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path: root/src/content_sao.h
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* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
* Add session_t typedef + remove unused functions (#6470)Loïc Blot2017-09-27
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
* Fix animation frame_speed and blend loosing precision due to incorrec… (#6357)sapier2017-09-01
* Modernize src/c* src/d* and src/e* files (#6263)Loïc Blot2017-08-17
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Expose getPointedThing to LuaDániel Juhász2017-07-07
* C++11 patchset 9: move hardcoded init parameters to class definitions (part 1...Loïc Blot2017-06-16
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
* Player attrs: permits to remove an attribute by setting value to nil (#5716)Loïc Blot2017-05-07
* Player data to Database (#5475)Loïc Blot2017-04-23
* Sneak: Add option for old move codeparamat2017-04-17
* Partial damage cheat fix: node damages server side (#4981)Loïc Blot2017-04-15
* Fix problems when overriding the hand:Ekdohibs2017-04-06
* Fix anticheat resetting client position after the client is teleportedEkdohibs2017-02-01
* Implement player attribute backend (#4155)Loïc Blot2017-01-27
* Revert "Detach the player from entities on death." (#5087)Loïc Blot2017-01-21
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
* Detach the player from entities on death. (#5077)red-0012017-01-21
* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
* Cleanup content_sao by factorizing similar code partsRogier2017-01-13
* Performance fix + SAO factorizationRogier2017-01-11
* Breath cheat fix: server sideLoic Blot2017-01-01
* Optimize/adjust blocks/ActiveObjects sent at the server based on client setti...lhofhansl2016-11-30
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
* PlayerSAO saving fix (#4734)Ner'zhul2016-11-05
* Fix overloading problems mentioned by clangLoic Blot2016-10-30
* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
* Prevent attached models from disappearing during parent reload (#4128)Foghrye42016-10-08
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
* Add option to give every object a nametagBlockMen2015-12-15
* Fix invisible player when the attached entity is removedTeTpaAka2015-07-18
* Fix some issues with animations, and allow non-looped animations to be definedMirceaKitsune2015-06-22
* Add some missing getter functions to the lua APITeTpaAka2015-05-28
* Spare some string copiesest312015-05-27
* Add get and set functions for the nametag colorTeTpaAka2015-05-15
* Send Position packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
* Send Inventory packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
* Remove unused m_wielded_item_not_sentLoic Blot2015-03-03
* Send Breath packet on event, don't check it at each AsyncRunStepLoic Blot2015-03-03
* Send Player HP when setHP (or a setHP caller) is called instead of looping an...Loic Blot2015-03-03
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObje...Loic Blot2015-02-17
* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
* Pass arguments by referenceSelat2014-03-12
* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
* Rename LagPool's member variables to avoid MSVC freaking up due to it's #defi...Perttu Ahola2013-08-06
* Allow mods to listen to cheat detections using minetest.register_on_cheat()Perttu Ahola2013-08-04
opt">); // face drawing void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0), float vertical_tiling = 1.0); // cuboid drawing! void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const LightInfo *lights , const f32 *txc); void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, TileSpec *tiles = NULL, int tile_count = 0); // liquid-specific bool top_is_same_liquid; bool draw_liquid_bottom; TileSpec tile_liquid; TileSpec tile_liquid_top; content_t c_flowing; content_t c_source; video::SColor color_liquid_top; struct NeighborData { f32 level; content_t content; bool is_same_liquid; bool top_is_same_liquid; }; NeighborData liquid_neighbors[3][3]; f32 corner_levels[2][2]; void prepareLiquidNodeDrawing(); void getLiquidNeighborhood(); void calculateCornerLevels(); f32 getCornerLevel(int i, int k); void drawLiquidSides(); void drawLiquidTop(); void drawLiquidBottom(); // raillike-specific // name of the group that enables connecting to raillike nodes of different kind static const std::string raillike_groupname; int raillike_group; bool isSameRail(v3s16 dir); // plantlike-specific PlantlikeStyle draw_style; v3f offset; int rotate_degree; bool random_offset_Y; int face_num; float plant_height; void drawPlantlikeQuad(float rotation, float quad_offset = 0, bool offset_top_only = false); void drawPlantlike(); // firelike-specific void drawFirelikeQuad(float rotation, float opening_angle, float offset_h, float offset_v = 0.0); // drawtypes void drawLiquidNode(); void drawGlasslikeNode(); void drawGlasslikeFramedNode(); void drawAllfacesNode(); void drawTorchlikeNode(); void drawSignlikeNode(); void drawPlantlikeNode(); void drawPlantlikeRootedNode(); void drawFirelikeNode(); void drawFencelikeNode(); void drawRaillikeNode(); void drawNodeboxNode(); void drawMeshNode(); // common void errorUnknownDrawtype(); void drawNode(); public: MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output); void generate(); void renderSingle(content_t node); };