Commit Graph

124 Commits

Author SHA1 Message Date
kwolekr 8e08e92eb4 Cherry-pick most commits since 15c0376
Commits not directly related to network changes were cherry-picked
on a best-effort basis, as some cause difficult merge conflicts.

Commits skipped over:
0d1eedcccc
aa474e4501
82482ecd9d
b214cde5b4
2066655aae
7e088fdfe3
40bf1d7b5f
1b2f64473e
7e56637ed0
64ff966bae
51057a56f5
009149a073
cf4045ff0f
e357577cb2
49f84b76bc
b019221c30
7880ff74b6
146f77fdb7
a704c04f00

Commits with conflicts:
038d3a31df
e9eda2b0d0
708337dfc2 ~~ modified client.cpp manually; shadow changes to packethandlers/client.cpp
36e8ba9ce2 ~~ modified main.cpp manually; add ALLOW_ZWRITE_ON_TRANSPARENT set
3b6480c5b0 ~~ modified server.cpp manually; change wrapDegrees -> modulo360f
5a5854ea9d
c09d026f05
3c91ad8fc2
2015-03-07 16:25:50 -05:00
kwolekr 32352e90da Revert all commits up to (including) a704c04f 2015-03-07 16:16:25 -05:00
Loic Blot 0d1eedcccc Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/ 2015-03-05 11:59:40 +01:00
BlockMen aa31e3c7f3 Use skin font for usernames (fixes #2363) 2015-02-21 13:31:42 +01:00
Loic Blot f8d5af7536 SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused 2015-02-17 09:09:50 +01:00
gregorycu 2959d6b3da Fix entitiy WieldMeshSceneNode not freed due to additional grab 2015-01-17 19:13:08 +01:00
Anton 10e0cf8b2c Use std::string::empty() instead of size() where applicable 2014-12-12 15:16:24 -05:00
Kahrl 9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- 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.
2014-11-08 23:11:57 +01:00
ShadowNinja 6bc4cad0ed Split settings into seperate source and header files
This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
sapier 2e19af9919 Fix client crash on deletion of an object the clients localplayer is attached to 2014-07-06 22:11:21 +02:00
sapier b8343cd11c Fix memory leaks in GenericCAO, ShaderSource and Player classes 2014-07-02 23:33:18 +02:00
sapier 1367895ae2 Make sure none of the irrlicht member objects of GenericCAO are deleted prior deletion of GenericCAO 2014-06-29 11:57:01 +02:00
sapier f383766dbf Fix GenericCAO fails to grabing member animated mesh node to prevent it do be deleted to early 2014-06-27 20:42:20 +02:00
sapier 35ec3855f6 Speedup attachement handling by replacing vector search by direct array access and secondary child lookup vector 2014-06-23 00:13:41 +02:00
sapier 09970b7b6d Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
2014-05-18 01:08:13 +02:00
sapier d9f6f9e7a8 Split declaration of GenericCAO from implementation 2014-05-17 23:19:31 +02:00
BlockMen cfb26629bf Fix player:set_animation() in third person view 2014-05-03 10:50:49 +02:00
Sfan5 118e2ae865 Fix all warnings reported by clang 2014-04-15 21:34:53 +02:00
BlockMen 8b02a015eb Use integers instead of float values 2014-04-12 20:04:12 +02:00
BlockMen c0ab09af74 Add player:set_eye_offset() by @MirceaKitsune and clean up 2014-04-12 17:44:20 +02:00
BlockMen a1db9242ec Add third person view 2014-04-12 17:44:15 +02:00
Novatux 062de11b4c Fix rendering glitches when far from the center of the map 2014-03-04 20:12:10 +01:00
Perttu Ahola d76957ee22 Create new instance of mesh every time it's required (Solves #703) 2014-01-06 13:24:31 +02:00
Ilya Zhuravlev 67bf7130ce Fix a bug in GenericCAO GENERIC_CMD_UPDATE_POSITION parsing. 2013-12-13 13:18:00 +04:00
PilzAdam 15be2659ea Add sneak and sneak_glitch to set_physics_override() 2013-12-03 23:20:00 +01:00
PilzAdam 4feea0ac68 Add offset to automatic_face_movement_dir 2013-09-10 23:31:44 +02:00
PilzAdam 787b43b218 Send player damage to all clients and apply [brighten 2013-08-17 01:23:25 +02:00
sapier fc571ad46d Add support for entities to automatic face movement direction 2013-08-13 23:48:47 +02:00
sapier 251e3e01c7 Add support for setting stepheight for entities 2013-07-30 19:48:02 +02:00
PilzAdam 8cae659786 Add an option to disable object <-> object collision for Lua entities 2013-07-20 20:43:11 +02:00
stujones11 e8f201cefa Fix multiple texture support for animated meshnodes 2013-07-10 00:22:21 +02:00
Kahrl 8161ab573f Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture 2013-07-02 03:03:10 +02:00
sapier 6e4fdf37ba fix objects colliding with its own collision boxes 2013-04-09 23:16:13 +02:00
khonkhortisan 1586cdac53 unkn own block -> unkn own node 2013-04-05 15:57:39 +02:00
PilzAdam b0e6806077 Fix nick completion 2013-04-05 02:31:58 +02:00
MirceaKitsune c5a8448c41 Allow modifying movement speed, jump height and gravity per-player via the Lua API. 2013-04-05 02:00:59 +02:00
Zeg9 c1bf6f9f7a Fix camera "jumping" when attached and the parent goes too fast 2013-04-03 23:22:40 +02:00
sapier 8800896824 Closed add object <-> object collision handling 2013-03-28 00:09:24 +01:00
Ilya Zhuravlev 6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
Sfan5 6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam 497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
Perttu Ahola bee170570d On-demand item meshes and textures 2012-12-02 00:38:26 +02:00
MirceaKitsune 5f798d944e Fix forgotten material properties for meshes (also seems to have been forgotten for cubes previously). This allows transparent png images to work properly 2012-11-27 08:06:13 +02:00
Perttu Ahola 4fa4340b95 Proper versioning of new network-serialized stuff 2012-11-26 09:49:31 +02:00
Perttu Ahola ab507f83e2 Fix LuaEntitySAO::getClientInitializationData() and bump the related version 2012-11-26 09:10:27 +02:00
MirceaKitsune 3d1c481f0b RealBadAngel's patch which allows the lua api to read pressed player keys. 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
2012-11-25 19:14:24 +02:00
MirceaKitsune 756db8174a A bunch of fixes
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
2012-11-25 19:14:24 +02:00
MirceaKitsune fa67b46c04 Allow Vanessa's texture filtering / mipmap patch to work on models, as well 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
2012-11-25 19:14:24 +02:00
MirceaKitsune 4d656963e4 Fix more things I forgot for attached players. Such players will now 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)
2012-11-25 19:14:24 +02:00
MirceaKitsune 9259d028ac Update attachments at the ending of the addToScene function for parents. And 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
2012-11-25 19:14:24 +02:00