Skip to content
Snippets Groups Projects
  1. Nov 25, 2012
    • MirceaKitsune's avatar
      Send animations, bone overrides and attachments in entity initialization.... · 52fcb0b4
      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
      52fcb0b4
  2. Sep 09, 2012
  3. Sep 01, 2012
  4. Aug 12, 2012
  5. Jul 27, 2012
  6. Jul 23, 2012
  7. Jun 05, 2012
  8. Jun 03, 2012
  9. Apr 15, 2012
  10. Apr 09, 2012
  11. Mar 31, 2012
  12. Mar 29, 2012
  13. Mar 18, 2012
  14. Mar 15, 2012
  15. Mar 11, 2012
  16. Mar 10, 2012
  17. Feb 05, 2012
    • Kahrl's avatar
      Players stay in environment even when dead, damage flash and fall damage fixes · 88cdd3a3
      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)
      88cdd3a3
  18. Jan 22, 2012
  19. Jan 03, 2012
  20. Jan 02, 2012
  21. Dec 28, 2011
  22. Dec 03, 2011
  23. Dec 02, 2011
  24. Dec 01, 2011
  25. Nov 29, 2011
Loading