- Nov 25, 2012
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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
Initialize m_bone_posrot too Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached Don't make attachments possible to right-click either Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
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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
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
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MirceaKitsune authored
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MirceaKitsune authored
Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments
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MirceaKitsune authored
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.
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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
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)
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MirceaKitsune authored
3D model support for players using Irrlicht. Also ready the basis for mesh support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
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- Sep 09, 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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- Jul 21, 2012
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Perttu Ahola authored
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- Jun 17, 2012
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Kahrl authored
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Perttu Ahola authored
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- Jun 11, 2012
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Perttu Ahola authored
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- Jun 05, 2012
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Perttu Ahola authored
Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors
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- Apr 08, 2012
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Perttu Ahola authored
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- Apr 01, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 31, 2012
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Perttu Ahola authored
Add server-side enforcement of the 'fast' privilege; also fix client checking 'fly' instead of 'fast'
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- Mar 30, 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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- Mar 29, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Kahrl authored
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- Mar 11, 2012
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Perttu Ahola authored
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- Mar 10, 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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Perttu Ahola authored
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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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- Jan 12, 2012
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Kahrl authored
The huge item definition and item namespace unification patch (itemdef), see http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
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- Jan 02, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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