- Nov 25, 2012
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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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- 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 01, 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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- Aug 12, 2012
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darkrose authored
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- Jul 27, 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 23, 2012
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darkrose 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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- Jun 03, 2012
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Kahrl authored
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- Apr 15, 2012
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Perttu Ahola authored
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- Apr 09, 2012
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Perttu Ahola authored
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- Mar 31, 2012
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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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Kahrl authored
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- Mar 18, 2012
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Perttu Ahola authored
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- Mar 15, 2012
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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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- Feb 05, 2012
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Kahrl authored
Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
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- Jan 22, 2012
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Kahrl authored
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
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- Jan 03, 2012
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Perttu Ahola authored
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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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- Dec 28, 2011
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Perttu Ahola authored
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- Dec 03, 2011
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Perttu Ahola authored
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- Dec 02, 2011
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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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- Dec 01, 2011
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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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- Nov 29, 2011
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Perttu Ahola authored
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Perttu Ahola authored
Fix active_object_count and active_object_count_wider not getting updated between ABM calls causing huge amounts of DMs and rats and stuff
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