| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
| |
ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
|
|
|
|
| |
This also cleans up settings a bit
|
| |
|
| |
|
|
|
|
| |
prior deletion of GenericCAO
|
|
|
|
| |
be deleted to early
|
|
|
|
| |
access and secondary child lookup vector
|
|
|
|
| |
Add (experimental) support for topbottom as well as sidebyside 3d mode
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Lua API.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
forgotten for cubes previously). This allows transparent png images to work properly
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
object->player and player->player attachments
|