Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Extend bone override capabilities #12388

Merged
merged 58 commits into from
Dec 20, 2023
Merged

Conversation

appgurueu
Copy link
Contributor

@appgurueu appgurueu commented May 30, 2022

Revival of #10704 - rebased, loads of bugs fixed, code cleaned up. Closes #12294. Fixes the bone rotation interpolation aspect of #10572. Closes #13688

Implements bone overrides supporting position, rotation and scale, all of which can be relative and/or interpolated.

Ready for review. Extensive testing needed.

How to test

  1. Use mods like character_anim or playeranim to verify that the old API still works.

  2. Use the new, documented API. Example based on @LoneWolfHT's headanim:

    1. Use the /headanim chatcommand to toggle the override.

Screenshot 2022-05-30 14-49-23

mods/headlessanim/init.lua:

local lastdir = {}

minetest.register_globalstep(function(dtime)
	for _, player in pairs(minetest.get_connected_players()) do
		local pname = player:get_player_name()
		local ldeg = -math.deg(player:get_look_vertical())
		if lastdir[pname] == nil then
			lastdir[pname] = 0
		end
		if lastdir[pname] then
			if math.abs(lastdir[pname] - ldeg) > 4 then
				lastdir[pname] = ldeg
				player:set_bone_override("Head", {rotation = {vector = {x = ldeg, y = 0, z = 0}, absolute = true },
				scale = {vector = { x = 1.5, y = 1.5, z = 1.5 }}})
			end
		end
	end
end)

minetest.register_on_leaveplayer(function(player)
	lastdir[player:get_player_name()] = nil
end)

minetest.register_chatcommand("headanim", {
	func = function(name)
		local player = assert(minetest.get_player_by_name(name))
		if lastdir[name] then
			lastdir[name] = false -- don't update Head in globalstep
			player:set_bone_override"Head" -- clear override
		else
			lastdir[name] = 0
		end
	end
})

@appgurueu appgurueu changed the title Bonepos yay Extend bone override capabilities May 30, 2022
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
@Zughy Zughy added @ Script API Feature ✨ PRs that add or enhance a feature Roadmap: Needs approval The change is not part of the current roadmap and needs to be approved by coredevs beforehand labels May 30, 2022
@appgurueu appgurueu force-pushed the bonepos-yay branch 2 times, most recently from 16a7aed to 356a7ff Compare May 31, 2022 12:20
@sfan5 sfan5 added Concept approved Approved by a core dev: PRs welcomed! and removed Roadmap: Needs approval The change is not part of the current roadmap and needs to be approved by coredevs beforehand labels Jun 5, 2022
@sfan5 sfan5 self-requested a review June 5, 2022 20:44
Copy link
Member

@SmallJoker SmallJoker left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The idea is good, but the code generally needs more comments and better pointer handling.

doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
src/activeobject.h Outdated Show resolved Hide resolved
src/client/content_cao.cpp Outdated Show resolved Hide resolved
src/client/content_cao.cpp Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/server/serveractiveobject.h Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.h Outdated Show resolved Hide resolved
@appgurueu
Copy link
Contributor Author

Thanks for the thorough review @SmallJoker! Everything should be addressed now, making the code noticeably cleaner and leading me to squish some bugs along the way!

src/client/content_cao.cpp Outdated Show resolved Hide resolved
src/client/content_cao.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
Copy link
Member

@SmallJoker SmallJoker left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sorry for the separate reviews. Taking a pause did however help to find a few more, although rather minor issues.

src/server/serveractiveobject.h Outdated Show resolved Hide resolved
src/client/content_cao.cpp Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
@appgurueu appgurueu force-pushed the bonepos-yay branch 3 times, most recently from 931f1b5 to 0a2c476 Compare September 10, 2022 19:09
doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
doc/lua_api.txt Outdated Show resolved Hide resolved
src/activeobject.h Outdated Show resolved Hide resolved
src/client/content_cao.cpp Outdated Show resolved Hide resolved
src/network/networkprotocol.h Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.cpp Outdated Show resolved Hide resolved
src/server/unit_sao.h Outdated Show resolved Hide resolved
@sfan5 sfan5 added the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Sep 16, 2022
@Zughy Zughy removed the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Oct 13, 2022
@appgurueu
Copy link
Contributor Author

Rebased.

@appgurueu
Copy link
Contributor Author

Bumped everything for 5.9.0 since we're in feature freeze for 5.8.0 now.

doc/lua_api.md Outdated Show resolved Hide resolved
doc/lua_api.md Outdated Show resolved Hide resolved
src/activeobject.h Outdated Show resolved Hide resolved
src/network/networkprotocol.h Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/script/lua_api/l_object.cpp Outdated Show resolved Hide resolved
src/server/luaentity_sao.cpp Outdated Show resolved Hide resolved
src/server/serveractiveobject.h Outdated Show resolved Hide resolved
@sfan5 sfan5 added the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Nov 4, 2023
@appgurueu
Copy link
Contributor Author

Thanks for the review. Should all be addressed now.

@Zughy Zughy removed the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Nov 17, 2023
@sfan5 sfan5 self-requested a review November 18, 2023 00:20
src/server/player_sao.cpp Outdated Show resolved Hide resolved
doc/lua_api.md Outdated Show resolved Hide resolved
@sfan5 sfan5 merged commit 0d61598 into luanti-org:master Dec 20, 2023
13 checks passed
@MisterE123
Copy link
Contributor

Wait, so legboat can actually walk smoothly now? As in, real, interpolated, terrain-based IK is possible?

siboehm referenced this pull request in Astera-org/minetest Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (#14057)

Fix unittest failure for release versions (#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (#13929)

Warning: inform about entity name when bug detected about attachement (#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (#14092)

MinGW toolchain refresh

Add dithering (#9014)

Android: Pause rendering while the app is paused (#14058)

Hand roll UTF-16 conversion in CGUITTFont (#14121)

Extend bone override capabilities (#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (#14054)

Partially address #13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (#14060)

Optimize and improve built-in PNG writer (#14020)

Update CMakeLists.txt to fix MacOS build (#14160)

Co-authored-by: sfan5 <[email protected]>

Support both mouse and touch input in GUIs in a single binary  (#14146)

Avoid short overflow with large viewing ranges (#14175)

Rename `hud_elem_type` to `type` (#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (#14148)

Do not emerge blocks in the active_object_send_range_blocks range (#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <[email protected]>

Method add_pos for object/player (#14126)

Comply with base64 license terms (#14199)

Remove reference to defunct gitlab docker image

see #14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (#14206)

Remove server's address and port from pause menu (#14082)

Touchscreen: Recognize double-taps as double-clicks  (#14187)

Fix GameUI text staying visible during shutdown. (#14197)

Don't run CDB update_detector more than once (#14214)

Remove controls listed in the pause menu (no touchscreen) (#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <[email protected]>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
siboehm referenced this pull request in Astera-org/minetest Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (#14057)

Fix unittest failure for release versions (#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (#13929)

Warning: inform about entity name when bug detected about attachement (#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (#14092)

MinGW toolchain refresh

Add dithering (#9014)

Android: Pause rendering while the app is paused (#14058)

Hand roll UTF-16 conversion in CGUITTFont (#14121)

Extend bone override capabilities (#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (#14054)

Partially address #13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (#14060)

Optimize and improve built-in PNG writer (#14020)

Update CMakeLists.txt to fix MacOS build (#14160)

Co-authored-by: sfan5 <[email protected]>

Support both mouse and touch input in GUIs in a single binary  (#14146)

Avoid short overflow with large viewing ranges (#14175)

Rename `hud_elem_type` to `type` (#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (#14148)

Do not emerge blocks in the active_object_send_range_blocks range (#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <[email protected]>

Method add_pos for object/player (#14126)

Comply with base64 license terms (#14199)

Remove reference to defunct gitlab docker image

see #14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (#14206)

Remove server's address and port from pause menu (#14082)

Touchscreen: Recognize double-taps as double-clicks  (#14187)

Fix GameUI text staying visible during shutdown. (#14197)

Don't run CDB update_detector more than once (#14214)

Remove controls listed in the pause menu (no touchscreen) (#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <[email protected]>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
@appgurueu
Copy link
Contributor Author

appgurueu commented Aug 16, 2024

After a bug report, I realized that this PR introduced a behavioral change in get_bone_position: Before, it would give you back whatever you passed to set_bone_position. Now, it gives you an equivalent rotation (assuming Irrlicht's quaternion to euler angle and vice versa conversions are correct), which can break code which relied on it giving you the very euler angles you put in (such as code which interpolates a rotation manually).

The possibly affected mods and games are the following: https://content.minetest.net/zipgrep/5296f687-4e1c-4ae1-8520-0119d7940824/. Notably ElCeejo's mods are affected, as well as possibly the Mineclone family.

A simple workaround would be to keep the original euler angles around (which mods could also do themselves). Should I implement that?

@sfan5
Copy link
Collaborator

sfan5 commented Aug 16, 2024

No opinion but it'd be best to track this in a new issue.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Concept approved Approved by a core dev: PRs welcomed! Feature ✨ PRs that add or enhance a feature One approval ✅ ◻️ @ Script API
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Objects rotation is in radians but bones rotation is in degrees No way to unset bone.
8 participants