Age | Commit message (Collapse) | Author |
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light instead of being black
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Players can now be set to meshes using the following test script:
function switch_player_visual()
prop = {
mesh="player.obj",
texture="player.png",
visual="mesh",
}
for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop)
end
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
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support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
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GPLv2/later, by agreement of major contributors
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compatibility
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night
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Don't set m_removed on dead players (dead players are indicated by hp == 0). Local
damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO
damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
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http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
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Irrlicht 1.8 compat); also find dungeon master's fireball texture
again; add /spawnentity command
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modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
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the screen of the local player
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staticdata interface to Lua
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node/tool/item/whatever types
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