Commit Graph

209 Commits

Author SHA1 Message Date
Dániel Juhász
3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00
stujones11
617d94c803 Position entity nametags relative to selection-box (#7031) 2018-02-10 10:42:33 +01:00
lisacvuk
62c10e3d08 Disable fall damage when "immortal" group set (#6946) 2018-01-23 19:28:21 +01:00
Rob Blanckaert
787cd15c14 - Clear colors when reading property info.
- Set vertex colors on upright_sprites.
2017-12-25 15:00:25 +01:00
Lars Hofhansl
fd9f195fcc Use Irrlicht's mesh cache for animated meshes.
Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
2017-12-04 22:29:11 -08:00
paramat
f470cb7270 Zoom: Set zoom FOV per-player using a player object property
Remove player object property 'can zoom'.
Add player object property 'zoom fov'.
Remove clientside setting for 'zoom fov'.
Object property default is 15 degrees in creative mode, zoom disabled
in survival mode.

Needed due to zoom now loading and/or generating distant world
according to zoom FOV.

Update object properties serialisation version to 3.
2017-12-04 02:25:10 +00:00
SmallJoker
089f594582 CAO/SAO: Nicer velocity-controlled, interpolated rotation property:
'automatic_face_movement_max_rotation_per_sec'.
Rotate towards the smaller angle.
2017-12-01 05:36:49 +00:00
paramat
4c40e0775c Player eye height: Make this a settable player object property 2017-11-06 12:54:00 +00:00
lhofhansl
610ea6f216 Avoid filtering low-res textures for animated meshes (incl. players) (#6562) 2017-10-28 10:33:47 +02:00
paramat
ee0bfbede1 CAO footstep sounds: Reduce gain to balance volume 2017-10-02 17:54:08 +01:00
Rob Blanckaert
a9d43a0471 Object properties: Add 'glow', disables light's effect if negative
The 'glow' value is added to the ambient light value.
Negative 'glow' disables light's effect on object colour, for faking
self-lighting, UI-style entities, or programmatic colouring in mods.
2017-09-14 04:06:05 +01:00
sapier
bf403b923a Fix animation frame_speed and blend loosing precision due to incorrec… (#6357)
* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
2017-09-01 11:15:12 +02:00
paramat
561a01cc2a Zoom: Move enabling zoom to a new player object property
Default enabled for no change in default behaviour.
Remove 'zoom' privilege.
2017-08-30 19:39:05 +01:00
SmallJoker
b7ee608e70 Bump minimal protocol version to 36 (#6319)
* Bump minimal protocol version to 36
Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code

* Accept future serialisation versions
2017-08-29 19:26:55 +02:00
stujones11
ac4884c3d6 Make entity selection and collision boxes independently settable (#6218)
* Make entity selection and collision boxes independently settable
2017-08-24 10:01:16 +02:00
SmallJoker
4a1265ceb5 GenericCAO: Fix light position for non-players, remove deprecated initialisation code (#6281) 2017-08-19 11:30:09 +02:00
Loïc Blot
b82884aa62 ItemCAO removal (#6279)
This object is from 0.3 era and was never used since 0.4.X and GenericCAO usage
2017-08-19 09:30:43 +02:00
Loïc Blot
13e995b811 Modernize src/c* src/d* and src/e* files (#6263)
* Modernize src/c* src/d* and src/e* files

* default operator
* redundant init
* delete default constructors on CraftDefinition childs (never used)
* fix some missing init values
* const ref fix reported by clang-tidy
* ranged-based for loops
* simple conditions & returns
* empty stl function instead of size
* emplace_back stl function instead of push_back + construct temp obj
* auto for some iterators
* code style fixes
* c++ stl headers instead of C stl headers (stdio.h -> cstdio)
2017-08-17 23:02:50 +02:00
Loïc Blot
85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
paramat
238d752fa3 GenericCAO: Fix dark model below y = 0
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
2017-07-30 18:40:45 +01:00
TeTpaAka
d504831ee2 Move the nametag back to the top of the player (#6179)
read the actual height of the collisionbox
2017-07-29 19:24:10 +02:00
TeTpaAka
49920cfe8d Player collisionbox: Make settable
Breaks compatibility with old clients.
2017-07-21 02:03:22 +01:00
Dániel Juhász
3caad3f3c9 Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
2017-07-07 22:28:23 +01:00
Loïc Blot
94c294bfdc Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine

* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-07-02 20:29:58 +02:00
Loïc Blot
4a78949083 Remove IrrlichtDevice unused pointer from ClientActiveObject class & childs (#6010) 2017-06-19 16:49:34 +02:00
Loïc Blot
8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
Loïc Blot
76be103a91 C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16 11:25:52 +02:00
red-001
4221c1b441 Have the server send the player list to the client (#5924)
* Have the server send the player list to the client

Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
2017-06-08 15:30:09 +02:00
Loïc Blot
a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
stujones11
1681a009bc Don't add damage flash while punch texture modifier is active (#5767) 2017-05-29 23:26:25 +02:00
Loïc Blot
ce9802266e Various code cleanup & little performance improvement on HTTP download (#5772)
* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
2017-05-20 08:15:56 +02:00
paramat
da88a18676 Revert custom player collision box and step height commits
These caused inability to pass through 2 node high spaces or step up onto slabs
or steps when a new client connected to an older server.
2017-05-09 03:52:28 +01:00
ShadowNinja
77597c4ff3 Clean up numeric.h and split FacePositionCache from it
I also optiized FacePositionCache a bit: I removed a map
lookup and vector copy from both branches of getFacePosition.
2017-05-06 16:09:45 -04:00
TeTpaAka
b6f4a9c7e1 Make the player collisionbox settable 2017-05-06 15:41:05 -04:00
TeTpaAka
6658ad3d94 Make players respect makes_footstep_sound in the object properties 2017-05-06 20:16:16 +02:00
Loïc Blot
3251e44938 content_cao: fix getPlayerControl structure copy on each step (#5677)
Also fix some codestyle issues around it.
2017-04-29 18:16:58 +02:00
Loic Blot
4f4e2e3e83
Revert a const ref on update texture
if mod is a reference to a class member a variable swap breaks.
We should find a way to keep this const ref if possible.
Added a comment about this in header
2017-04-22 00:36:59 +02:00
Loïc Blot
cf37a55690 Fix various variables passed by copy instead of const ref (#5610)
Pointed by cppcheck
2017-04-19 00:36:30 +02:00
paramat
f6da7b3fda Sneak: Add option for old move code
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
2017-04-17 10:13:05 +01:00
Dániel Juhász
58d83a7bb2 Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.

In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.

Dropped itemstacks with different colors do not merge.
2017-04-08 18:39:15 -07:00
rubenwardy
f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
sapier
b9c1a758a1 Fix unknown command message not providing number of cmd 2017-01-21 17:16:22 +01:00
sapier
c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001
0dada51a55 Remove mathconstants.h and use the correct way to get M_PI in MSVC. (#5072) 2017-01-20 23:19:41 +01:00
Loic Blot
ee9b59a7fe Fix another missing const reported by clang & @sfan5
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:20:59 +01:00
Rogier
6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Rogier
4d4b8bb8a4 Move PP() and PP2() macros to basic_macros.h
Instead of redefining them everywhere.
2016-12-24 00:32:50 +00:00
orwell96
681d127ff1 Particles: Make attached particle spawners respect the parent's yaw
Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
2016-11-18 06:18:54 +00:00
Foghrye4
91250c1078 Fix crash on attaching player to entity
Rename "refresh" to "processInitData"
2016-10-19 08:40:43 +02:00