| Commit message (Collapse) | Author | Age |
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object->player and player->player attachments
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The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come
Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment:
// Attachments need to be handled on both the server and client.
// If we attach only on the server, models (which are client-side)
// can't be read so we don't know the origin and orientation of bones.
// If we attach only on the client, the real position of attachments is
// not updated and you can't click them for example.
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changing the color and alpha of mesh materials
New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there
Framework for the attachment system, with no actual functionality yet
Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client
I will also want position and rotation offsets to be possible to apply to attachments
Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
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Store start and end frames as v2f
Also move bone animations to their own function instead of object properties
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Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
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speed. Also update animations only when needed.
Support for animation blending, though for some reason it doesn't work.
Don't enable animation transitions by default for many reaosons
Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit
Same system for bone rotation, plus a few other things I missed
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celeron55 for the help on this code
Get the texture from memory as well
Add .x to the list of supported formats
Update LUA API documentation
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(obj, md2 and md3 are currently allowed)
Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet!
If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
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light instead of being black
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Players can now be set to meshes using the following test script:
function switch_player_visual()
prop = {
mesh="player.obj",
texture="player.png",
visual="mesh",
}
for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop)
end
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
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support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
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This causes textures to be deleted before they are no longer accessed,
resulting in a segmentation fault. This needs to be rewritten in such a way
that textures are deleted when the client disconnects from a server.
This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
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Allow transparent image_buttons
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According to #253, using `/clearpassword` without an argument causes the server to crash from an assertion failure. I've resubmitted matttpt's patch as a pull request to aid in merging.
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Adding backgrounds to formspec
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Add jordan4ibanez' better digging animation
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Set one or more of these in the config to turn the related option on:
mip_map = 1
anisotropic_filter = 1
bilinear_filter = 1
trilinear_filter = 1
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Formspec: Draw images before inventories. Allows to use image as backgro...
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Fix a bug in falling code where entities get stuck
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Add liquid_renewable property, allow non-renewable liquids.
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Make air and ignore drop nothing
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Replace pow() with multiplikation to improve speed
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Move falling to builtin
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of any explosives
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