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2012-11-25Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune8-116/+249
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
2012-11-25Enable client-side attachments, add detachment codeMirceaKitsune3-77/+196
2012-11-25Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune4-44/+209
object->player and player->player attachments
2012-11-25Complete the attachment framework.MirceaKitsune6-145/+263
The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
2012-11-25Framework for the attachment system, new object property which allows ↵MirceaKitsune11-4/+181
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
2012-11-25Get the new animation framework properly workingMirceaKitsune10-135/+139
Store start and end frames as v2f Also move bone animations to their own function instead of object properties
2012-11-25Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune9-50/+86
Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
2012-11-25Allow the LUA API to set animations to meshes as well as the animation ↵MirceaKitsune5-4/+128
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
2012-11-25Get the mesh working through the memory cache properly. Most credit goes to ↵MirceaKitsune4-14/+28
celeron55 for the help on this code Get the texture from memory as well Add .x to the list of supported formats Update LUA API documentation
2012-11-25Add a subfolder for models and transfer models from server to clientMirceaKitsune6-16/+43
(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
2012-11-25Fix material properties and allow lighting. Models should now be affected by ↵MirceaKitsune1-0/+5
light instead of being black
2012-11-25Properly read the mesh from LUA.MirceaKitsune4-11/+25
Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
2012-11-253D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune3-3/+51
support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
2012-11-25Revert "Don't leak textures all over the place"Perttu Ahola2-31/+12
This causes textures to be deleted before they are no longer accessed, resulting in a segmentation fault. This needs to be rewritten in such a way that textures are deleted when the client disconnects from a server. This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
2012-11-23Fix trees growing into any type of nodeIlya Zhuravlev1-1/+2
2012-11-20Fix server crash on /clearpasswordAnthony1-2/+2
According to #253, using `/clearpassword` without an argument causes the server to crash from an assertion failure. I've resubmitted matttpt's patch as a pull request to aid in merging.
2012-11-10Add jordan4ibanez' better digging animationPilzAdam1-6/+6
2012-11-09Swap out pixel-perfect nyan cat by request of Chris TorresPerttu Ahola4-0/+0
2012-11-09added GUI checkboxes in Settings tab for the aforementioned video settings.Vanessa Ezekowitz1-0/+60
2012-11-09Added video settings filter options via config file - second try :-)Vanessa Ezekowitz4-3/+29
Set one or more of these in the config to turn the related option on: mip_map = 1 anisotropic_filter = 1 bilinear_filter = 1 trilinear_filter = 1
2012-11-08Fix unnecessary network protocol incompatibility in ContentFeaturesPerttu Ahola1-2/+6
2012-11-08Adding background to FormspecRealBadAngel3-2/+49
2012-11-04Formspec: Draw images before inventories. Allows to use image as background.RealBadAngel1-10/+12
2012-11-03Make air and ignore drop nothingPilzAdam1-0/+2
2012-11-03Fix a bug in falling code where entities get stuckPilzAdam1-0/+5
2012-11-02Don't leak textures all over the placeKahrl2-12/+31
2012-11-02Fix flowing liquid animation direction calculationPerttu Ahola1-8/+8
2012-11-02Replace pow() with multiplikation to improve speedPilzAdam2-2/+2
2012-11-01Add functions to the default mod of minimal game to support old codePilzAdam1-0/+16
2012-11-01Add falling_node to special groups in lua-api.txtPilzAdam1-0/+1
2012-10-31Remove a useless commentPilzAdam1-5/+0
2012-10-31Move falling to builtinPilzAdam3-71/+144
2012-10-18Allow transparent image_buttonsKyle1-0/+1
2012-09-09Add nodedef.on_blast() to lua_api.txt in order to support chained explosions ↵Perttu Ahola1-0/+5
of any explosives
2012-09-09Statically store always_collect field of __builtin:itemPerttu Ahola1-2/+14
2012-09-09Add dtime_s to entity activationPerttu Ahola8-22/+23
2012-09-09Fix ServerActiveObject stuffPerttu Ahola1-5/+18
2012-09-09Fix wielditem entity drawtype brightness controlPerttu Ahola2-11/+22
2012-09-09Fix ObjectRef:punch()Perttu Ahola2-6/+12
2012-09-07Add liquid_renewable property.Ilya Zhuravlev5-2/+10
2012-09-05Version 0.4.3Perttu Ahola1-1/+1
2012-09-05Prevent world creation if the world already existsMatthew I1-4/+17
2012-09-05Enforce stricter world names using a blacklistMatthew I4-1/+35
Blacklisted characters are: / \
2012-09-05Add aux1_descends to key change menuPerttu Ahola1-2/+21
2012-09-05Version 0.4.3-rc0; increase PROTOCOL_VERSION due to backwards-incompatible ↵Perttu Ahola2-2/+4
InventoryList width field
2012-09-04Remove "Unknown inventory identifier" deserialization errors, because they ↵Perttu Ahola1-8/+0
can break forward compatibility
2012-09-04Reorganize ClientMap rendering code for a bit more performancePerttu Ahola6-101/+281
- Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
2012-09-03Fix shift-descend to ladders from a floorPerttu Ahola1-5/+8
2012-09-02Fix moving stuff into a mismatched stack in a "infinite" inventoryPerttu Ahola1-0/+2
2012-09-02Make inventory GUI do sane things when server-side inventory acts unusuallyPerttu Ahola4-4/+105