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  1. May 19, 2013
  2. Apr 25, 2013
  3. Apr 12, 2013
  4. Apr 05, 2013
  5. Apr 03, 2013
  6. Mar 28, 2013
  7. Mar 12, 2013
  8. Feb 24, 2013
  9. Feb 13, 2013
  10. Feb 10, 2013
  11. Jan 07, 2013
  12. Dec 27, 2012
  13. Dec 17, 2012
  14. Dec 11, 2012
  15. Dec 02, 2012
  16. Nov 28, 2012
  17. Nov 25, 2012
    • MirceaKitsune's avatar
      Fix more things I forgot for attached players. Such players will now properly... · 4d656963
      MirceaKitsune authored
      Fix more things I forgot for attached players. Such players will now properly see themselves moving when attached, and the server will read their position accordingly
      
      Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
      4d656963
    • 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
  18. Sep 03, 2012
  19. Sep 01, 2012
  20. Jul 21, 2012
  21. Jun 17, 2012
  22. Jun 05, 2012
  23. Mar 31, 2012
  24. Mar 29, 2012
  25. Mar 24, 2012
  26. Mar 15, 2012
  27. Mar 10, 2012
  28. 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
  29. Jan 25, 2012
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