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  1. Apr 11, 2013
  2. Apr 06, 2013
  3. Apr 05, 2013
  4. Apr 03, 2013
  5. Apr 01, 2013
  6. Mar 29, 2013
  7. Mar 28, 2013
  8. Mar 25, 2013
  9. Mar 24, 2013
  10. Mar 23, 2013
    • Jeija's avatar
      Allow spawning particles from the server, from lua · e1ff5b13
      Jeija authored
      Spawn single particles or make use of ParticleSpawner for many randomly spawned particles.
      Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner.
      Increase Protocol Version to 17.
      
      Conflicts:
      	src/clientserver.h
      e1ff5b13
    • RealBadAngel's avatar
      6d facedir · 6f8d40ef
      RealBadAngel authored
      6f8d40ef
  11. Mar 21, 2013
  12. Mar 17, 2013
  13. Mar 06, 2013
  14. Feb 24, 2013
  15. Feb 12, 2013
  16. Jan 23, 2013
  17. Jan 21, 2013
  18. Jan 07, 2013
  19. Jan 04, 2013
  20. Jan 02, 2013
  21. Dec 30, 2012
  22. Dec 17, 2012
  23. Dec 01, 2012
  24. Nov 30, 2012
    • Matthew I's avatar
      Add shutdown hook interface to Lua API · 6c8fa83e
      Matthew I authored
      Scripts can call minetest.register_on_shutdown() to register a
      shutdown hook.
      
      Document that minetest.register_on_shutdown() callbacks may not be run
      
      If the server crashes, it is unlikely that callbacks registered using
      minetest.register_on_shutdown() will be called.
      6c8fa83e
  25. Nov 25, 2012
    • Perttu Ahola's avatar
    • 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
      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
      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
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