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path: root/src/localplayer.cpp
Commit message (Collapse)AuthorAge
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - 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.
* Simplify player modification checksShadowNinja2014-10-01
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* Add support for interlaced polarized 3d screenssapier2014-05-18
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Bunch of small fixes (coding style, very unlikely errors, warning messages)sapier2014-04-19
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* Fix all warnings reported by clangSfan52014-04-15
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* Reorder initialization of member variables to make GCC happyShadowNinja2014-04-13
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* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
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* Add third person viewBlockMen2014-04-12
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Use player:set_hotbar_image() instead of hardcoded hotbar.pngPilzAdam2013-09-05
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* Dont teleport back if holding sneak when detaching/turn freemove offPilzAdam2013-05-19
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* Move player collisionbox to player classsapier2013-04-25
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-11
| | | | velocity the surface is hit with.
* Dont allow fast move in water or ladder when aux1_descend is trueMirceaKitsune2013-04-05
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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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* Improved Player PhysicsMirceaKitsune2013-02-14
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* Don't fall off nodes if sneaking with free_move on but without fly privilegesShadowNinja2013-02-10
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* Add a setting to enable always flying fastPilzAdam2013-01-07
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* Use aux1 to move fast when flyingPilzAdam2012-12-27
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* Fix falling damage when not flyingPilzAdam2012-12-17
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* Dont sneak while flyingPilzAdam2012-12-11
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* Only fly through walls in noclip mode wich requires the noclip privilegePilzAdam2012-12-11
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* Don't send player position from client to server if the player hasn't movedMirceaKitsune2012-12-02
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* Fix head shifting downards in glass, nodeboxes...Calinou2012-11-28
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* 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
* Fix shift-descend to ladders from a floorPerttu Ahola2012-09-03
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* Fix the bouncy node related stuff a bitPerttu Ahola2012-09-01
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* Add bouncy node groupPerttu Ahola2012-09-01
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* Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola2012-09-01
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* Make shift the default descent control on ladders and when flyingsfan52012-09-01
| | | | "aux1_descends" setting switches to the old descend control.
* Fix hovering after mining a block underneath you while sneakingMatthew I2012-07-21
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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
* Add server-side enforcement of the 'fast' privilege; also fix client ↵Perttu Ahola2012-03-31
| | | | checking 'fly' instead of 'fast'
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31