- Neatly placed all emerge related code into a new file, emerge.cpp
- Greatly cleaned up the code in EmergeThread::Thread()
- Reworked Emerge queue. Now an actual std::queue of v3s16 block positions
- Removed the completely unnecessary map of peer ids requesting blocks
i.e., not only the mod with missing dependencies, but also the missing
dependencies itself. (This already used to be the case before the mod
selection gui was added)
Also, mods with unsatisfied dependencies are no longer reported as
mods that could not be found.
This way, plants actually show the real backface on their back side,
i.e., the front face mirrored around the vertical axis, instead of
showing the front face on both sides. This looked weird when the
texture was not symmetrical around the vertical axis.
All uses of operator[] in guiConfigureWorld.cpp have been replaced
with .find() operations.
In some places, operator[] had been called with mod names of "Add-Ons"
or "N/A", which would insert a default-constructed ModSpec into the
list of add-on mods. In other places, the use of operator[] was safe
now, but it probably is safer for future changes to use .find()
everywhere.
Only show enable all / disable all buttons for all add-ons when at
least one add-on is installed. When no add-on ist installed, don't
show any buttons or checkboxes.
Added is_modpack flag to ModSpec to distinguish empty modpacks from
normal mods and check this flag in mod selection gui so that empty
modpacks are not treated like mods that can be enabled or disabled.
settings.h: added function to return all keys used in settings, and a
function to remove a setting
mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods.
server.{h,cpp}: server does not load add-on mods that are disabled in
the world.mt file. mods are disabled by a setting of the form
"load_mod_<modname> = false". if no load_mod_<modname> = ... setting
is found, the mod is loaded anyways for backwards compatibilty. server
also complains to errorstream about mods with unstatisfied
dependencies and about mods that are not installed.
guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods
and modpacks with little icons in front of their name indicating their
status: a checkmark for enabled mods, a cross for disabled mods, a
question mark for "new" mods
Mods can be enabled/disabled by a checkbox. Mods also show a list of
dependencies and reverse dependencies. double-click on a mod in
dependency or reverse dependency listbox selects the corresponding
mod. Enabling a mod also enables all its dependencies. Disabling a mod
also disables all its reverse dependencies.
For modpacks, show buttons to enable/disable all mods (recursively,
including their dependencies) in it.
Button "Save" saves the current settings to the world.mt file and
returns to the main menu. Button "Cancel" returns to main menu without
saving.
basic keyboard controls (if the proper widget has keyboard focus):
up/down: scroll through tree of mods
left/right: collaps/expand a modpack
space: enable/disable the selected mod
If USE_CURL is set, it also downloads a list from a remote server.
The url of this list is configurable in minetest.conf using the setting "serverlist_url"
The local list of favorite servers is saved in client/serverlist/filename
filename is also configureable using the setting "serverlist_file"
liquid_kind was declared as an u8, but used to hold a content_t value, which is delcared to be a u16.
changing this fixes (at least for me) the problem reported in bug #414.
Previously, when a block was activated, on_timer callbacks where
called with the relative position of the node inside the block,
instead of the absolute position of the node.
Since commit 5a13c49492 when I'm in a new area of the world that hasn't
yet been generated the debug log gets flooded with the following error:
Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to
replace "default:dirt_with_grass" at (729,1,-219) (block (45,0,-14))
This commit fixes that.
This is not a problem on POSIX systems (these directories are
ignored by the POSIX implementation of fs::GetDirListing() in
filesys.cpp), but these directories still are reported on Windows
systems. This becomes a problem when mod authors use version
control systems that create directories like ".git" or ".svn"
and collectMods() picks up on them. It has also been suggested
that ignoring such directories would allow for the easily disabling
mods by inserting a "." in front of their name.
This quick fix simply makes collectMods() ignore directories
beginning with a ".".
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.
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
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
Initialize m_bone_posrot too
Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached
Don't make attachments possible to right-click either
Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
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
Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature.
Extra checks for the bone positioning / rotation code
Many checks and consistency improvements to the client attachment code
Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers
Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though)
Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children.
Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object
The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come
Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment:
// Attachments need to be handled on both the server and client.
// If we attach only on the server, models (which are client-side)
// can't be read so we don't know the origin and orientation of bones.
// If we attach only on the client, the real position of attachments is
// not updated and you can't click them for example.
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
Support for animation blending, though for some reason it doesn't work.
Don't enable animation transitions by default for many reaosons
Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit
Same system for bone rotation, plus a few other things I missed
(obj, md2 and md3 are currently allowed)
Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet!
If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
Players can now be set to meshes using the following test script:
function switch_player_visual()
prop = {
mesh="player.obj",
texture="player.png",
visual="mesh",
}
for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop)
end
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
This causes textures to be deleted before they are no longer accessed,
resulting in a segmentation fault. This needs to be rewritten in such a way
that textures are deleted when the client disconnects from a server.
This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
- You have 2 stacks: a with x items and b with y<x items
- Take a with your mouse and place it on b
- Whole stack a moves to b
- (y * 2 - x) items move from b to a
- (x - y) items are left to the mouse cursor
- Display message when associating a key already in use
- Fix issue for not beeing able to assign space to an action
- Cleaning up
- Make it build (by celeron55)
Opaque water's solidness was being set to 2, like a normal node.
When you swim, it is treated like a solid block, and the display
goes black. Setting it to 1 like transparent water allows you to
see.
It looks somewhat awkward when you swim, look up, and see an opaque
wall of water (the surface), but there isn't much that can be done
about it. If you made the water transparent so it looked good,
it would defeat the purpose :) .
This allows the removal of nodes with unknown types.
get_item_callback() (C++) would fail if a node has an unknown type. Now it
will try using the callback from minetest.nodedef_default in this case.
Also, minetest.node_dig() (Lua) was altered to always allow digging when
the node definition is empty (i.e. unknown node).