Commit Graph

100 Commits

Author SHA1 Message Date
MoNTE48 695e833477 Merge remote-tracking branch 'upstream/stable-0.4' into sync 2019-04-01 20:18:54 +02:00
SmallJoker 263400b3d8 C++03 oldify in various source files 2018-06-03 17:32:00 +02:00
Loic Blot e660b05523 Fix C++03 compiling due to C++11 initialization issues in backport 2018-06-03 17:32:00 +02:00
SmallJoker ab72100a2c Localplayer: Fix disable_jump effect and getStandingNodePos()
Leave the old move code untouched.
2018-06-03 17:31:59 +02:00
Paramat 888b99e1b6 Android stepheight: Only increase if 'touching ground' (#6313) 2018-06-03 17:31:59 +02:00
SmallJoker 070ab6654a Sneak: Stripped down version
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
2018-06-03 17:31:59 +02:00
Maksim Gamarnik 4cd987b653 Merge Minetest 0.4.16 2017-06-06 23:03:34 +03:00
paramat da88a18676 Revert custom player collision box and step height commits
These caused inability to pass through 2 node high spaces or step up onto slabs
or steps when a new client connected to an older server.
2017-05-09 03:52:28 +01:00
paramat 5e04f1a335 Custom step height: Fix implementation
Recent commit 45ab62d6a3 had a coding error that
made climbing out of water difficult due to an incorrect value of the step height
when not 'touching ground'.
It also incorrectly multiplied the custom stepheight by BS, resulting in being
able to step-up 2 nodes if set to the default of 0.6, or even 0.3.
Also the implementation was wrong because it customised the step height when
not 'touching ground', this step height is for a slight rise when catching the
edge of a node during a jump, and should always remain at 0.2 * BS.
2017-05-08 05:59:19 +01:00
Sapier 45ab62d6a3 Use stepheight from CAO instead of hardcoded value 2017-05-06 21:18:17 +02:00
TeTpaAka 6658ad3d94 Make players respect makes_footstep_sound in the object properties 2017-05-06 20:16:16 +02:00
SmallJoker f9fdb48dc8 Sneak: Improve and fix various things
Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
2017-05-03 03:16:20 +01:00
paramat 58c083f305 Sneak glitch: Set default to false
The 'sneak glitch' physics override now controls whether a player can
use the new move code replications of the old sneak side-effects:
sneak ladders and 2 node sneak jump. This completes our intention to
replicate the old sneak side-effects in new code and provide them as
an option that is disabled by default.
2017-04-22 01:23:57 +01:00
paramat f6da7b3fda Sneak: Add option for old move code
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
2017-04-17 10:13:05 +01:00
paramat 59911761ef Sneak glitch: Detect ledge for 2-node climb-up
Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.

An unexpected side-effect is the simple sneak ladder working smoothly.
2017-04-11 05:41:13 +01:00
sfan5 5e806690fc Sneak: Fix sneaking on free-floating lower-half slabs 2017-03-29 10:19:49 +02:00
sfan5 b85301ce69 Sneak: Fix stair lower step bug and ladder in 1x1 hole bugs 2017-03-29 00:51:13 +01:00
sfan5 1139a18c3a Sneak: Replicate sneak ladder in new code, is optional
Enabled using the existing 'sneak_glitch' physics override.
2017-03-26 05:53:30 +01:00
sfan5 14aa990cdd Sneak: Fix various problems with sneaking
Sneaking won't actually hover you in the air, releasing shift guarantees not
falling down (same as in MC).
Sneak-jump no longer goes higher than a normal jump (^ was required for this).
Sneaking no longer avoids fall damage.
You can sneak on partial nodes (slabs, sideways slabs) correctly.
Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4).
Can't jump when sneaking out as far as possible (breaks the sneak ladder).
2017-03-16 02:52:59 +00:00
paramat 984e063374 Footsteps: Fix offset footstep and shallow water sound bugs
Fix footstep sounds coming from nodes to either side when walking on a
1 node wide row of nodebox slabs such as default:snow.
Fix sand footsteps when swimming in 1 node deep water.

Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()'
to avoid using a horizontally-offset 'sneak node' for sounds.

Sound is selected from the node BS * 0.05 below the player's feet, so
that 1/16th slabs will play the slab sound but 1/32nd slabs will not.
If the player is not 'touching ground' the node detection position is
changed to BS * 0.5 below to preserve footstep sounds when landing after
a jump or fall.
2017-02-12 01:52:12 +00:00
Maksim Gamarnik 8cc092b177 Updated to Minetest ver. 0.4.15 2017-01-30 00:44:07 +02:00
Loic Blot 430d3b28e4 Cleanup some header inclusions to improve compilation times 2017-01-11 15:53:56 +01:00
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* 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
2017-01-09 20:39:22 +01:00
lhofhansl 5dc6198878 Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-11-30 18:13:14 +10:00
sfan5 60c5679a07 iOS changed files (#41) 2016-11-06 00:14:16 +02:00
Ner'zhul 9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
Loic Blot 7bbd716426 RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
2016-10-08 22:27:44 +02:00
est31 2060fd9cbe Initial Gamepad support
Adds initial ingame gamepad support to minetest.

Full Formspec support is not implemented yet and
can be added by a later change.
2016-06-03 19:42:57 +02:00
Maksim Gamarnik 6a46c7bf60 Merge 2016-05-07 23:57:42 +03:00
Maksim Gamarnik bb925479a5 Android: Increase player_stepheight for thicker snow nodebox 2016-05-06 00:32:35 +01:00
Maksim Gamarnik 7039222ef9 ver. 1.2.1.1 2016-03-19 00:16:30 +02:00
Maksim Gamarnik 363afe5a55 Merge branch 'upstream/master' 2016-03-14 11:44:17 +02:00
HybridDog c0b6986e38 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 e737b1c271 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 4ee5e23518 Merge remote-tracking branch 'upstream/master' 2016-02-15 05:10:11 +02:00
Loic Blot 3a74b84007 Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
Maksim Gamarnik 18c6b747b6 Merge branch 'master' of https://github.com/minetest/minetest 2016-01-31 20:57:03 +02:00
est31 4e93ba06a7 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 bef9573aeb Merge last Minetest commits 2015-11-10 20:29:00 +02:00
Maksim Gamarnik 9012ac8f22 Update
Sync all Minetest commits
2015-11-10 13:49:24 +02:00
kwolekr 6f95bb1ef3 Fix misc. MinGW and Valgrind warnings 2015-11-08 16:34:56 -05:00
est31 1550ab3c5d Only go fast in autorun if fast move is enabled 2015-11-03 15:40:47 +01:00
BlockMen 8a6e921cb8 Fix jittering sounds on entities (fixes #2974) 2015-10-26 19:40:26 +01:00
BlockMen 7238df4c59 Fix sneaking (fixes #665 and #3045) 2015-08-15 20:36:45 +02:00
Maksim Gamarnik d77ea9be46 LGPL 2.1 to 3.0 on all files 2015-08-14 01:26:28 +03:00
gregorycu 5c3c965c1a Fix detection of sneaking node
This fixes bug 1551
2015-08-06 03:14:56 -04:00
Miner59 060e56b24c 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 c41991541e Only retrieve always_fly_fast setting once 2015-05-31 23:21:55 +10:00
TeTpaAka 31bed00b9b 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 b4dfaa3a7a Only retrieve always_fly_fast setting once 2015-05-30 22:29:36 +02:00