Allow transparent image_buttons
Adding background to Formspec
Add jordan4ibanez' better digging animation
Merge pull request #286 from PilzAdam/digging_animation

Add jordan4ibanez' better digging animation
Merge pull request #284 from RealBadAngel/master

Adding backgrounds to formspec
Fix server crash on /clearpassword

According to #253, using `/clearpassword` without an argument causes the server to crash from an assertion failure. I've resubmitted matttpt's patch as a pull request to aid in merging.
Merge pull request #268 from khonkhortisan/image_button

Allow transparent image_buttons
Fix trees growing into any type of node
Revert "Don't leak textures all over the place"

This causes textures to be deleted before they are no longer accessed,
resulting in a segmentation fault. This needs to be rewritten in such a way
that textures are deleted when the client disconnects from a server.

This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
3D model support for players using Irrlicht. Also ready the basis for mesh support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
Properly read the mesh from LUA.

Players can now be set to meshes using the following test script:

function switch_player_visual()
		prop = {
			mesh="player.obj",
			texture="player.png",
			visual="mesh",
		}
	for _, obj in pairs(minetest.get_connected_players()) do
		obj:set_properties(prop)
	end
	minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
Fix material properties and allow lighting. Models should now be affected by light instead of being black
Add a subfolder for models and transfer models from server to client

(obj, md2 and md3 are currently allowed)

Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet!

If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting others
Get the mesh working through the memory cache properly. Most credit goes to celeron55 for the help on this code

Get the texture from memory as well

Add .x to the list of supported formats

Update LUA API documentation
Allow the LUA API to set animations to meshes as well as the animation speed. Also update animations only when needed.

Support for animation blending, though for some reason it doesn't work.

Don't enable animation transitions by default for many reaosons

Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit

Same system for bone rotation, plus a few other things I missed
Joint positioning and rotation code, and fix a problem related to their lua API

Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
Get the new animation framework properly working

Store start and end frames as v2f

Also move bone animations to their own function instead of object properties
Framework for the attachment system, new object property which allows changing the color and alpha of mesh materials

New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there

Framework for the attachment system, with no actual functionality yet

Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client

I will also want position and rotation offsets to be possible to apply to attachments

Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
Complete the attachment framework.

The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come

Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment:

// Attachments need to be handled on both the server and client.
// If we attach only on the server, models (which are client-side)
// can't be read so we don't know the origin and orientation of bones.
// If we attach only on the client, the real position of attachments is
// not updated and you can't click them for example.
Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments