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* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
* Add minetest.spawn_falling_node(pos) (#5339)zaoqi2017-03-04
* FormSpec: Add position and anchor elements (#5284)adelcoding12017-03-04
* Fix the documentation for `minetest.is_yes` (#5276)red-0012017-02-20
* Correct lua_api.txt docs related to meta (#5198)rubenwardy2017-02-10
* Add ModMetadata API (#5131)Loïc Blot2017-02-08
* Add per-stack descriptions using ItemStack Metadatarubenwardy2017-02-04
* Add ItemStack key-value meta storagerubenwardy2017-02-04
* Add multiply texture modifiersapier2017-01-30
* from_table: Fix crash for missing inventory or fieldSmallJoker2017-01-28
* Make entity on_punch have same signature and behaviour as player on_punchsapier2017-01-28
* Implement player attribute backend (#4155)Loïc Blot2017-01-27
* core: Add dir_to_yaw and yaw_to_dir helpersAuke Kok2017-01-23
* Vector: Add vector.sort(a, b): return box edgesAuke Kok2017-01-23
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
* Add chatcommand unregister and override API (#5076)Elijah Duffy2017-01-20
* Add particle animation, glowsfan52017-01-18
* Add minetest.player_exists() (#5064)rubenwardy2017-01-18
* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
* lua_api.txt: Add registered_chatcommands to global tablesLNJ2017-01-05
* Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2017-01-04
* Add 2D sheet animation for nodessfan52017-01-02
* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
* Various anticheat improvementssfan52016-12-26
* Bump version to 0.4.15sfan52016-12-22
* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
* Fix incorrect docs about minetest.hud_replace_builtin (#4833)Amaz2016-12-02
* Very small documentation fix. (#4830)Bluebird2016-12-02
* Lua_api.txt: Clarify use of looping soundsparamat2016-12-01
* Allow restricting detached inventories to one playersfan52016-11-28
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
* Lua_api.txt: Naming convention for custom item/entity fieldsWuzzy2016-11-15
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
* Rename nodeupdate and nodeupdate_single and make them part of the official APIest312016-11-14
* Nodeupdate: Remove documentation in lua_api.txtparamat2016-11-12
* Add minetest.get_server_uptime() function to Lua API (#4702)Brandon2016-11-02
* Add version APIShadowNinja2016-10-31
* Lua voxelmanip: Add optional buffer param for 'get param2 data'paramat2016-10-31
* Document item use callbacks (#4668)raymoo2016-10-27
* Lua_api.txt: Clarify 'override_meta' bool in 'set mapgen setting'paramat2016-10-21
* Builtin: Add vector.floor helper functionrubenwardy2016-10-17
* Make documentation about ItemStack:set_{name,count,wear} clearersfan52016-10-15
* Attached particle spawnersraymoo2016-10-13
* Fix backwards compatibility issue introduced by close_on_enterrubenwardy2016-10-08
essage); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env); // Render distance feedback loop void updateViewingRange(f32 frametime_in, f32 busytime_in); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } private: // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; WieldMeshSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; IGameDef *m_gamedef; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_added_busytime; s16 m_added_frames; f32 m_range_old; f32 m_busytime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; // Animation when changing wielded item f32 m_wield_change_timer; ItemStack m_wield_item_next; CameraMode m_camera_mode; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; f32 m_cache_wanted_fps; f32 m_cache_fov; bool m_cache_view_bobbing; }; #endif