Add script to turn players into meshes, ticks every 1 second

Trigger the player.lua file in init.lua

Commit the ugly and temporary test model and texture. We'll get to a real animated player mesh once the code for that is ready

Set visual_size accordingly so the player model doesn't stretch vertically (default of the sprite player)

Attempt to use the b3d model format, although it doesn't seem to work so far
b3d, you have failed me. x model format, you're in

Entries for the newly added animation features

Update player script to work with the latest code

Add a test case for attachments. A LUA entity is attached to the player with a specified name 10 seconds after the server starts

Add a detachment test case (5 seconds after attaching)

Update function names, plus add a test case for both player to player and lua-entity to player attachments
Fix attachment test script and unregistered entities. Thanks jin_xi for this
At last, we have a player.

Consists of a simple standi animation currently being looped.

Compatible with any MineCraft skin, no texture included on GIT for licensing reasons.

Walk animations for the player (forward, backward, strafe left and strafe right). This commit removes other test cases from the default script, so that player.lua can be brought to what it's intended for

Punch / mine animation, and some consistency improvements to the player script
Remove segmentation of limbs, because I don't like how the arms appeared to shrink during some deformations. This makes the player mesh exactly like the one in MineCraft, and gives people more reasons to complain that we're copying it :P

Rename player to character, to avoid conflicting with the default player sprite

New skin by Jordach

Add licenses to readme for the model and skin

Fix bad mirroring of left arm for player model
Updated texture from Jordach, and fix the licensing confusion

I forgot frame range definitions need to be per-model, since each model could have its own animations. Specify current ones as being player.x's

Add death animation, and correct many mesh issues I didn't notice last time
Important improvements to the player script. Instead of setting model and texture every X seconds, only do it when the player joins (so far)

Add a function which allows registering different frame ranges for different player models

Cosmetic improvements to the player script

More progress on the player animation functions, this commit adds useles code currently
Get player walking and standing animations working! The player will play the proper animation when walking or standing.

Also get the mine animation working when holding the left mouse button. Walk animations have priority over it, and sadly you can't play both at the same time

Set initial player animation to stand
Model - Get rid of the 4 walk animations and only leave one, which looks good for all directions. Also add a Walk + Mine animation, since Irrlicht doesn't support blending the two animations otherwise

Update player script to match the animations in the previous commit

Shorten the still mine animation so the hand matches the speed of the walk-mine animation

Reduce animation speed to half when sneaking
Implement death animation, but it currently loops constantly after the player dies (the player gets up and falls to the ground forever)
Improve and optimize the player script and add better comments
Models allow multiple materials with multiple textures, so make the player texture field a list instead
Make the arms swing more for the walk animation