Added textures for mese mineral, lump, ingot, block. Block uses a variant of
the old black-on-yellow mese texture.
Changed name of primary mese object in game to be mese mineral rather than a
mese block; changed name of this object to "default:stone_with_mese" and
aliased "default:mese" back to that to avoid breaking old maps.
Made this mese mineral drop a single mese lump when mined. Smelt one of these
into a mese ingot (same cook time as iron lump -> steel ingot).
Changed the mese pick recipe in default to use "default:mese_ingot" instead.
Changed the mese-as-a-fuel recipe to use "default:mese_lump".
Added recipe to craft mese block ("default:meseblock") from 9 mese ingots, and
to craft it back to same.
Added recipe to craft mese mineral out of one mese lump and one block of stone
for backward compatibility with old mods that depended on the original mese
object.
Update player script to match the animations in the previous commit
Shorten the still mine animation so the hand matches the speed of the walk-mine animation
Reduce animation speed to half when sneaking
Also get the mine animation working when holding the left mouse button. Walk animations have priority over it, and sadly you can't play both at the same time
Set initial player animation to stand
Add a function which allows registering different frame ranges for different player models
Cosmetic improvements to the player script
More progress on the player animation functions, this commit adds useles code currently
I forgot frame range definitions need to be per-model, since each model could have its own animations. Specify current ones as being player.x's
Add death animation, and correct many mesh issues I didn't notice last time
Rename player to character, to avoid conflicting with the default player sprite
New skin by Jordach
Add licenses to readme for the model and skin
Fix bad mirroring of left arm for player model
Consists of a simple standi animation currently being looped.
Compatible with any MineCraft skin, no texture included on GIT for licensing reasons.
Walk animations for the player (forward, backward, strafe left and strafe right). This commit removes other test cases from the default script, so that player.lua can be brought to what it's intended for
Punch / mine animation, and some consistency improvements to the player script
Entries for the newly added animation features
Update player script to work with the latest code
Add a test case for attachments. A LUA entity is attached to the player with a specified name 10 seconds after the server starts
Add a detachment test case (5 seconds after attaching)
Update function names, plus add a test case for both player to player and lua-entity to player attachments
Trigger the player.lua file in init.lua
Commit the ugly and temporary test model and texture. We'll get to a real animated player mesh once the code for that is ready
Set visual_size accordingly so the player model doesn't stretch vertically (default of the sprite player)
Attempt to use the b3d model format, although it doesn't seem to work so far