Kahrl
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3e012122d1
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Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and refactored some other code into calls of that
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2011-09-21 18:37:29 +02:00 |
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Kahrl
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36af9bb027
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Create a separate scene manager for the wielded tool. This fixes the glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).
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2011-09-21 01:42:52 +02:00 |
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Kahrl
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01f3ae1c50
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Digging animation
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2011-09-20 11:06:16 +02:00 |
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Kahrl
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ab42549b1e
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Wielded tool updates, leaves and glass work now
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2011-09-19 17:08:42 +02:00 |
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Kahrl
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02726f0003
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Convert any inventory item into a mesh, bring back InventoryItem::getImageRay(), some const-correctness fixes
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2011-09-19 06:37:24 +02:00 |
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Kahrl
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36bcbca9ac
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Added sprite extruder
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2011-09-19 03:01:11 +02:00 |
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Kahrl
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ae66d611f2
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This looks more like MC view bobbing, but still not even close
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2011-09-18 02:17:39 +02:00 |
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Kahrl
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63266928a5
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Made wielded tool move slightly (and smoothly) during view bobbing. Making the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
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2011-09-15 01:53:42 +02:00 |
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Kahrl
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fc92da4324
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View bobbing is slower in the water.
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2011-09-15 01:53:42 +02:00 |
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Kahrl
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ccadebabba
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Implemented view bobbing (testing simple lemniscate shape)
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2011-09-08 13:03:55 +02:00 |
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Kahrl
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baf7da9d4a
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Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
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2011-09-08 01:08:47 +02:00 |
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