Commit Graph

61 Commits

Author SHA1 Message Date
HybridDog
c0b6986e38 Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
2016-03-14 08:44:28 +00:00
Auke Kok
e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
Loic Blot
3a74b84007 Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
est31
4e93ba06a7 Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
2016-01-29 15:53:54 +01:00
kwolekr
6f95bb1ef3 Fix misc. MinGW and Valgrind warnings 2015-11-08 16:34:56 -05:00
est31
1550ab3c5d Only go fast in autorun if fast move is enabled 2015-11-03 15:40:47 +01:00
BlockMen
8a6e921cb8 Fix jittering sounds on entities (fixes #2974) 2015-10-26 19:40:26 +01:00
BlockMen
7238df4c59 Fix sneaking (fixes #665 and #3045) 2015-08-15 20:36:45 +02:00
gregorycu
5c3c965c1a Fix detection of sneaking node
This fixes bug 1551
2015-08-06 03:14:56 -04:00
Miner59
060e56b24c Fix "bouncy" blocks
Before players "bounced" too high. Now, while still allowing to bounce, higher speed bounces are throttled.
2015-08-02 19:40:23 +02:00
SmallJoker
b4dfaa3a7a Only retrieve always_fly_fast setting once 2015-05-30 22:29:36 +02:00
TeTpaAka
c0335f7d13 Add some missing getter functions to the lua API
ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
2015-05-28 16:46:35 +02:00
Craig Robbins
9527984dbc Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
Craig Robbins
ced6d20295 For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
Loic Blot
06f328207f ABMHandler and player_collisions use sequential read/write. Switch from std::list to std::vector
* Also remove dead code Map::unloadUnusedData which is dead since a long time
2015-03-04 17:02:36 +01:00
kwolekr
38bd9e93a2 Fix all warnings and remove -Wno-unused-but-set cflag 2015-01-18 23:29:19 -05:00
sapier
2d9b311e7b Fix invalid stepheight increase calculation on android 2015-01-11 13:57:26 +01:00
sapier
25235a4324 Increase stepheight on android by 0.5 to smoothen movement 2015-01-11 04:33:42 +01:00
Craig Robbins
5b8855e83c Remove most exceptions from getNode() (and variants) 2014-11-14 18:05:34 +10:00
Kahrl
9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- 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.
2014-11-08 23:11:57 +01:00
ShadowNinja
cd0df0d5e7 Simplify player modification checks 2014-10-01 18:44:36 -04:00
sapier
09970b7b6d Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
2014-05-18 01:08:13 +02:00
sapier
eda9214f81 Bunch of small fixes (coding style, very unlikely errors, warning messages) 2014-04-19 11:56:19 +02:00
Sfan5
118e2ae865 Fix all warnings reported by clang 2014-04-15 21:34:53 +02:00
ShadowNinja
b04872d96b Reorder initialization of member variables to make GCC happy 2014-04-13 17:47:58 -04:00
BlockMen
c0ab09af74 Add player:set_eye_offset() by @MirceaKitsune and clean up 2014-04-12 17:44:20 +02:00
BlockMen
a1db9242ec Add third person view 2014-04-12 17:44:15 +02:00
PilzAdam
15be2659ea Add sneak and sneak_glitch to set_physics_override() 2013-12-03 23:20:00 +01:00
PilzAdam
7860097eda Use player:set_hotbar_image() instead of hardcoded hotbar.png 2013-09-05 00:21:16 +02:00
PilzAdam
bc66f46323 Dont teleport back if holding sneak when detaching/turn freemove off 2013-05-19 20:56:58 +02:00
sapier
88ffb3f73b Move player collisionbox to player class 2013-04-25 18:53:50 +02:00
MirceaKitsune
7cd5eb4c77 Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with. 2013-04-11 19:42:47 -04:00
MirceaKitsune
e38d65f8d1 Dont allow fast move in water or ladder when aux1_descend is true 2013-04-05 14:58:35 +02:00
MirceaKitsune
c5a8448c41 Allow modifying movement speed, jump height and gravity per-player via the Lua API. 2013-04-05 02:00:59 +02:00
Zeg9
c1bf6f9f7a Fix camera "jumping" when attached and the parent goes too fast 2013-04-03 23:22:40 +02:00
sapier
8800896824 Closed add object <-> object collision handling 2013-03-28 00:09:24 +01:00
Ilya Zhuravlev
6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
Sfan5
6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam
497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
MirceaKitsune
df3c925b3c Improved Player Physics 2013-02-14 06:21:30 +10:00
ShadowNinja
1cda39d5bb Don't fall off nodes if sneaking with free_move on but without fly privileges 2013-02-10 12:35:04 +01:00
PilzAdam
0437abbffb Add a setting to enable always flying fast 2013-01-07 18:26:34 +01:00
PilzAdam
45029117f5 Use aux1 to move fast when flying 2012-12-27 18:33:24 +01:00
PilzAdam
f4ed37ec6f Fix falling damage when not flying 2012-12-17 18:04:41 +01:00
PilzAdam
9786202b08 Dont sneak while flying 2012-12-11 19:04:55 +01:00
PilzAdam
52ba413185 Only fly through walls in noclip mode wich requires the noclip privilege 2012-12-11 16:44:13 +01:00
MirceaKitsune
15b86a6b9b Don't send player position from client to server if the player hasn't moved 2012-12-02 20:22:02 +02:00
Calinou
655bb526f4 Fix head shifting downards in glass, nodeboxes... 2012-11-28 16:14:52 +04:00
MirceaKitsune
4d656963e4 Fix more things I forgot for attached players. Such players will now properly see themselves moving when attached, and the server will read their position accordingly
Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
2012-11-25 19:14:24 +02:00
MirceaKitsune
9259d028ac 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
2012-11-25 19:14:24 +02:00