goes to ↵MirceaKitsune2012-11-25
| | | | | | | | | | celeron55 for the help on this code Get the texture from memory as well Add .x to the list of supported formats Update LUA API documentation
* 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
* Fix material properties and allow lighting. Models should now be affected by ↵MirceaKitsune2012-11-25
| | | | light instead of being black
* 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)
* 3D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune2012-11-25
| | | | support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
* Revert "Don't leak textures all over the place"Perttu Ahola2012-11-25
| | | | | | | | This causes textures to be deleted before they are no longer accessed, resulting in a segmentation fault. This needs to be rewritten in such a way that textures are deleted when the client disconnects from a server. This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
* Fix trees growing into any type of nodeIlya Zhuravlev2012-11-23
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* Merge pull request #268 from khonkhortisan/image_buttonxyzz2012-11-22
|\ | | | | Allow transparent image_buttons
| * Allow transparent image_buttonsKyle2012-10-18
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* | Merge pull request #284 from RealBadAngel/masterxyzz2012-11-12
|\ \ | | | | | | Adding backgrounds to formspec
| * | Adding background to FormspecRealBadAngel2012-11-08
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* | | Add jordan4ibanez' better digging animationPilzAdam2012-11-10
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* | | added GUI checkboxes in Settings tab for the aforementioned video settings.Vanessa Ezekowitz2012-11-09
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* | | Added video settings filter options via config file - second try :-)Vanessa Ezekowitz2012-11-09
| | | | | | | | | | | | | | | | | | | | | | | | | | | Set one or more of these in the config to turn the related option on: mip_map = 1 anisotropic_filter = 1 bilinear_filter = 1 trilinear_filter = 1
* | | Fix unnecessary network protocol incompatibility in ContentFeaturesPerttu Ahola2012-11-08
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* | Formspec: Draw images before inventories. Allows to use image as background.RealBadAngel2012-11-04
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* | Merge pull request #243 from xyzz/liquid_renewablePilzAdam2012-11-03
|\ \ | | | | | | Add liquid_renewable property, allow non-renewable liquids.
| * | Add liquid_renewable property.Ilya Zhuravlev2012-09-07
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* | | Don't leak textures all over the placeKahrl2012-11-02
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* | | Fix flowing liquid animation direction calculationPerttu Ahola2012-11-02
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* | | Replace pow() with multiplikation to improve speedPilzAdam2012-11-02
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* | Add dtime_s to entity activationPerttu Ahola2012-09-09
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* | Fix ServerActiveObject stuffPerttu Ahola2012-09-09
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* | Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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* | Fix ObjectRef:punch()Perttu Ahola2012-09-09
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* Prevent world creation if the world already existsMatthew I2012-09-05
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* Enforce stricter world names using a blacklistMatthew I2012-09-05
| | | | Blacklisted characters are: / \
* Add aux1_descends to key change menuPerttu Ahola2012-09-05
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* Version 0.4.3-rc0; increase PROTOCOL_VERSION due to backwards-incompatible ↵Perttu Ahola2012-09-05
| | | | InventoryList width field
* Remove "Unknown inventory identifier" deserialization errors, because they ↵Perttu Ahola2012-09-04
| | | | can break forward compatibility
* Reorganize ClientMap rendering code for a bit more performancePerttu Ahola2012-09-04
| | | | | - Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
* Fix shift-descend to ladders from a floorPerttu Ahola2012-09-03
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* Fix moving stuff into a mismatched stack in a "infinite" inventoryPerttu Ahola2012-09-02
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* Make inventory GUI do sane things when server-side inventory acts unusuallyPerttu Ahola2012-09-02
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* Fix bug in moving a larger sized stack in inventory on top of anotherPerttu Ahola2012-09-02
| | | | | | | | - You have 2 stacks: a with x items and b with y<x items - Take a with your mouse and place it on b - Whole stack a moves to b - (y * 2 - x) items move from b to a - (x - y) items are left to the mouse cursor
* Fix github issue #224Perttu Ahola2012-09-01
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* Fix issue with openal mac os x compileThomas Lauro2012-09-01
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* Fix GUIKeyChangeMenu so that '/' can be inserted on a finnish keyboardPerttu Ahola2012-09-01
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* A bunch of GUIKeyChangeMenu fixesThomas Lauro2012-09-01
| | | | | | | - Display message when associating a key already in use - Fix issue for not beeing able to assign space to an action - Cleaning up - Make it build (by celeron55)
* Attempt to fix flying gravel and dirtPerttu Ahola2012-09-01
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* Smooth transition to the desert biome.Sergey Gilfanov2012-09-01
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* Fix the bouncy node related stuff a bitPerttu Ahola2012-09-01
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* Add bouncy node groupPerttu Ahola2012-09-01
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* Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola2012-09-01
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