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author | Ben Deutsch <ben@bendeutsch.de> | 2017-08-26 09:01:09 +0200 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-08-26 09:01:09 +0200 |
commit | fc13c00ef3e9b6f280146f3d77b6659fcc55a13c (patch) | |
tree | 5e1a6712728694ef148a52d5f39ffce482feb77c /misc/minetest.svg | |
parent | 0e0643df3567437b658431e9dad1e0eec2137a58 (diff) | |
download | minetest-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 'misc/minetest.svg')
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