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* Signs (static signals)orwell962018-12-08
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* Shunt signals (not exactly Ks), along with fixes in other components that ↵orwell962018-12-08
| | | | those rely on
* Complete Ks Main signalsorwell962018-10-26
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* Actually allow what manual promises (setting IP on non-assigned signals)orwell962018-10-17
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* Update manual againorwell962018-10-15
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* Improve route programming:orwell962018-10-07
| | | | | | | - Formspec for TCBs instead of unhandy chatcommands - Ability to advance route over the next secction without punching end - Better visualization - Ability to route into dead-end sections
* Add interlocking guide/manual, silence debug outputsorwell962018-09-14
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* Interlocking: Create demo signals, signal API and model for TCB configurer nodeorwell962018-06-19
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* Create models for Ks signalsorwell962018-06-14
| | | | Degrotate doesn't work for meshes (why?), so all I've done was pretty useless...
* Add Andrew's Crossorwell962017-04-27
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* Redo rail modelsorwell962017-03-12
| | | | Use multiple textures for slope objects, include mbb's rail textures and make curves and switches look better. Also add cable template.
* Update manual and include everything in repoorwell962017-03-09
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* Remove blend1 files cluttering the assets directoryorwell962017-03-08
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* Add ceiling-mounted signalorwell962017-02-28
| | | | This is the wall signal as ceiling variant. Because the trackdb can only save 4 rotation values, we need a ceiling version of this.
* add wallmounted light signalorwell962017-02-03
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* Create new models and textures for japanese trainorwell962017-01-24
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* Update manualorwell962017-01-18
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* Add detailed steam engine contributed by mbb and Krokoschlangeorwell962017-01-17
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* Add animation for steam engineorwell962017-01-17
| | | | I needed to completely rewrite the animation because irrlicht couldn't handle the animation NathanS created.
* Model, animate, texture and integrate new subway wagonorwell962017-01-17
| | | | engine follows!
* Download recent contributions and put them into the assets directoryorwell962017-01-17
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* Add fancy passenger wagonorwell962017-01-06
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* Restructure mod directoryorwell962017-01-04
">; pitch = a_pitch; yaw = a_yaw; sidew_move_joystick_axis = a_sidew_move_joystick_axis; forw_move_joystick_axis = a_forw_move_joystick_axis; } bool up = false; bool down = false; bool left = false; bool right = false; bool jump = false; bool aux1 = false; bool sneak = false; bool zoom = false; bool dig = false; bool place = false; float pitch = 0.0f; float yaw = 0.0f; float sidew_move_joystick_axis = 0.0f; float forw_move_joystick_axis = 0.0f; }; struct PlayerSettings { bool free_move = false; bool pitch_move = false; bool fast_move = false; bool continuous_forward = false; bool always_fly_fast = false; bool aux1_descends = false; bool noclip = false; bool autojump = false; const std::string setting_names[8] = { "free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast", "aux1_descends", "noclip", "autojump" }; void readGlobalSettings(); }; class Map; struct CollisionInfo; struct HudElement; class Environment; class Player { public: Player(const char *name, IItemDefManager *idef); virtual ~Player() = 0; DISABLE_CLASS_COPY(Player); virtual void move(f32 dtime, Environment *env, f32 pos_max_d) {} virtual void move(f32 dtime, Environment *env, f32 pos_max_d, std::vector<CollisionInfo> *collision_info) {} const v3f &getSpeed() const { return m_speed; } void setSpeed(const v3f &speed) { m_speed = speed; } const char *getName() const { return m_name; } u32 getFreeHudID() { size_t size = hud.size(); for (size_t i = 0; i != size; i++) { if (!hud[i]) return i; } return size; } v3f eye_offset_first; v3f eye_offset_third; Inventory inventory; f32 movement_acceleration_default; f32 movement_acceleration_air; f32 movement_acceleration_fast; f32 movement_speed_walk; f32 movement_speed_crouch; f32 movement_speed_fast; f32 movement_speed_climb; f32 movement_speed_jump; f32 movement_liquid_fluidity; f32 movement_liquid_fluidity_smooth; f32 movement_liquid_sink; f32 movement_gravity; v2s32 local_animations[4]; float local_animation_speed; std::string inventory_formspec; std::string formspec_prepend; PlayerControl control; const PlayerControl& getPlayerControl() { return control; } PlayerSettings &getPlayerSettings() { return m_player_settings; } static void settingsChangedCallback(const std::string &name, void *data); // Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const; void setWieldIndex(u16 index); u16 getWieldIndex() const { return m_wield_index; } void setFov(const PlayerFovSpec &spec) { m_fov_override_spec = spec; } const PlayerFovSpec &getFov() const { return m_fov_override_spec; } u32 keyPressed = 0; HudElement* getHud(u32 id); u32 addHud(HudElement* hud); HudElement* removeHud(u32 id); void clearHud(); u32 hud_flags; s32 hud_hotbar_itemcount; protected: char m_name[PLAYERNAME_SIZE]; v3f m_speed; u16 m_wield_index = 0; PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f }; std::vector<HudElement *> hud; private: // Protect some critical areas // hud for example can be modified by EmergeThread // and ServerThread std::mutex m_mutex; PlayerSettings m_player_settings; };