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Deprecate get_player_velocity and add_player_velocity (#10173)

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rubenwardy 2020-10-04 00:33:45 +01:00 committed by GitHub
parent 41a6136f77
commit 3250b37e32
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5 changed files with 58 additions and 67 deletions

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@ -4340,6 +4340,8 @@ Utilities
pathfinder_works = true,
-- Whether Collision info is available to an objects' on_step (5.3.0)
object_step_has_moveresult = true,
-- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
direct_velocity_on_players = true,
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
@ -6118,6 +6120,19 @@ object you are working with still exists.
* `get_pos()`: returns `{x=num, y=num, z=num}`
* `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
* `get_velocity()`: returns the velocity, a vector.
* `add_velocity(vel)`
* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
* In comparison to using get_velocity, adding the velocity and then using
set_velocity, add_velocity is supposed to avoid synchronization problems.
Additionally, players also do not support set_velocity.
* If a player:
* Does not apply during free_move.
* Note that since the player speed is normalized at each move step,
increasing e.g. Y velocity beyond what would usually be achieved
(see: physics overrides) will cause existing X/Z velocity to be reduced.
* Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
pressing the jump key (assuming default settings)
* `move_to(pos, continuous=false)`
* Does an interpolated move for Lua entities for visually smooth transitions.
* If `continuous` is true, the Lua entity will not be moved to the current
@ -6189,11 +6204,6 @@ object you are working with still exists.
no effect and returning `nil`.
* `set_velocity(vel)`
* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
* `add_velocity(vel)`
* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
* In comparison to using get_velocity, adding the velocity and then using
set_velocity, add_velocity is supposed to avoid synchronization problems.
* `get_velocity()`: returns the velocity, a vector
* `set_acceleration(acc)`
* `acc` is a vector
* `get_acceleration()`: returns the acceleration, a vector
@ -6229,16 +6239,9 @@ object you are working with still exists.
#### Player only (no-op for other objects)
* `get_player_name()`: returns `""` if is not a player
* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
table {x, y, z} representing the player's instantaneous velocity in nodes/s
* `add_player_velocity(vel)`
* Adds to player velocity, this happens client-side and only once.
* Does not apply during free_move.
* Note that since the player speed is normalized at each move step,
increasing e.g. Y velocity beyond what would usually be achieved
(see: physics overrides) will cause existing X/Z velocity to be reduced.
* Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
pressing the jump key (assuming default settings)
* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_vertical()`: pitch in radians
* Angle ranges between -pi/2 and pi/2, which are straight up and down