- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes#1770
- Also includes some minor refactorings of Camera and GenericCAO.
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
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