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Commit Graph

31 Commits

Author SHA1 Message Date
667975fe3a Use more unordered_maps to improve performance in c++11 builds 2016-10-06 12:33:35 +02:00
fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
1e0e85f82e Fix issues with light of attached CAOs 2015-07-23 04:35:13 +02:00
c58d49977d SAO: re-add old ActiveObjectTypes for a future migration layer 2015-02-17 11:37:55 +01:00
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
37b7f094e3 Fix warnings reported by clang 2014-07-06 13:19:21 +02:00
118e2ae865 Fix all warnings reported by clang 2014-04-15 21:34:53 +02:00
062de11b4c Fix rendering glitches when far from the center of the map 2014-03-04 20:12:10 +01:00
8cae659786 Add an option to disable object <-> object collision for Lua entities 2013-07-20 20:43:11 +02:00
6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
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
52fcb0b4b9 Send animations, bone overrides and attachments in entity initialization. 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
2012-11-25 19:14:23 +02:00
ba3fd63e29 Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments 2012-11-25 19:14:22 +02:00
9f031a6759 Optimize headers 2012-06-17 04:03:39 +03:00
037b259197 Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors 2012-06-05 18:54:07 +03:00
8c01ad8a9d ClientActiveObject::debugInfoText() 2012-03-10 11:28:13 +02:00
501b8fe743 Damage groups WIP 2012-03-10 11:28:13 +02:00
ee0d3bacbc Player-is-SAO WIP 2011-12-01 18:23:58 +02:00
abceeee92f Create framework for getting rid of global definitions of node/tool/item/whatever types 2011-11-29 19:13:41 +02:00
5341bf59c2 Improve mobv2 2011-10-15 12:17:21 +03:00
43a28f04fa mobv2 2011-10-15 02:28:57 +03:00
91cfbe2891 reorganized a lot of stuff and modified mapgen and objects slightly while doing it 2011-06-26 15:48:56 +03:00
c638442e78 Some work-in-progress in hp and mobs and a frightening amount of random fixes. 2011-04-21 19:35:17 +03:00
5a4d8ffad3 implemented rats in new system to verify that it works 2011-04-10 15:16:27 +03:00
fd7a0735c9 new object system 2011-04-10 04:15:10 +03:00
4b54b291ae Some progress on transitioning from MapBlockObject to ActiveObject. 2011-04-08 00:47:14 +03:00
e4f7f97e6c Removed lua stuff 2011-04-03 12:28:55 +03:00
69dbc046eb preliminary lua scripting framework for objects 2011-02-21 16:10:36 +02:00
c57637b4c3 Temporary commit; lots of test code and stuff 2011-02-21 00:45:14 +02:00