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author | paramat <mat.gregory@virginmedia.com> | 2017-05-07 01:48:42 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-05-07 06:10:13 +0100 |
commit | 2d5bd7f414f8b8107254490af2360d6e29f1a8d2 (patch) | |
tree | 53f4ebba5f4d4a0c24098a2e51174962116be59c /doc | |
parent | d0678948165768472fc940c03e78cba787f49ea5 (diff) | |
download | minetest-2d5bd7f414f8b8107254490af2360d6e29f1a8d2.tar.gz minetest-2d5bd7f414f8b8107254490af2360d6e29f1a8d2.tar.bz2 minetest-2d5bd7f414f8b8107254490af2360d6e29f1a8d2.zip |
Player properties: Set correct default collisionbox
Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/lua_api.txt | 24 |
1 files changed, 14 insertions, 10 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 1f8abd70c..607a13fdd 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3700,25 +3700,29 @@ Definition tables { hp_max = 1, physical = true, - collide_with_objects = true, -- collide with other objects if physical=true + collide_with_objects = true, -- collide with other objects if physical = true weight = 5, - collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, - visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem", - visual_size = {x=1, y=1}, - mesh = "model", -- for players (0, -1, 0) is ground level, - -- for all other entities (0, 0, 0) is ground level. + collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, + -- ^ For players (0, -1, 0) is at object base level, + -- for all other objects (0, 0, 0) is at object base level. + -- For example, Minetest Game player box is (-0.3, -1.0, -0.3, 0.3, 0.75, 0.3). + visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem", + visual_size = {x = 1, y = 1}, + mesh = "model", textures = {}, -- number of required textures depends on visual colors = {}, -- number of required colors depends on visual - spritediv = {x=1, y=1}, - initial_sprite_basepos = {x=0, y=0}, + spritediv = {x = 1, y = 1}, + initial_sprite_basepos = {x = 0, y = 0}, is_visible = true, makes_footstep_sound = false, automatic_rotate = false, stepheight = 0, automatic_face_movement_dir = 0.0, - -- ^ automatically set yaw to movement direction; offset in degrees; false to disable + -- ^ Automatically set yaw to movement direction, offset in degrees, + -- 'false' to disable. automatic_face_movement_max_rotation_per_sec = -1, - -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit + -- ^ Limit automatic rotation to this value in degrees per second, + -- value < 0 no limit. backface_culling = true, -- false to disable backface_culling for model nametag = "", -- by default empty, for players their name is shown if empty nametag_color = <color>, -- sets color of nametag as ColorSpec |