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path: root/src/content_cao.cpp
Commit message (Collapse)AuthorAge
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Create new instance of mesh every time it's required (Solves #703)Perttu Ahola2014-01-06
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* Fix a bug in GenericCAO GENERIC_CMD_UPDATE_POSITION parsing.Ilya Zhuravlev2013-12-13
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
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* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
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* Add support for entities to automatic face movement directionsapier2013-08-13
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* Add support for setting stepheight for entitiessapier2013-07-30
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* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
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* Fix multiple texture support for animated meshnodesstujones112013-07-10
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* fix objects colliding with its own collision boxessapier2013-04-09
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* unkn own block -> unkn own nodekhonkhortisan2013-04-05
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* Fix nick completionPilzAdam2013-04-05
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* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* Fix camera "jumping" when attached and the parent goes too fastZeg92013-04-03
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* Closed add object <-> object collision handlingsapier2013-03-28
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* On-demand item meshes and texturesPerttu Ahola2012-12-02
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* Fix forgotten material properties for meshes (also seems to have been ↵MirceaKitsune2012-11-27
| | | | forgotten for cubes previously). This allows transparent png images to work properly
* Proper versioning of new network-serialized stuffPerttu Ahola2012-11-26
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* Fix LuaEntitySAO::getClientInitializationData() and bump the related versionPerttu Ahola2012-11-26
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* RealBadAngel's patch which allows the lua api to read pressed player keys. ↵MirceaKitsune2012-11-25
| | | | | | | | | | This should make it possible to change the player's animation based on what he is doing Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* Allow Vanessa's texture filtering / mipmap patch to work on models, as well ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | as all other node types Initialize m_bone_posrot too Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached Don't make attachments possible to right-click either Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
* Fix more things I forgot for attached players. Such players will now ↵MirceaKitsune2012-11-25
| | | | | | properly see themselves moving when attached, and the server will read their position accordingly Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
* Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
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* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | 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.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | 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
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Allow the LUA API to set animations to meshes as well as the animation ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | 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
* Get the mesh working through the memory cache properly. Most credit goes to ↵MirceaKitsune2012-11-25
| | | | | | | | | | 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
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
| | | | | | | | (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
* Fix material properties and allow lighting. Models should now be affected by ↵MirceaKitsune2012-11-25
| | | | light instead of being black
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | 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)
* 3D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune2012-11-25
| | | | support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
* Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Define M_PI on MSVCPerttu Ahola2012-07-21
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Fix fabs() brainfartPerttu Ahola2012-04-07
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* Fix MSVC ambiguous fabs() call errorsPerttu Ahola2012-04-07
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