]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/content_cao.cpp
Fix lighting of upright_sprite entities (#12336)
[dragonfireclient.git] / src / client / content_cao.cpp
index fae06554a6121d5b295fe1613ae13f44e4c05855..9c3e5aa059c46c82a6dfb98dca0abe39f88158a2 100644 (file)
@@ -20,7 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_cao.h"
 #include <IBillboardSceneNode.h>
 #include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
 #include <IMeshManipulator.h>
 #include <IAnimatedMeshSceneNode.h>
 #include "client/client.h"
@@ -28,7 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client/sound.h"
 #include "client/tile.h"
 #include "util/basic_macros.h"
-#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
+#include "util/numeric.h"
 #include "util/serialize.h"
 #include "camera.h" // CameraModes
 #include "collision.h"
@@ -47,6 +46,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <algorithm>
 #include <cmath>
 #include "client/shader.h"
+#include "client/minimap.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -171,6 +171,20 @@ static void updatePositionRecursive(scene::ISceneNode *node)
        node->updateAbsolutePosition();
 }
 
+static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
+{
+       thread_local std::vector<u64> logged;
+
+       std::string message = from.str();
+       u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
+
+       if (std::find(logged.begin(), logged.end(), hash) != logged.end())
+               return false;
+       logged.push_back(hash);
+       log_to << message << std::endl;
+       return true;
+}
+
 /*
        TestCAO
 */
@@ -188,7 +202,7 @@ class TestCAO : public ClientActiveObject
 
        static ClientActiveObject* create(Client *client, ClientEnvironment *env);
 
-       void addToScene(ITextureSource *tsrc);
+       void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
        void removeFromScene(bool permanent);
        void updateLight(u32 day_night_ratio);
        void updateNodePos();
@@ -219,7 +233,7 @@ ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
        return new TestCAO(client, env);
 }
 
-void TestCAO::addToScene(ITextureSource *tsrc)
+void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
 {
        if(m_node != NULL)
                return;
@@ -248,7 +262,7 @@ void TestCAO::addToScene(ITextureSource *tsrc)
        // Add to mesh
        mesh->addMeshBuffer(buf);
        buf->drop();
-       m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+       m_node = smgr->addMeshSceneNode(mesh, NULL);
        mesh->drop();
        updateNodePos();
 }
@@ -346,16 +360,6 @@ void GenericCAO::initialize(const std::string &data)
        infostream<<"GenericCAO: Got init data"<<std::endl;
        processInitData(data);
 
-       if (m_is_player) {
-               // Check if it's the current player
-               LocalPlayer *player = m_env->getLocalPlayer();
-               if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
-                       m_is_local_player = true;
-                       m_is_visible = false;
-                       player->setCAO(this);
-               }
-       }
-
        m_enable_shaders = g_settings->getBool("enable_shaders");
 }
 
@@ -378,6 +382,16 @@ void GenericCAO::processInitData(const std::string &data)
        m_rotation = readV3F32(is);
        m_hp = readU16(is);
 
+       if (m_is_player) {
+               // Check if it's the current player
+               LocalPlayer *player = m_env->getLocalPlayer();
+               if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
+                       m_is_local_player = true;
+                       m_is_visible = false;
+                       player->setCAO(this);
+               }
+       }
+
        const u8 num_messages = readU8(is);
 
        for (int i = 0; i < num_messages; i++) {
@@ -421,7 +435,7 @@ const v3f GenericCAO::getPosition() const
        return m_position;
 }
 
-const bool GenericCAO::isImmortal()
+bool GenericCAO::isImmortal() const
 {
        return itemgroup_get(getGroups(), "immortal");
 }
@@ -457,18 +471,20 @@ void GenericCAO::setChildrenVisible(bool toset)
                GenericCAO *obj = m_env->getGenericCAO(cao_id);
                if (obj) {
                        // Check if the entity is forced to appear in first person.
-                       obj->setVisible(obj->isForcedVisible() ? true : toset);
+                       obj->setVisible(obj->m_force_visible ? true : toset);
                }
        }
 }
 
-void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
+void GenericCAO::setAttachment(int parent_id, const std::string &bone,
+               v3f position, v3f rotation, bool force_visible)
 {
        int old_parent = m_attachment_parent_id;
        m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
+       m_force_visible = force_visible;
 
        ClientActiveObject *parent = m_env->getActiveObject(parent_id);
 
@@ -479,15 +495,30 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit
                        parent->addAttachmentChild(m_id);
        }
        updateAttachments();
+
+       // Forcibly show attachments if required by set_attach
+       if (m_force_visible) {
+               m_is_visible = true;
+       } else if (!m_is_local_player) {
+               // Objects attached to the local player should be hidden in first person
+               m_is_visible = !m_attached_to_local ||
+                       m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
+               m_force_visible = false;
+       } else {
+               // Local players need to have this set,
+               // otherwise first person attachments fail.
+               m_is_visible = true;
+       }
 }
 
 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
-       v3f *rotation) const
+       v3f *rotation, bool *force_visible) const
 {
        *parent_id = m_attachment_parent_id;
        *bone = m_attachment_bone;
        *position = m_attachment_position;
        *rotation = m_attachment_rotation;
+       *force_visible = m_force_visible;
 }
 
 void GenericCAO::clearChildAttachments()
@@ -506,9 +537,9 @@ void GenericCAO::clearChildAttachments()
 void GenericCAO::clearParentAttachment()
 {
        if (m_attachment_parent_id)
-               setAttachment(0, "", m_attachment_position, m_attachment_rotation);
+               setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
        else
-               setAttachment(0, "", v3f(), v3f());
+               setAttachment(0, "", v3f(), v3f(), false);
 }
 
 void GenericCAO::addAttachmentChild(int child_id)
@@ -538,6 +569,9 @@ void GenericCAO::removeFromScene(bool permanent)
                clearParentAttachment();
        }
 
+       if (auto shadow = RenderingEngine::get_shadow_renderer())
+               shadow->removeNodeFromShadowList(getSceneNode());
+
        if (m_meshnode) {
                m_meshnode->remove();
                m_meshnode->drop();
@@ -566,11 +600,14 @@ void GenericCAO::removeFromScene(bool permanent)
                m_client->getCamera()->removeNametag(m_nametag);
                m_nametag = nullptr;
        }
+
+       if (m_marker && m_client->getMinimap())
+               m_client->getMinimap()->removeMarker(&m_marker);
 }
 
-void GenericCAO::addToScene(ITextureSource *tsrc)
+void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
 {
-       m_smgr = RenderingEngine::get_scene_manager();
+       m_smgr = smgr;
 
        if (getSceneNode() != NULL) {
                return;
@@ -602,8 +639,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        }
 
        auto grabMatrixNode = [this] {
-               m_matrixnode = RenderingEngine::get_scene_manager()->
-                               addDummyTransformationSceneNode();
+               m_matrixnode = m_smgr->addDummyTransformationSceneNode();
                m_matrixnode->grab();
        };
 
@@ -621,11 +657,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        if (m_prop.visual == "sprite") {
                grabMatrixNode();
-               m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
+               m_spritenode = m_smgr->addBillboardSceneNode(
                                m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
-                               tsrc->getTextureForMesh("unknown_node.png"));
+                               tsrc->getTextureForMesh("no_texture.png"));
 
                setSceneNodeMaterial(m_spritenode);
 
@@ -706,18 +742,13 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        mesh->addMeshBuffer(buf);
                        buf->drop();
                }
-               m_meshnode = RenderingEngine::get_scene_manager()->
-                       addMeshSceneNode(mesh, m_matrixnode);
+               m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
-               // Set it to use the materials of the meshbuffers directly.
-               // This is needed for changing the texture in the future
-               m_meshnode->setReadOnlyMaterials(true);
        } else if (m_prop.visual == "cube") {
                grabMatrixNode();
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-               m_meshnode = RenderingEngine::get_scene_manager()->
-                       addMeshSceneNode(mesh, m_matrixnode);
+               m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
 
@@ -730,11 +761,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                grabMatrixNode();
                scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
                if (mesh) {
-                       m_animated_meshnode = RenderingEngine::get_scene_manager()->
-                               addAnimatedMeshSceneNode(mesh, m_matrixnode);
-                       m_animated_meshnode->grab();
-                       mesh->drop(); // The scene node took hold of it
-
                        if (!checkMeshNormals(mesh)) {
                                infostream << "GenericCAO: recalculating normals for mesh "
                                        << m_prop.mesh << std::endl;
@@ -742,6 +768,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                                                recalculateNormals(mesh, true, false);
                        }
 
+                       m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
+                       m_animated_meshnode->grab();
+                       mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(m_prop.visual_size);
 
@@ -772,8 +801,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        infostream << "serialized form: " << m_prop.wield_item << std::endl;
                        item.deSerialize(m_prop.wield_item, m_client->idef());
                }
-               m_wield_meshnode = new WieldMeshSceneNode(
-                       RenderingEngine::get_scene_manager(), -1);
+               m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
                m_wield_meshnode->setItem(item, m_client,
                        (m_prop.visual == "wielditem"));
 
@@ -788,18 +816,44 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        if (m_reset_textures_timer < 0)
                updateTextures(m_current_texture_modifier);
 
-       scene::ISceneNode *node = getSceneNode();
+       if (scene::ISceneNode *node = getSceneNode()) {
+               if (m_matrixnode)
+                       node->setParent(m_matrixnode);
 
-       if (node && m_matrixnode)
-               node->setParent(m_matrixnode);
+               if (auto shadow = RenderingEngine::get_shadow_renderer())
+                       shadow->addNodeToShadowList(node);
+       }
 
        updateNametag();
+       updateMarker();
        updateNodePos();
        updateAnimation();
        updateBonePosition();
        updateAttachments();
        setNodeLight(m_last_light);
        updateMeshCulling();
+
+       if (m_animated_meshnode) {
+               u32 mat_count = m_animated_meshnode->getMaterialCount();
+               if (mat_count == 0 || m_prop.textures.empty()) {
+                       // nothing
+               } else if (mat_count > m_prop.textures.size()) {
+                       std::ostringstream oss;
+                       oss << "GenericCAO::addToScene(): Model "
+                               << m_prop.mesh << " loaded with " << mat_count
+                               << " mesh buffers but only " << m_prop.textures.size()
+                               << " texture(s) specifed, this is deprecated.";
+                       logOnce(oss, warningstream);
+
+                       video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
+                       for (u32 i = 1; i < mat_count; i++) {
+                               auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
+                               if (!layer.Texture)
+                                       layer.Texture = last;
+                               last = layer.Texture;
+                       }
+               }
+       }
 }
 
 void GenericCAO::updateLight(u32 day_night_ratio)
@@ -807,7 +861,8 @@ void GenericCAO::updateLight(u32 day_night_ratio)
        if (m_glow < 0)
                return;
 
-       u8 light_at_pos = 0;
+       u16 light_at_pos = 0;
+       u8 light_at_pos_intensity = 0;
        bool pos_ok = false;
 
        v3s16 pos[3];
@@ -816,28 +871,33 @@ void GenericCAO::updateLight(u32 day_night_ratio)
                bool this_ok;
                MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
                if (this_ok) {
-                       u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
-                       light_at_pos = MYMAX(light_at_pos, this_light);
+                       u16 this_light = getInteriorLight(n, 0, m_client->ndef());
+                       u8 this_light_intensity = MYMAX(this_light & 0xFF, (this_light >> 8) && 0xFF);
+                       if (this_light_intensity > light_at_pos_intensity) {
+                               light_at_pos = this_light;
+                               light_at_pos_intensity = this_light_intensity;
+                       }
                        pos_ok = true;
                }
        }
        if (!pos_ok)
-               light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
+               light_at_pos = LIGHT_SUN;
+
+       video::SColor light = encode_light(light_at_pos, m_glow);
+       if (!m_enable_shaders)
+               final_color_blend(&light, light_at_pos, day_night_ratio);
 
-       u8 light = decode_light(light_at_pos + m_glow);
        if (light != m_last_light) {
                m_last_light = light;
                setNodeLight(light);
        }
 }
 
-void GenericCAO::setNodeLight(u8 light)
+void GenericCAO::setNodeLight(const video::SColor &light_color)
 {
-       video::SColor color(255, light, light, light);
-
        if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
                if (m_wield_meshnode)
-                       m_wield_meshnode->setNodeLightColor(color);
+                       m_wield_meshnode->setNodeLightColor(light_color);
                return;
        }
 
@@ -845,12 +905,8 @@ void GenericCAO::setNodeLight(u8 light)
                if (m_prop.visual == "upright_sprite") {
                        if (!m_meshnode)
                                return;
-
-                       scene::IMesh *mesh = m_meshnode->getMesh();
-                       for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
-                               buf->getMaterial().EmissiveColor = color;
-                       }
+                       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+                               m_meshnode->getMaterial(i).EmissiveColor = light_color;
                } else {
                        scene::ISceneNode *node = getSceneNode();
                        if (!node)
@@ -858,16 +914,16 @@ void GenericCAO::setNodeLight(u8 light)
 
                        for (u32 i = 0; i < node->getMaterialCount(); ++i) {
                                video::SMaterial &material = node->getMaterial(i);
-                               material.EmissiveColor = color;
+                               material.EmissiveColor = light_color;
                        }
                }
        } else {
                if (m_meshnode) {
-                       setMeshColor(m_meshnode->getMesh(), color);
+                       setMeshColor(m_meshnode->getMesh(), light_color);
                } else if (m_animated_meshnode) {
-                       setAnimatedMeshColor(m_animated_meshnode, color);
+                       setAnimatedMeshColor(m_animated_meshnode, light_color);
                } else if (m_spritenode) {
-                       m_spritenode->setColor(color);
+                       m_spritenode->setColor(light_color);
                }
        }
 }
@@ -885,12 +941,32 @@ u16 GenericCAO::getLightPosition(v3s16 *pos)
        return 3;
 }
 
+void GenericCAO::updateMarker()
+{
+       if (!m_client->getMinimap())
+               return;
+
+       if (!m_prop.show_on_minimap) {
+               if (m_marker)
+                       m_client->getMinimap()->removeMarker(&m_marker);
+               return;
+       }
+
+       if (m_marker)
+               return;
+
+       scene::ISceneNode *node = getSceneNode();
+       if (!node)
+               return;
+       m_marker = m_client->getMinimap()->addMarker(node);
+}
+
 void GenericCAO::updateNametag()
 {
        if (m_is_local_player) // No nametag for local player
                return;
 
-       if (m_prop.nametag.empty()) {
+       if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
                // Delete nametag
                if (m_nametag) {
                        m_client->getCamera()->removeNametag(m_nametag);
@@ -908,12 +984,14 @@ void GenericCAO::updateNametag()
        if (!m_nametag) {
                // Add nametag
                m_nametag = m_client->getCamera()->addNametag(node,
-                       m_prop.nametag, m_prop.nametag_color, pos);
+                       m_prop.nametag, m_prop.nametag_color,
+                       m_prop.nametag_bgcolor, pos);
        } else {
                // Update nametag
-               m_nametag->nametag_text = m_prop.nametag;
-               m_nametag->nametag_color = m_prop.nametag_color;
-               m_nametag->nametag_pos = pos;
+               m_nametag->text = m_prop.nametag;
+               m_nametag->textcolor = m_prop.nametag_color;
+               m_nametag->bgcolor = m_prop.nametag_bgcolor;
+               m_nametag->pos = pos;
        }
 }
 
@@ -952,14 +1030,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        m_velocity = v3f(0,0,0);
                        m_acceleration = v3f(0,0,0);
                        const PlayerControl &controls = player->getPlayerControl();
+                       f32 new_speed = player->local_animation_speed;
 
                        bool walking = false;
-                       if (controls.up || controls.down || controls.left || controls.right ||
-                                       controls.forw_move_joystick_axis != 0.f ||
-                                       controls.sidew_move_joystick_axis != 0.f)
+                       if (controls.movement_speed > 0.001f) {
+                               new_speed *= controls.movement_speed;
                                walking = true;
+                       }
 
-                       f32 new_speed = player->local_animation_speed;
                        v2s32 new_anim = v2s32(0,0);
                        bool allow_update = false;
 
@@ -971,7 +1049,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                        g_settings->getBool("free_move") &&
                                        m_client->checkLocalPrivilege("fly"))))
                                        new_speed *= 1.5;
-                       // slowdown speed if sneeking
+                       // slowdown speed if sneaking
                        if (controls.sneak && walking)
                                new_speed /= 2;
 
@@ -1028,7 +1106,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                }
 
                removeFromScene(false);
-               addToScene(m_client->tsrc());
+               addToScene(m_client->tsrc(), m_smgr);
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
                for (u16 cao_id : m_attachment_child_ids) {
@@ -1121,7 +1199,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                }
        }
 
-       if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
+       if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
                // This is the child node's rotation. It is only used for automatic_rotate.
                v3f local_rot = node->getRotation();
                local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
@@ -1130,7 +1208,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
        }
 
        if (!getParent() && m_prop.automatic_face_movement_dir &&
-                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+                       (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
                float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
                                + m_prop.automatic_face_movement_dir_offset;
                float max_rotation_per_sec =
@@ -1243,9 +1321,15 @@ void GenericCAO::updateTextures(std::string mod)
        m_current_texture_modifier = mod;
        m_glow = m_prop.glow;
 
+       video::ITexture *shadow_texture = nullptr;
+       if (auto shadow = RenderingEngine::get_shadow_renderer())
+               shadow_texture = shadow->get_texture();
+
+       const u32 TEXTURE_LAYER_SHADOW = 3;
+
        if (m_spritenode) {
                if (m_prop.visual == "sprite") {
-                       std::string texturestring = "unknown_node.png";
+                       std::string texturestring = "no_texture.png";
                        if (!m_prop.textures.empty())
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
@@ -1253,6 +1337,7 @@ void GenericCAO::updateTextures(std::string mod)
                        m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
                        m_spritenode->setMaterialTexture(0,
                                        tsrc->getTextureForMesh(texturestring));
+                       m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                        // This allows setting per-material colors. However, until a real lighting
                        // system is added, the code below will have no effect. Once MineTest
@@ -1288,6 +1373,7 @@ void GenericCAO::updateTextures(std::string mod)
                                material.MaterialType = m_material_type;
                                material.MaterialTypeParam = 0.5f;
                                material.TextureLayer[0].Texture = texture;
+                               material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
                                material.setFlag(video::EMF_LIGHTING, true);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
@@ -1324,7 +1410,7 @@ void GenericCAO::updateTextures(std::string mod)
                {
                        for (u32 i = 0; i < 6; ++i)
                        {
-                               std::string texturestring = "unknown_node.png";
+                               std::string texturestring = "no_texture.png";
                                if(m_prop.textures.size() > i)
                                        texturestring = m_prop.textures[i];
                                texturestring += mod;
@@ -1338,6 +1424,7 @@ void GenericCAO::updateTextures(std::string mod)
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setTexture(0,
                                                tsrc->getTextureForMesh(texturestring));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
                                material.getTextureMatrix(0).makeIdentity();
 
                                // This allows setting per-material colors. However, until a real lighting
@@ -1357,54 +1444,56 @@ void GenericCAO::updateTextures(std::string mod)
                } else if (m_prop.visual == "upright_sprite") {
                        scene::IMesh *mesh = m_meshnode->getMesh();
                        {
-                               std::string tname = "unknown_object.png";
+                               std::string tname = "no_texture.png";
                                if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                               buf->getMaterial().setTexture(0,
+                               auto& material = m_meshnode->getMaterial(0);
+                               material.setTexture(0,
                                                tsrc->getTextureForMesh(tname));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
                                // has directional lighting, it should work automatically.
                                if(!m_prop.colors.empty()) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
+                                       material.AmbientColor = m_prop.colors[0];
+                                       material.DiffuseColor = m_prop.colors[0];
+                                       material.SpecularColor = m_prop.colors[0];
                                }
 
-                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                        {
-                               std::string tname = "unknown_object.png";
+                               std::string tname = "no_texture.png";
                                if (m_prop.textures.size() >= 2)
                                        tname = m_prop.textures[1];
                                else if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                               buf->getMaterial().setTexture(0,
+                               auto& material = m_meshnode->getMaterial(1);
+                               material.setTexture(0,
                                                tsrc->getTextureForMesh(tname));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
                                // has directional lighting, it should work automatically.
                                if (m_prop.colors.size() >= 2) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[1];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[1];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[1];
+                                       material.AmbientColor = m_prop.colors[1];
+                                       material.DiffuseColor = m_prop.colors[1];
+                                       material.SpecularColor = m_prop.colors[1];
                                } else if (!m_prop.colors.empty()) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
+                                       material.AmbientColor = m_prop.colors[0];
+                                       material.DiffuseColor = m_prop.colors[0];
+                                       material.SpecularColor = m_prop.colors[0];
                                }
 
-                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                        // Set mesh color (only if lighting is disabled)
                        if (!m_prop.colors.empty() && m_glow < 0)
@@ -1427,11 +1516,8 @@ void GenericCAO::updateAnimation()
        if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
                m_animated_meshnode->setAnimationSpeed(m_animation_speed);
        m_animated_meshnode->setTransitionTime(m_animation_blend);
-// Requires Irrlicht 1.8 or greater
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
        if (m_animated_meshnode->getLoopMode() != m_animation_loop)
                m_animated_meshnode->setLoopMode(m_animation_loop);
-#endif
 }
 
 void GenericCAO::updateAnimationSpeed()
@@ -1447,10 +1533,10 @@ void GenericCAO::updateBonePosition()
        if (m_bone_position.empty() || !m_animated_meshnode)
                return;
 
-       m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+       m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
        for (auto &it : m_bone_position) {
                std::string bone_name = it.first;
-               irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+               scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
                if (bone) {
                        bone->setPosition(it.second.X);
                        bone->setRotation(it.second.Y);
@@ -1459,21 +1545,28 @@ void GenericCAO::updateBonePosition()
 
        // search through bones to find mistakenly rotated bones due to bug in Irrlicht
        for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
-               irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+               scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
                if (!bone)
                        continue;
 
+               //If bone is manually positioned there is no need to perform the bug check
+               bool skip = false;
+               for (auto &it : m_bone_position) {
+                       if (it.first == bone->getName()) {
+                               skip = true;
+                               break;
+                       }
+               }
+               if (skip)
+                       continue;
+
                // Workaround for Irrlicht bug
                // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
                // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
                // and update the bones transformation.
                v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
-               float offset_X = fabsf(bone_rot.X - bone->getRotation().X);
-               float offset_Y = fabsf(bone_rot.Y - bone->getRotation().Y);
-               float offset_Z = fabsf(bone_rot.Z - bone->getRotation().Z);
-               if ((offset_X > 179.9f && offset_X < 180.1f)
-                               || (offset_Y > 179.9f && offset_Y < 180.1f)
-                               || (offset_Z > 179.9f && offset_Z < 180.1f)) {
+               float offset = fabsf(bone_rot.X - bone->getRotation().X);
+               if (offset > 179.9f && offset < 180.1f) {
                        bone->setRotation(bone_rot);
                        bone->updateAbsolutePosition();
                }
@@ -1576,6 +1669,8 @@ void GenericCAO::processMessage(const std::string &data)
        u8 cmd = readU8(is);
        if (cmd == AO_CMD_SET_PROPERTIES) {
                ObjectProperties newprops;
+               newprops.show_on_minimap = m_is_player; // default
+
                newprops.deSerialize(is);
 
                // Check what exactly changed
@@ -1609,6 +1704,8 @@ void GenericCAO::processMessage(const std::string &data)
 
                if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
                        m_prop.nametag = m_name;
+               if (m_is_local_player)
+                       m_prop.show_on_minimap = false;
 
                if (expire_visuals) {
                        expireVisuals();
@@ -1621,6 +1718,7 @@ void GenericCAO::processMessage(const std::string &data)
                                        updateTextures(m_current_texture_modifier);
                        }
                        updateNametag();
+                       updateMarker();
                }
        } else if (cmd == AO_CMD_UPDATE_POSITION) {
                // Not sent by the server if this object is an attachment.
@@ -1669,6 +1767,7 @@ void GenericCAO::processMessage(const std::string &data)
 
                m_tx_basepos = p;
                m_anim_num_frames = num_frames;
+               m_anim_frame = 0;
                m_anim_framelength = framelength;
                m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
 
@@ -1726,6 +1825,7 @@ void GenericCAO::processMessage(const std::string &data)
                        {
                                        updateAnimation();
                        }
+                       // FIXME: ^ This code is trash. It's also broken.
                }
        } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
                m_animation_speed = readF32(is);
@@ -1742,25 +1842,9 @@ void GenericCAO::processMessage(const std::string &data)
                std::string bone = deSerializeString16(is);
                v3f position = readV3F32(is);
                v3f rotation = readV3F32(is);
-               m_force_visible = readU8(is); // Returns false for EOF
-
-               setAttachment(parent_id, bone, position, rotation);
-
-               // Forcibly show attachments if required by set_attach
-               if (m_force_visible)
-                       m_is_visible = true;
-               // localplayer itself can't be attached to localplayer
-               else if (!m_is_local_player) {
-                       // Objects attached to the local player should be hidden in first
-                       // person provided the forced boolean isn't set.
-                       m_is_visible = !m_attached_to_local ||
-                               m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
-                       m_force_visible = false;
-               } else {
-                       // Local players need to have this set,
-                       // otherwise first person attachments fail.
-                       m_is_visible = true;
-               }
+               bool force_visible = readU8(is); // Returns false for EOF
+
+               setAttachment(parent_id, bone, position, rotation, force_visible);
        } else if (cmd == AO_CMD_PUNCHED) {
                u16 result_hp = readU16(is);
 
@@ -1786,6 +1870,8 @@ void GenericCAO::processMessage(const std::string &data)
                                m_reset_textures_timer = 0.05;
                                if(damage >= 2)
                                        m_reset_textures_timer += 0.05 * damage;
+                               // Cap damage overlay to 1 second
+                               m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
                                updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                        }
                }
@@ -1833,7 +1919,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                        m_armor_groups,
                        toolcap,
                        punchitem,
-                       time_from_last_punch);
+                       time_from_last_punch,
+                       punchitem->wear);
 
        if(result.did_punch && result.damage != 0)
        {
@@ -1853,6 +1940,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                        m_reset_textures_timer = 0.05;
                        if (result.damage >= 2)
                                m_reset_textures_timer += 0.05 * result.damage;
+                       // Cap damage overlay to 1 second
+                       m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
                        updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                }
        }
@@ -1879,13 +1968,20 @@ void GenericCAO::updateMeshCulling()
        if (!m_is_local_player)
                return;
 
-       // Grab the active player scene node so we know there's
-       // at least a mesh to occlude from the camera.
-       irr::scene::ISceneNode *node = getSceneNode();
+       const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
+
+       scene::ISceneNode *node = getSceneNode();
+
        if (!node)
                return;
 
-       if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) {
+       if (m_prop.visual == "upright_sprite") {
+               // upright sprite has no backface culling
+               node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+               return;
+       }
+
+       if (hidden) {
                // Hide the mesh by culling both front and
                // back faces. Serious hackyness but it works for our
                // purposes. This also preserves the skeletal armature.