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  1. Aug 17, 2013
  2. Aug 06, 2013
  3. Aug 03, 2013
  4. Jul 20, 2013
  5. Apr 05, 2013
  6. Mar 28, 2013
  7. Mar 17, 2013
  8. Feb 24, 2013
  9. Nov 29, 2012
  10. Nov 25, 2012
    • MirceaKitsune's avatar
      A bunch of fixes · 756db817
      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
      756db817
    • MirceaKitsune's avatar
      Update attachments at the ending of the addToScene function for parents. And... · 9259d028
      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
      9259d028
    • 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
    • MirceaKitsune's avatar
      d7d759b4
    • MirceaKitsune's avatar
      Complete the attachment framework. · 948b5a8b
      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.
      948b5a8b
    • MirceaKitsune's avatar
      Framework for the attachment system, new object property which allows changing... · e42eeec8
      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
      e42eeec8
    • MirceaKitsune's avatar
      Get the new animation framework properly working · 118285e6
      MirceaKitsune authored
      Store start and end frames as v2f
      
      Also move bone animations to their own function instead of object properties
      118285e6
    • MirceaKitsune's avatar
      Joint positioning and rotation code, and fix a problem related to their lua API · ba4d9302
      MirceaKitsune authored
      Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
      ba4d9302
  11. Sep 09, 2012
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