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path: root/src/object_properties.h
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* Add nametag background setting and object property (#10937)rubenwardy2021-02-17
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* Decouple entity minimap markers from nametags replacing with show_on_minimap ↵sfan52020-10-19
| | | | property (#10443)
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-16
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* Damage texture modifier (#9833)Lars Müller2020-05-11
| | | Adds a new object property "damage_texture_modifier"
* Remove unused weight property from objects (#9320)Wuzzy2020-01-22
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* Consistent HP and damage types (#8167)SmallJoker2019-02-10
| | | | | Remove deprecated HUDs and chat message handling. Remove unused m_damage variable (compat break). HP: s32 for setter/calculations, u16 for getter.
* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
| | | | | * Proselytize the network. Use IEEE F32 * Remove unused V2F1000 functions
* Optional alpha channel support for entitiesstujones112018-03-29
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* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
| | | | | | | | | | | | | Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
* Player eye height: Make this a settable player object propertyparamat2017-11-06
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* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
| | | | | | | | | | | | * Add no_static_save property to luaentites to not save them statically. This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead. * Use positive meaning for static_save object property * Invert meaning also for the LUA parameter Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'. * Extend push_object_properties()
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
| | | | * Customizeable maximal breath for players
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
| | | | | | The 'glow' value is added to the ambient light value. Negative 'glow' disables light's effect on object colour, for faking self-lighting, UI-style entities, or programmatic colouring in mods.
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
| | | | | Default enabled for no change in default behaviour. Remove 'zoom' privilege.
* Make entity selection and collision boxes independently settable (#6218)stujones112017-08-24
| | | | * Make entity selection and collision boxes independently settable
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
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* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Show infotext with description for item entitiesRealBadAngel2016-01-18
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* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
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* Add option to give every object a nametagBlockMen2015-12-15
| | | | or change the nametag text of players
* Add option to disable backface culling for modelsBlockMen2015-10-25
| | | | | - Disabled by default (except players) - Fixes #2984
* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
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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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* 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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* 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
* 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
* 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.
* Optimize 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 dropped nodeitem visualsPerttu Ahola2012-04-04
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* ObjectPropertiesPerttu Ahola2012-03-30