41 Commits

Author SHA1 Message Date
Nathanaël Courant
040221143f Fix #3955 (player dying on login).
It was caused by player not moving because fall was prevented, but their
velocity still increasing, causing fatal fall damage when world was
finally loaded. This commit fixes it by setting player velocity to zero
when the world around them is not loaded.
2016-04-06 01:11:36 +02:00
Auke Kok
14a15265db Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
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
nerzhul
1bf870c8c1 Revert "Fix jumping at node edge"
This reverts commit 60dc01dc258db842e229351b871d0989e3e7d62c.

This fixes issue #3773
2016-03-01 11:15:14 +01:00
Loic Blot
47207a8b9c Little collision.cpp cleanups 2016-02-20 09:44:22 +01:00
gregorycu
ac351b2cc4 Fix jumping at node edge 2016-02-19 20:05:58 -05:00
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
Sapier
761228c90e Make collisionMoveSimple time overflow message written to log/show up at max once per step 2015-12-29 17:02:17 +01:00
BlockMen
c26f21eb25 Fix jittering sounds on entities (fixes #2974) 2015-10-26 19:40:26 +01:00
ShadowNinja
29e8adeadc Use warningstream for log messages with WARNING
Remove DTIME macro and its uses, too
2015-10-14 01:36:48 -04:00
Christof Kaufmann
6af42510bc Fix falling through nodes on world load (fixes #2784)
On world load the collision code can not see node boxes, since the
nodes have not been loaded. Thus it collided only at the next full
node. However, standing on a slab on world load leaded to sinking into
it until the world finished loading. Then one maybe fell further, if
the node below was not walkable.

Now, with this commit, when no node around the player has been loaded
it simply does not move the player.
2015-09-26 21:40:45 +02:00
David Jones
9d1284b324 Change i++ to ++i 2015-08-25 18:33:52 -04:00
Loic Blot
3d9347b35e Remove profiler.h include where it's not needed. Remove some unreachable and very old code 2015-07-21 08:10:43 +02:00
Loic Blot
ba8ec92a6e Use std::vector instead of std::set for Environment::getObjectsInsideRadius
We are only iterating sequentially, we don't need a set here
Also use a vector reference instead of a copy
2015-04-16 18:37:29 +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
346c951bb4 collisionMoveSimple: use std::vector instead of std::list, this improve the performances 2015-03-05 18:08:19 +01:00
Craig Robbins
aacc3cba46 Remove most exceptions from getNode() (and variants) 2014-11-14 18:05:34 +10:00
RealBadAngel
983201a10b Custom collision boxes node property. 2014-10-19 20:48:21 +02:00
PilzAdam
617d8cba5d Add an option to disable object <-> object collision for Lua entities 2013-07-20 20:43:11 +02:00
proller
fd9ca36409 Disable collision fix, its broke unit tests 2013-07-01 00:26:54 +04:00
proller
ff93fdfdc3 Fix sand, gravel falling stuck 2013-06-30 22:48:51 +04:00
kwolekr
76c6a6c017 Fix nearly all warnings 2013-05-19 21:26:56 -04:00
sapier
2ae6230bda fix objects colliding with its own collision boxes 2013-04-09 23:16:13 +02:00
Esteban I. Ruiz Moreno
95a687a660 Limit speed in collisionMoveResult for avoiding hangs 2013-04-03 23:29:51 +02:00
sapier
fd60aa7e67 Closed add object <-> object collision handling 2013-03-28 00:09:24 +01:00
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
sapier
01bd5af898 add limit for steps to avoid runaway memory consumption by collision handling 2013-01-16 23:27:11 +00:00
Perttu Ahola
07526467af Add bouncy node group 2012-09-01 12:58:37 +03:00
Kahrl
05d8ea0ebb Custom boxy nodes (stairs, slabs) and collision changes 2012-06-17 16:34:39 +03:00
Perttu Ahola
e70b6545b1 Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors 2012-06-05 18:54:07 +03:00
Perttu Ahola
65f368f2a8 Fix collision code getting stuck if speed is 0 2012-04-07 19:19:36 +03:00
Perttu Ahola
82a460ec90 Improve luaentity sprite functionality (and add some random stuff) 2011-11-29 19:13:54 +02:00
Perttu Ahola
290e921920 Relatively snappy object-ground collision detection 2011-11-29 19:13:50 +02:00
Perttu Ahola
c6fd2986d4 GameDef compiles 2011-11-29 19:13:42 +02:00
Perttu Ahola
64996422c0 Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff 2011-11-29 19:13:40 +02:00
Perttu Ahola
90d793f8f3 extended content-type range 2011-07-23 16:55:26 +03:00
Perttu Ahola
91cfbe2891 reorganized a lot of stuff and modified mapgen and objects slightly while doing it 2011-06-26 15:48:56 +03:00
Perttu Ahola
c638442e78 Some work-in-progress in hp and mobs and a frightening amount of random fixes. 2011-04-21 19:35:17 +03:00
Perttu Ahola
5a4d8ffad3 implemented rats in new system to verify that it works 2011-04-10 15:16:27 +03:00