- Oct 16, 2013
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Perttu Ahola authored
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- Sep 17, 2013
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kwolekr authored
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- Aug 14, 2013
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Kahrl authored
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- Aug 13, 2013
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PilzAdam authored
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- Aug 11, 2013
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kwolekr authored
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- Aug 06, 2013
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BlockMen authored
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- Aug 04, 2013
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Nathanaëlle Courant authored
Change large amount of objects to be configurable via a setting in minetest.conf (max_objects_per_block).
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- Aug 03, 2013
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Perttu Ahola authored
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- Jul 20, 2013
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RealBadAngel authored
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- Jul 08, 2013
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sapier authored
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- Jun 28, 2013
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PilzAdam authored
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- Jun 22, 2013
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PilzAdam authored
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- Jun 19, 2013
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PilzAdam authored
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- Jun 18, 2013
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Kahrl authored
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- Jun 12, 2013
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PilzAdam authored
Play player_damage.ogg when recieving damage and additionally play player_falling_damage.ogg when recieving falling damage
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- Jun 03, 2013
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Kahrl authored
Now Environment::clearAllObjects() unloads unused blocks in an interval defined by max_clearobjects_extra_loaded_blocks (default 4096).
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- May 25, 2013
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sapier authored
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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- May 20, 2013
- May 06, 2013
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sapier authored
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- Apr 25, 2013
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sapier authored
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- Apr 06, 2013
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sapier authored
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- Apr 05, 2013
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MirceaKitsune authored
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- Mar 28, 2013
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sapier authored
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- Mar 12, 2013
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Ilya Zhuravlev authored
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- Feb 24, 2013
- Feb 13, 2013
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MirceaKitsune authored
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- Jan 21, 2013
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kwolekr authored
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- Jan 11, 2013
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Jürgen Doser authored
Previously, when a block was activated, on_timer callbacks where called with the relative position of the node inside the block, instead of the absolute position of the node.
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- Jan 02, 2013
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Perttu Ahola authored
Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from the C++ side with proper script-defined initialization/destruction
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- Dec 02, 2012
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Perttu Ahola authored
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- Nov 26, 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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- 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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