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path: root/src/clientobject.h
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2018-11-28Move client-specific files to 'src/client' (#7902)Quentin Bazin
Update Android.mk Remove 'src/client' from include_directories
2018-08-05Prevent objects from colliding with own child attachments (#7610)SmallJoker
Also, use a better distance calculation for 'collide with objects'. Fixes the issue of a vehicle occasionally colliding with its own driver, causing one of the velocity components to be set to zero.
2017-08-17C++ modernize: Pragma once (#6264)Loïc Blot
* Migrate cpp headers to pragma once
2017-07-07Expose getPointedThing to LuaDániel Juhász
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
2017-07-02Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot
* Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-06-19Remove IrrlichtDevice unused pointer from ClientActiveObject class & childs ↵Loïc Blot
(#6010)
2017-06-04C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot
2017-05-20Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot
* Disable or remove unused enum members/functions * Tiny code style fixes * Make some functions const * Replace ClientMediaDownloader std::unordered_map with std::map
2017-01-11Performance fix + SAO factorizationRogier
Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-09Environment & IGameDef code refactoring (#4985)Ner'zhul
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
2016-11-18Particles: Make attached particle spawners respect the parent's yaworwell96
Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
2016-10-06Use more unordered_maps to improve performance in c++11 buildsLoic Blot
2016-02-11v2d & aabbox3d<f32> & sky cleanupsnerzhul
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
2015-07-23Fix issues with light of attached CAOsRealBadAngel
2015-02-17SAO: re-add old ActiveObjectTypes for a future migration layerLoic Blot
2014-11-08Implement WieldMeshSceneNode which improves wield mesh renderingKahrl
- 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.
2014-07-06Fix warnings reported by clangsfan5
2014-04-15Fix all warnings reported by clangSfan5
2014-03-04Fix rendering glitches when far from the center of the mapNovatux
2013-07-20Add an option to disable object <-> object collision for Lua entitiesPilzAdam
2013-03-11Migrate to STL containers/algorithms.Ilya Zhuravlev
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2012-11-25A bunch of fixesMirceaKitsune
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
2012-11-25Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune
Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. 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
2012-11-25Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune
object->player and player->player attachments
2012-06-17Optimize headersPerttu Ahola
2012-06-05Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola
GPLv2/later, by agreement of major contributors
2012-03-10ClientActiveObject::debugInfoText()Perttu Ahola
2012-03-10Damage groups WIPPerttu Ahola
2011-12-01Player-is-SAO WIPPerttu Ahola
2011-11-29Create framework for getting rid of global definitions of ↵Perttu Ahola
node/tool/item/whatever types
2011-10-15Improve mobv2Perttu Ahola
2011-10-15mobv2Perttu Ahola
2011-06-26reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola
doing it
2011-04-21Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola
2011-04-10implemented rats in new system to verify that it worksPerttu Ahola
2011-04-10new object systemPerttu Ahola
2011-04-08Some progress on transitioning from MapBlockObject to ActiveObject.Perttu Ahola
2011-04-03Removed lua stuffPerttu Ahola
2011-02-21preliminary lua scripting framework for objectsPerttu Ahola
2011-02-21Temporary commit; lots of test code and stuffPerttu Ahola