| Commit message (Collapse) | Author | Age |
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Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.
Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
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was broken in #10021 more than 2 years ago(!)
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Use MeshNode materials to set the light since ReadOnlyMaterials is now false
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Avoid using read only materials in mesh scene node, as
it confuses shadow renderer.
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Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
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Fixes problem with mod 'drawers'.
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(#11766)
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This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.
movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:
FWD
0
_
LFT / \ RGT
-Pi/2 | | +Pi/2
\_/
+-Pi
BCK
Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.
Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
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When setting a sprite animation, do not keep the last animation's frame number. Setting a new animation should start the animation at the start of the new animation.
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Co-authored-by: hecktest <>
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene
* Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution
* Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it
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closes #10525
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(#10534)
This reverts commit 0f98b54aa4b2361575002d92b29fe222703ba557.
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fixes #10526
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property (#10443)
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Fixes some other third person camera specific attachments.
Implements a single new flag for entities to be forced visible in first person mode.
Old mods do not need to be updated to use the new flag and are fully backwards compatible.
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This commit clarifies the maximal length of the serialized strings.
It will avoid accidental use of serializeString() when a larger string can be expected.
Removes unused Wide String serialization functions
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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Fixes two bugs:
* The camera offset was not applied to an object while detaching, briefly placing the irrlicht matrixnode in world space.
* When attaching, the matrixnode's absolute position was evaluated without evaluating the parent first, resulting in zeroed positions.
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Better header sorting by topic
Make UnitSAO-specific parameters private
Skip redundant recursive entity sending code (since ~5.2.0)
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AO_CMD_UPDATE_NAMETAG_ATTRIBUTES was deprecated in
9eee3c3f465c071bb9908749cf48be3c131a1bdf (0.4.14)
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