aboutsummaryrefslogtreecommitdiff
path: root/builtin/common
diff options
context:
space:
mode:
authorBen Deutsch <ben@bendeutsch.de>2017-08-26 09:01:09 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-08-26 09:01:09 +0200
commitfc13c00ef3e9b6f280146f3d77b6659fcc55a13c (patch)
tree5e1a6712728694ef148a52d5f39ffce482feb77c /builtin/common
parent0e0643df3567437b658431e9dad1e0eec2137a58 (diff)
downloadminetest-fc13c00ef3e9b6f280146f3d77b6659fcc55a13c.tar.gz
minetest-fc13c00ef3e9b6f280146f3d77b6659fcc55a13c.tar.bz2
minetest-fc13c00ef3e9b6f280146f3d77b6659fcc55a13c.zip
Alternative code for slipping (#6256)
* Alternative code for slipping - does not depend on frame rate - controllable via environment variables for now * Adjust slipping speed for item entities too. * Final version of framerate-independent slippery code * Remove dead code and fix formatting * getStandingNodePos should only look 0.05 nodes downwards This ensures that, even if the player is standing on a partially filled node, this node is used as the standing node and not the node below it. Specific use: enables slippery slabs * Exchange global getStandingPosNode change for local inline change Reverts previous commit * Revert the item movement changes * Slippery nodes now slip over cliffs and edges Players no longer suddenly stop before falling off. Also refactored slippery code into getSlipFactor method. * Slipping over an edge gated by player's is_slipping state A new flag for just this case, to reduce costly node lookups in the normal case of leaning over a non-slippery edge. Public access for consistency and potential future uses. * Minor code tweaks / cosmetics * Add temp variable to improve readability and fix indentation issues
Diffstat (limited to 'builtin/common')
0 files changed, 0 insertions, 0 deletions