diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/lua_api.txt | 31 |
1 files changed, 17 insertions, 14 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 5d5e4b93a..c21da1871 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -4340,6 +4340,8 @@ Utilities pathfinder_works = true, -- Whether Collision info is available to an objects' on_step (5.3.0) object_step_has_moveresult = true, + -- Whether get_velocity() and add_velocity() can be used on players (5.4.0) + direct_velocity_on_players = true, } * `minetest.has_feature(arg)`: returns `boolean, missing_features` @@ -6118,6 +6120,19 @@ object you are working with still exists. * `get_pos()`: returns `{x=num, y=num, z=num}` * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}` +* `get_velocity()`: returns the velocity, a vector. +* `add_velocity(vel)` + * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` + * In comparison to using get_velocity, adding the velocity and then using + set_velocity, add_velocity is supposed to avoid synchronization problems. + Additionally, players also do not support set_velocity. + * If a player: + * Does not apply during free_move. + * Note that since the player speed is normalized at each move step, + increasing e.g. Y velocity beyond what would usually be achieved + (see: physics overrides) will cause existing X/Z velocity to be reduced. + * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to + pressing the jump key (assuming default settings) * `move_to(pos, continuous=false)` * Does an interpolated move for Lua entities for visually smooth transitions. * If `continuous` is true, the Lua entity will not be moved to the current @@ -6189,11 +6204,6 @@ object you are working with still exists. no effect and returning `nil`. * `set_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` -* `add_velocity(vel)` - * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` - * In comparison to using get_velocity, adding the velocity and then using - set_velocity, add_velocity is supposed to avoid synchronization problems. -* `get_velocity()`: returns the velocity, a vector * `set_acceleration(acc)` * `acc` is a vector * `get_acceleration()`: returns the acceleration, a vector @@ -6229,16 +6239,9 @@ object you are working with still exists. #### Player only (no-op for other objects) * `get_player_name()`: returns `""` if is not a player -* `get_player_velocity()`: returns `nil` if is not a player, otherwise a +* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead. table {x, y, z} representing the player's instantaneous velocity in nodes/s -* `add_player_velocity(vel)` - * Adds to player velocity, this happens client-side and only once. - * Does not apply during free_move. - * Note that since the player speed is normalized at each move step, - increasing e.g. Y velocity beyond what would usually be achieved - (see: physics overrides) will cause existing X/Z velocity to be reduced. - * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to - pressing the jump key (assuming default settings) +* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead. * `get_look_dir()`: get camera direction as a unit vector * `get_look_vertical()`: pitch in radians * Angle ranges between -pi/2 and pi/2, which are straight up and down |