gregorycu
5c3c965c1a
Fix detection of sneaking node
...
This fixes bug 1551
2015-08-06 03:14:56 -04:00
Miner59
060e56b24c
Fix "bouncy" blocks
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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
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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
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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
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* 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
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- 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
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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.
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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
Perttu Ahola
0e6f7a21c6
Fix shift-descend to ladders from a floor
2012-09-03 23:31:51 +03:00
Perttu Ahola
c129b3852b
Fix the bouncy node related stuff a bit
2012-09-01 13:21:52 +03:00
Perttu Ahola
3b43c69df4
Add bouncy node group
2012-09-01 12:58:37 +03:00
Perttu Ahola
b17d3e7ad7
Add disable_jump and fall_damage_add_percent node groups
2012-09-01 12:07:27 +03:00
sfan5
43ebec2be1
Make shift the default descent control on ladders and when flying
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"aux1_descends" setting switches to the old descend control.
2012-09-01 09:48:07 +03:00
Matthew I
a2738dec59
Fix hovering after mining a block underneath you while sneaking
2012-07-21 20:56:56 +03:00
Kahrl
1575448b1a
Custom boxy nodes (stairs, slabs) and collision changes
2012-06-17 16:34:39 +03:00
Perttu Ahola
d0ea6f9920
Properly and efficiently use split utility headers
2012-06-17 02:40:36 +03:00