- Jan 21, 2013
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sapier authored
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- Jan 07, 2013
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sapier authored
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RealBadAngel authored
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- Jan 04, 2013
- Jan 02, 2013
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Perttu Ahola authored
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sapier authored
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- Dec 30, 2012
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RealBadAngel authored
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- Dec 17, 2012
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PilzAdam authored
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Ilya Zhuravlev authored
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- Dec 01, 2012
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RealBadAngel authored
Fixed also game bug drawing dragged item behind fields, buttons etc.
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PilzAdam authored
Nodes in this group will be dropped as items if the node under them or the node in the wallmounted direction is not walkable.
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- Nov 30, 2012
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Matthew I authored
Scripts can call minetest.register_on_shutdown() to register a shutdown hook. Document that minetest.register_on_shutdown() callbacks may not be run If the server crashes, it is unlikely that callbacks registered using minetest.register_on_shutdown() will be called.
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- Nov 25, 2012
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Perttu Ahola authored
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MirceaKitsune authored
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
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MirceaKitsune authored
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
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MirceaKitsune authored
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
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MirceaKitsune authored
Framework for the attachment system, new object property which allows 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
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MirceaKitsune authored
Store start and end frames as v2f Also move bone animations to their own function instead of object properties
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MirceaKitsune authored
Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
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MirceaKitsune authored
Allow the LUA API to set animations to meshes as well as the animation 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
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MirceaKitsune authored
Get the mesh working through the memory cache properly. Most credit goes to 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
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- Nov 08, 2012
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RealBadAngel authored
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- Nov 01, 2012
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PilzAdam authored
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- Sep 09, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Sep 07, 2012
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Ilya Zhuravlev authored
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- Sep 02, 2012
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Perttu Ahola authored
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- Sep 01, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Ilya Zhuravlev authored
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- Aug 12, 2012
- Jul 27, 2012
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Perttu Ahola authored
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- Jul 26, 2012
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Perttu Ahola authored
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- Jul 25, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Jul 24, 2012
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Perttu Ahola authored
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