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* Add a little animation when changing the wielded itemPilzAdam2013-05-201-1/+7
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-111-0/+2
| | | | velocity the surface is hit with.
* fix mesh leak in camera classsapier2013-04-071-0/+3
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* Update Copyright YearsSfan52013-02-241-1/+1
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* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
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* Optimize headersPerttu Ahola2012-06-171-1/+1
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-171-1/+1
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-051-4/+4
| | | | GPLv2/later, by agreement of major contributors
* c55sound continuedPerttu Ahola2012-03-241-2/+5
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-101-1/+2
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* Page up and down change the minimum viewing rangeKahrl2012-02-011-9/+0
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-121-49/+5
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-031-8/+1
| | | | modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
* Fix structs being declared as classesGiuseppe Bilotta2011-12-011-1/+1
| | | | | | Some compilers complain when a class is declared as a struct or vice versa. Fix by making sure that the correct tag is used both in declaration and definition.
* GameDef compilesPerttu Ahola2011-11-291-2/+2
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-291-1/+2
| | | | node/tool/item/whatever types
* Header file tweaking; mainly for speedPerttu Ahola2011-10-121-0/+3
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* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵Kahrl2011-09-211-0/+3
| | | | and refactored some other code into calls of that
* Create a separate scene manager for the wielded tool. This fixes the ↵Kahrl2011-09-211-6/+7
| | | | glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).
* Digging animationKahrl2011-09-201-8/+11
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* Wielded tool updates, leaves and glass work nowKahrl2011-09-191-1/+6
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-191-2/+3
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* Added sprite extruderKahrl2011-09-191-2/+64
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* This looks more like MC view bobbing, but still not even closeKahrl2011-09-181-2/+2
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* Made wielded tool move slightly (and smoothly) during view bobbing. Making ↵Kahrl2011-09-151-2/+13
| | | | the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
* View bobbing is slower in the water.Kahrl2011-09-151-0/+2
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* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-081-6/+7
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* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-081-0/+141
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.