Player properties: Set correct default collisionbox

Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.

Improve docs for custom player collisionbox feature and reformat nearby lines.
This commit is contained in:
paramat 2017-05-07 01:48:42 +01:00
parent d067894816
commit 2d5bd7f414
2 changed files with 15 additions and 11 deletions

@ -3700,25 +3700,29 @@ Definition tables
{ {
hp_max = 1, hp_max = 1,
physical = true, physical = true,
collide_with_objects = true, -- collide with other objects if physical=true collide_with_objects = true, -- collide with other objects if physical = true
weight = 5, weight = 5,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem", -- ^ For players (0, -1, 0) is at object base level,
visual_size = {x=1, y=1}, -- for all other objects (0, 0, 0) is at object base level.
mesh = "model", -- for players (0, -1, 0) is ground level, -- For example, Minetest Game player box is (-0.3, -1.0, -0.3, 0.3, 0.75, 0.3).
-- for all other entities (0, 0, 0) is ground level. visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
visual_size = {x = 1, y = 1},
mesh = "model",
textures = {}, -- number of required textures depends on visual textures = {}, -- number of required textures depends on visual
colors = {}, -- number of required colors depends on visual colors = {}, -- number of required colors depends on visual
spritediv = {x=1, y=1}, spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x=0, y=0}, initial_sprite_basepos = {x = 0, y = 0},
is_visible = true, is_visible = true,
makes_footstep_sound = false, makes_footstep_sound = false,
automatic_rotate = false, automatic_rotate = false,
stepheight = 0, stepheight = 0,
automatic_face_movement_dir = 0.0, automatic_face_movement_dir = 0.0,
-- ^ automatically set yaw to movement direction; offset in degrees; false to disable -- ^ Automatically set yaw to movement direction, offset in degrees,
-- 'false' to disable.
automatic_face_movement_max_rotation_per_sec = -1, automatic_face_movement_max_rotation_per_sec = -1,
-- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit -- ^ Limit automatic rotation to this value in degrees per second,
-- value < 0 no limit.
backface_culling = true, -- false to disable backface_culling for model backface_culling = true, -- false to disable backface_culling for model
nametag = "", -- by default empty, for players their name is shown if empty nametag = "", -- by default empty, for players their name is shown if empty
nametag_color = <color>, -- sets color of nametag as ColorSpec nametag_color = <color>, -- sets color of nametag as ColorSpec

@ -798,7 +798,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
m_prop.hp_max = PLAYER_MAX_HP; m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false; m_prop.physical = false;
m_prop.weight = PLAYER_DEFAULT_WEIGHT; m_prop.weight = PLAYER_DEFAULT_WEIGHT;
m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
// start of default appearance, this should be overwritten by LUA // start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite"; m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2); m_prop.visual_size = v2f(1, 2);