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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