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  1. Feb 20, 2013
    • Jürgen Doser's avatar
      Print missing mod dependencies on server start · 89b88917
      Jürgen Doser authored
      i.e., not only the mod with missing dependencies, but also the missing
      dependencies itself. (This already used to be the case before the mod
      selection gui was added)
      
      Also, mods with unsatisfied dependencies are no longer reported as
      mods that could not be found.
      89b88917
  2. Feb 13, 2013
  3. Jan 23, 2013
  4. Jan 21, 2013
    • kwolekr's avatar
    • kwolekr's avatar
      Finish and clean up mapgen configuration · 631a835e
      kwolekr authored
      631a835e
    • kwolekr's avatar
    • kwolekr's avatar
      Readded and optimized mapgen V6 · d5029958
      kwolekr authored
      d5029958
    • kwolekr's avatar
      The new mapgen, noise functions, et al. · 11afcbff
      kwolekr authored
      11afcbff
    • kwolekr's avatar
    • Jürgen Doser's avatar
      Basic support for configuring which mods to load for each world · 6af8a34d
      Jürgen Doser authored
      settings.h: added function to return all keys used in settings, and a
      function to remove a setting
      
      mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods.
      
      server.{h,cpp}: server does not load add-on mods that are disabled in
      the world.mt file. mods are disabled by a setting of the form
      "load_mod_<modname> = false". if no load_mod_<modname> = ... setting
      is found, the mod is loaded anyways for backwards compatibilty. server
      also complains to errorstream about mods with unstatisfied
      dependencies and about mods that are not installed.
      
      guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods
      and modpacks with little icons in front of their name indicating their
      status: a checkmark for enabled mods, a cross for disabled mods, a
      question mark for "new" mods
      
      Mods can be enabled/disabled by a checkbox. Mods also show a list of
      dependencies and reverse dependencies. double-click on a mod in
      dependency or reverse dependency listbox selects the corresponding
      mod. Enabling a mod also enables all its dependencies. Disabling a mod
      also disables all its reverse dependencies.
      
      For modpacks, show buttons to enable/disable all mods (recursively,
      including their dependencies) in it.
      
      Button "Save" saves the current settings to the world.mt file and
      returns to the main menu. Button "Cancel" returns to main menu without
      saving.
      
      basic keyboard controls (if the proper widget has keyboard focus):
      
      up/down: scroll through tree of mods
      left/right: collaps/expand a modpack
      space: enable/disable the selected mod
      6af8a34d
  5. Jan 07, 2013
  6. Jan 02, 2013
  7. Dec 17, 2012
  8. Dec 16, 2012
  9. Dec 01, 2012
  10. Nov 30, 2012
  11. Nov 29, 2012
  12. Nov 26, 2012
  13. Nov 25, 2012
    • MirceaKitsune's avatar
      RealBadAngel's patch which allows the lua api to read pressed player keys.... · 3d1c481f
      MirceaKitsune authored
      RealBadAngel's patch which allows the lua api to read pressed player keys. This should make it possible to change the player's animation based on what he is doing
      
      Correct lua api version number
      
      Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe.
      
      Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
      3d1c481f
    • 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
      Get the mesh working through the memory cache properly. Most credit goes to... · 9c8ba427
      MirceaKitsune authored
      Get the mesh working through the memory cache properly. Most credit goes to celeron55 for the help on this code
      
      Get the texture from memory as well
      
      Add .x to the list of supported formats
      
      Update LUA API documentation
      9c8ba427
    • MirceaKitsune's avatar
      Add a subfolder for models and transfer models from server to client · f9675bd2
      MirceaKitsune authored
      (obj, md2 and md3 are currently allowed)
      
      Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet!
      
      If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
      f9675bd2
  14. Sep 01, 2012
  15. Aug 12, 2012
  16. Jul 28, 2012
  17. Jul 27, 2012
  18. Jul 25, 2012
  19. Jul 24, 2012
  20. Jul 23, 2012
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