| Commit message (Collapse) | Author | Age |
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ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position
Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset
Global:
minetest.get_gen_notify
minetest.get_noiseparams
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Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
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NDEBUG is defined), replace those usages with persistent alternatives
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* This permit to cleanup the player checking loop
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* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
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and testing the state change.
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ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
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This also cleans up settings a bit
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On the lua side, notably minetest.env:<function>(<args>) should now
be replaced by minetest.<function>(<args>).
The old way is and will stay supported for a long time.
Also:
Update and clean up lua_api.txt (by celeron55)
Move EnvRef to lua and remove add_rat and add_firefly (by kahrl)
Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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Lua API.
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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
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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
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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
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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
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