- May 19, 2013
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PilzAdam authored
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- Apr 25, 2013
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sapier authored
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- Apr 12, 2013
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MirceaKitsune authored
Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with.
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- Apr 05, 2013
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MirceaKitsune authored
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MirceaKitsune authored
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- Apr 03, 2013
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Zeg9 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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- Feb 10, 2013
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ShadowNinja authored
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- Jan 07, 2013
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PilzAdam authored
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- Dec 27, 2012
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PilzAdam authored
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- Dec 17, 2012
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PilzAdam authored
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- Dec 11, 2012
- Dec 02, 2012
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MirceaKitsune authored
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- Nov 28, 2012
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Calinou authored
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- Nov 25, 2012
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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)
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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
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- Sep 03, 2012
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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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Perttu Ahola authored
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Perttu Ahola authored
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sfan5 authored
"aux1_descends" setting switches to the old descend control.
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- Jul 21, 2012
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Matthew I authored
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- Jun 17, 2012
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Kahrl authored
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Perttu Ahola authored
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- Jun 05, 2012
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Perttu Ahola authored
Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors
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- Mar 31, 2012
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Perttu Ahola authored
Add server-side enforcement of the 'fast' privilege; also fix client checking 'fly' instead of 'fast'
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Perttu Ahola authored
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- Mar 29, 2012
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Perttu Ahola authored
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Kahrl authored
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- Mar 24, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 15, 2012
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Perttu Ahola authored
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- Mar 10, 2012
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Perttu Ahola authored
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- Feb 05, 2012
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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)
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- Jan 25, 2012
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Kahrl authored
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