72 Commits

Author SHA1 Message Date
Maksim Gamarnik
0e40320816 Merge 2016-05-07 23:57:42 +03:00
Maksim Gamarnik
f7af85b811 Android: Increase player_stepheight for thicker snow nodebox 2016-05-06 00:32:35 +01:00
Maksim Gamarnik
596801371d ver. 1.2.1.1 2016-03-19 00:16:30 +02:00
Maksim Gamarnik
8f6ddcc57c Merge branch 'upstream/master' 2016-03-14 11:44:17 +02:00
HybridDog
95a304db08 Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
2016-03-14 08:44:28 +00:00
Auke Kok
f11d473497 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
Maksim Gamarnik
babc9be7bd Merge remote-tracking branch 'upstream/master' 2016-02-15 05:10:11 +02:00
Loic Blot
5ea636d82b Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
Maksim Gamarnik
2520ca3ed1 Merge branch 'master' of https://github.com/minetest/minetest 2016-01-31 20:57:03 +02:00
est31
d6f58c3f84 Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
2016-01-29 15:53:54 +01:00
Maksim Gamarnik
bcf249297c Merge last Minetest commits 2015-11-10 20:29:00 +02:00
Maksim Gamarnik
919be490f9 Update
Sync all Minetest commits
2015-11-10 13:49:24 +02:00
kwolekr
74ea2eae9b Fix misc. MinGW and Valgrind warnings 2015-11-08 16:34:56 -05:00
est31
1765eccc0a Only go fast in autorun if fast move is enabled 2015-11-03 15:40:47 +01:00
BlockMen
c26f21eb25 Fix jittering sounds on entities (fixes #2974) 2015-10-26 19:40:26 +01:00
BlockMen
7ba5f27c38 Fix sneaking (fixes #665 and #3045) 2015-08-15 20:36:45 +02:00
Maksim Gamarnik
9247f32e0e LGPL 2.1 to 3.0 on all files 2015-08-14 01:26:28 +03:00
gregorycu
f667a66a15 Fix detection of sneaking node
This fixes bug 1551
2015-08-06 03:14:56 -04:00
Miner59
201cac12ae Fix "bouncy" blocks
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
0b925f174d Only retrieve always_fly_fast setting once 2015-05-31 23:21:55 +10:00
TeTpaAka
76c89a3f84 Add some missing getter functions to the lua API
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
2015-05-31 23:21:45 +10:00
SmallJoker
704d68d163 Only retrieve always_fly_fast setting once 2015-05-30 22:29:36 +02:00
TeTpaAka
4573eef202 Add some missing getter functions to the lua API
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
0731f9ed2a Move globals from main.cpp to more sane locations
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
27791ee1aa 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
bf4504a459 ABMHandler and player_collisions use sequential read/write. Switch from std::list to std::vector
* Also remove dead code Map::unloadUnusedData which is dead since a long time
2015-03-04 17:02:36 +01:00
kwolekr
87330183bf Fix all warnings and remove -Wno-unused-but-set cflag 2015-01-18 23:29:19 -05:00
sapier
9f6ed5d3b1 Fix invalid stepheight increase calculation on android 2015-01-11 13:57:26 +01:00
sapier
0b900ec79d Increase stepheight on android by 0.5 to smoothen movement 2015-01-11 04:33:42 +01:00
Craig Robbins
aacc3cba46 Remove most exceptions from getNode() (and variants) 2014-11-14 18:05:34 +10:00
Kahrl
c33891174d Implement WieldMeshSceneNode which improves wield mesh rendering
- 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
4d2318b576 Simplify player modification checks 2014-10-01 18:44:36 -04:00
sapier
1d6a1f727d Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
2014-05-18 01:08:13 +02:00
sapier
0a7994d3a6 Bunch of small fixes (coding style, very unlikely errors, warning messages) 2014-04-19 11:56:19 +02:00
Sfan5
3f90a81374 Fix all warnings reported by clang 2014-04-15 21:34:53 +02:00
ShadowNinja
8bc8d98353 Reorder initialization of member variables to make GCC happy 2014-04-13 17:47:58 -04:00
BlockMen
a5db2961b2 Add player:set_eye_offset() by @MirceaKitsune and clean up 2014-04-12 17:44:20 +02:00
BlockMen
8909fe913c Add third person view 2014-04-12 17:44:15 +02:00
PilzAdam
844cac9e3a Add sneak and sneak_glitch to set_physics_override() 2013-12-03 23:20:00 +01:00
PilzAdam
49f6e00cf3 Use player:set_hotbar_image() instead of hardcoded hotbar.png 2013-09-05 00:21:16 +02:00
PilzAdam
2a3516491a Dont teleport back if holding sneak when detaching/turn freemove off 2013-05-19 20:56:58 +02:00
sapier
04225e53ec Move player collisionbox to player class 2013-04-25 18:53:50 +02:00
MirceaKitsune
2a821f6880 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
d0b179eff2 Dont allow fast move in water or ladder when aux1_descend is true 2013-04-05 14:58:35 +02:00
MirceaKitsune
ad16c90acf Allow modifying movement speed, jump height and gravity per-player via the Lua API. 2013-04-05 02:00:59 +02:00
Zeg9
519524e09f Fix camera "jumping" when attached and the parent goes too fast 2013-04-03 23:22:40 +02:00
sapier
fd60aa7e67 Closed add object <-> object collision handling 2013-03-28 00:09:24 +01:00
Ilya Zhuravlev
a12df55f29 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
Sfan5
3fab3825aa Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam
269f01224b Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00