]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_cao.cpp
Disable HW stereo for IrrLicht 1.9 (not supported anymore)
[dragonfireclient.git] / src / content_cao.cpp
index 609422f26559515e6bb30b054e9f06436f919e73..e2d146d43d256d0483493739ee551a0b4a8f59f3 100644 (file)
@@ -22,17 +22,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <IBillboardSceneNode.h>
 #include <IMeshManipulator.h>
 #include <IAnimatedMeshSceneNode.h>
-#include <IBoneSceneNode.h>
 #include "content_cao.h"
 #include "util/numeric.h" // For IntervalLimiter
 #include "util/serialize.h"
-#include "util/mathconstants.h"
+#include "util/basic_macros.h"
+#include "client/sound.h"
 #include "client/tile.h"
 #include "environment.h"
 #include "collision.h"
 #include "settings.h"
 #include "serialization.h" // For decompressZlib
-#include "gamedef.h"
 #include "clientobject.h"
 #include "mesh.h"
 #include "itemdef.h"
@@ -43,81 +42,76 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "localplayer.h"
 #include "map.h"
 #include "camera.h" // CameraModes
+#include "client.h"
 #include "wieldmesh.h"
-#include "log.h"
+#include <algorithm>
+#include <cmath>
+#include "client/renderingengine.h"
 
 class Settings;
 struct ToolCapabilities;
 
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
-std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-
-SmoothTranslator::SmoothTranslator():
-       vect_old(0,0,0),
-       vect_show(0,0,0),
-       vect_aim(0,0,0),
-       anim_counter(0),
-       anim_time(0),
-       anim_time_counter(0),
-       aim_is_end(true)
-{}
-
-void SmoothTranslator::init(v3f vect)
+template<typename T>
+void SmoothTranslator<T>::init(T current)
 {
-       vect_old = vect;
-       vect_show = vect;
-       vect_aim = vect;
-       anim_counter = 0;
+       val_old = current;
+       val_current = current;
+       val_target = current;
        anim_time = 0;
        anim_time_counter = 0;
        aim_is_end = true;
 }
 
-void SmoothTranslator::sharpen()
-{
-       init(vect_show);
-}
-
-void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
+template<typename T>
+void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
 {
        aim_is_end = is_end_position;
-       vect_old = vect_show;
-       vect_aim = vect_new;
-       if(update_interval > 0)
-       {
+       val_old = val_current;
+       val_target = new_target;
+       if (update_interval > 0) {
                anim_time = update_interval;
        } else {
-               if(anim_time < 0.001 || anim_time > 1.0)
+               if (anim_time < 0.001 || anim_time > 1.0)
                        anim_time = anim_time_counter;
                else
                        anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
        }
        anim_time_counter = 0;
-       anim_counter = 0;
 }
 
-void SmoothTranslator::translate(f32 dtime)
+template<typename T>
+void SmoothTranslator<T>::translate(f32 dtime)
 {
        anim_time_counter = anim_time_counter + dtime;
-       anim_counter = anim_counter + dtime;
-       v3f vect_move = vect_aim - vect_old;
+       T val_diff = val_target - val_old;
        f32 moveratio = 1.0;
-       if(anim_time > 0.001)
+       if (anim_time > 0.001)
                moveratio = anim_time_counter / anim_time;
+       f32 move_end = aim_is_end ? 1.0 : 1.5;
+
        // Move a bit less than should, to avoid oscillation
-       moveratio = moveratio * 0.8;
-       float move_end = 1.5;
-       if(aim_is_end)
-               move_end = 1.0;
-       if(moveratio > move_end)
-               moveratio = move_end;
-       vect_show = vect_old + vect_move * moveratio;
+       moveratio = std::min(moveratio * 0.8f, move_end);
+       val_current = val_old + val_diff * moveratio;
 }
 
-bool SmoothTranslator::is_moving()
+void SmoothTranslatorWrapped::translate(f32 dtime)
 {
-       return ((anim_time_counter / anim_time) < 1.4);
+       anim_time_counter = anim_time_counter + dtime;
+       f32 val_diff = std::abs(val_target - val_old);
+       if (val_diff > 180.f)
+               val_diff = 360.f - val_diff;
+
+       f32 moveratio = 1.0;
+       if (anim_time > 0.001)
+               moveratio = anim_time_counter / anim_time;
+       f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+       // Move a bit less than should, to avoid oscillation
+       moveratio = std::min(moveratio * 0.8f, move_end);
+       wrappedApproachShortest(val_current, val_target,
+               val_diff * moveratio, 360.f);
 }
 
 /*
@@ -140,18 +134,17 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
 class TestCAO : public ClientActiveObject
 {
 public:
-       TestCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~TestCAO();
+       TestCAO(Client *client, ClientEnvironment *env);
+       virtual ~TestCAO() = default;
 
        ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_TEST;
        }
 
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
+       static ClientActiveObject* create(Client *client, ClientEnvironment *env);
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
+       void addToScene(ITextureSource *tsrc);
        void removeFromScene(bool permanent);
        void updateLight(u8 light_at_pos);
        v3s16 getLightPosition();
@@ -161,7 +154,7 @@ class TestCAO : public ClientActiveObject
 
        void processMessage(const std::string &data);
 
-       bool getCollisionBox(aabb3f *toset) { return false; }
+       bool getCollisionBox(aabb3f *toset) const { return false; }
 private:
        scene::IMeshSceneNode *m_node;
        v3f m_position;
@@ -170,25 +163,20 @@ class TestCAO : public ClientActiveObject
 // Prototype
 TestCAO proto_TestCAO(NULL, NULL);
 
-TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
+TestCAO::TestCAO(Client *client, ClientEnvironment *env):
+       ClientActiveObject(0, client, env),
        m_node(NULL),
        m_position(v3f(0,10*BS,0))
 {
        ClientActiveObject::registerType(getType(), create);
 }
 
-TestCAO::~TestCAO()
+ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
 {
+       return new TestCAO(client, env);
 }
 
-ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new TestCAO(gamedef, env);
-}
-
-void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
+void TestCAO::addToScene(ITextureSource *tsrc)
 {
        if(m_node != NULL)
                return;
@@ -217,14 +205,14 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        // Add to mesh
        mesh->addMeshBuffer(buf);
        buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
+       m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
        mesh->drop();
        updateNodePos();
 }
 
 void TestCAO::removeFromScene(bool permanent)
 {
-       if(m_node == NULL)
+       if (!m_node)
                return;
 
        m_node->remove();
@@ -242,7 +230,7 @@ v3s16 TestCAO::getLightPosition()
 
 void TestCAO::updateNodePos()
 {
-       if(m_node == NULL)
+       if (!m_node)
                return;
 
        m_node->setPosition(m_position);
@@ -277,318 +265,23 @@ void TestCAO::processMessage(const std::string &data)
        }
 }
 
-/*
-       ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
-       ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~ItemCAO();
-
-       ActiveObjectType getType() const
-       {
-               return ACTIVEOBJECT_TYPE_ITEM;
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene(bool permanent);
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-       void updateInfoText();
-       void updateTexture();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       void processMessage(const std::string &data);
-
-       void initialize(const std::string &data);
-
-       aabb3f *getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return m_position;}
-
-       std::string infoText()
-               {return m_infotext;}
-
-       bool getCollisionBox(aabb3f *toset) { return false; }
-private:
-       aabb3f m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       std::string m_itemstring;
-       std::string m_infotext;
-};
-
-#include "inventory.h"
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0))
-{
-       if(!gamedef && !env)
-       {
-               ClientActiveObject::registerType(getType(), create);
-       }
-}
-
-ItemCAO::~ItemCAO()
-{
-}
-
-ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new ItemCAO(gamedef, env);
-}
-
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       if(m_node != NULL)
-               return;
-
-       //video::IVideoDriver* driver = smgr->getVideoDriver();
-
-       scene::SMesh *mesh = new scene::SMesh();
-       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[4] =
-       {
-               /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
-               video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
-               video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       // Initialize with a generated placeholder texture
-       buf->getMaterial().setTexture(0, tsrc->getTexture(""));
-       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       updateNodePos();
-
-       /*
-               Update image of node
-       */
-
-       updateTexture();
-}
-
-void ItemCAO::removeFromScene(bool permanent)
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void ItemCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 ItemCAO::getLightPosition()
-{
-       return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
-}
-
-void ItemCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->setPosition(m_position);
-}
-
-void ItemCAO::updateInfoText()
-{
-       try{
-               IItemDefManager *idef = m_gamedef->idef();
-               ItemStack item;
-               item.deSerialize(m_itemstring, idef);
-               if(item.isKnown(idef))
-                       m_infotext = item.getDefinition(idef).description;
-               else
-                       m_infotext = "Unknown item: '" + m_itemstring + "'";
-               if(item.count >= 2)
-                       m_infotext += " (" + itos(item.count) + ")";
-       }
-       catch(SerializationError &e)
-       {
-               m_infotext = "Unknown item: '" + m_itemstring + "'";
-       }
-}
-
-void ItemCAO::updateTexture()
-{
-       if(m_node == NULL)
-               return;
-
-       // Create an inventory item to see what is its image
-       std::istringstream is(m_itemstring, std::ios_base::binary);
-       video::ITexture *texture = NULL;
-       try{
-               IItemDefManager *idef = m_gamedef->idef();
-               ItemStack item;
-               item.deSerialize(is, idef);
-               texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
-       }
-       catch(SerializationError &e)
-       {
-               warningstream<<FUNCTION_NAME
-                               <<": error deSerializing itemstring \""
-                               <<m_itemstring<<std::endl;
-       }
-
-       // Set meshbuffer texture
-       m_node->getMaterial(0).setTexture(0, texture);
-}
-
-
-void ItemCAO::step(float dtime, ClientEnvironment *env)
-{
-       if(m_node)
-       {
-               /*v3f rot = m_node->getRotation();
-               rot.Y += dtime * 120;
-               m_node->setRotation(rot);*/
-               LocalPlayer *player = env->getLocalPlayer();
-               assert(player);
-               v3f rot = m_node->getRotation();
-               rot.Y = 180.0 - (player->getYaw());
-               m_node->setRotation(rot);
-       }
-}
-
-void ItemCAO::processMessage(const std::string &data)
-{
-       //infostream<<"ItemCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               updateNodePos();
-       }
-       if(cmd == 1)
-       {
-               // itemstring
-               m_itemstring = deSerializeString(is);
-               updateInfoText();
-               updateTexture();
-       }
-}
-
-void ItemCAO::initialize(const std::string &data)
-{
-       infostream<<"ItemCAO: Got init data"<<std::endl;
-
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               // itemstring
-               m_itemstring = deSerializeString(is);
-       }
-
-       updateNodePos();
-       updateInfoText();
-}
-
 /*
        GenericCAO
 */
 
 #include "genericobject.h"
 
-GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               //
-               m_is_player(false),
-               m_is_local_player(false),
-               //
-               m_smgr(NULL),
-               m_irr(NULL),
-               m_gamedef(NULL),
-               m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
-               m_meshnode(NULL),
-               m_animated_meshnode(NULL),
-               m_wield_meshnode(NULL),
-               m_spritenode(NULL),
-               m_nametag(NULL),
-               m_position(v3f(0,10*BS,0)),
-               m_velocity(v3f(0,0,0)),
-               m_acceleration(v3f(0,0,0)),
-               m_yaw(0),
-               m_hp(1),
-               m_tx_size(1,1),
-               m_tx_basepos(0,0),
-               m_initial_tx_basepos_set(false),
-               m_tx_select_horiz_by_yawpitch(false),
-               m_animation_range(v2s32(0,0)),
-               m_animation_speed(15),
-               m_animation_blend(0),
-               m_animation_loop(true),
-               m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
-               m_attachment_bone(""),
-               m_attachment_position(v3f(0,0,0)),
-               m_attachment_rotation(v3f(0,0,0)),
-               m_attached_to_local(false),
-               m_anim_frame(0),
-               m_anim_num_frames(1),
-               m_anim_framelength(0.2),
-               m_anim_timer(0),
-               m_reset_textures_timer(-1),
-               m_visuals_expired(false),
-               m_step_distance_counter(0),
-               m_last_light(255),
-               m_is_visible(false)
+GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
+               ClientActiveObject(0, client, env)
 {
-       if (gamedef == NULL) {
+       if (client == NULL) {
                ClientActiveObject::registerType(getType(), create);
        } else {
-               m_gamedef = gamedef;
+               m_client = client;
        }
 }
 
-bool GenericCAO::getCollisionBox(aabb3f *toset)
+bool GenericCAO::getCollisionBox(aabb3f *toset) const
 {
        if (m_prop.physical)
        {
@@ -605,7 +298,7 @@ bool GenericCAO::getCollisionBox(aabb3f *toset)
        return false;
 }
 
-bool GenericCAO::collideWithObjects()
+bool GenericCAO::collideWithObjects() const
 {
        return m_prop.collideWithObjects;
 }
@@ -613,75 +306,64 @@ bool GenericCAO::collideWithObjects()
 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);
+               }
+       }
+}
+
+void GenericCAO::processInitData(const std::string &data)
+{
        std::istringstream is(data, std::ios::binary);
        int num_messages = 0;
        // version
        u8 version = readU8(is);
        // check version
-       if(version == 1) // In PROTOCOL_VERSION 14
-       {
+       if (version == 1) { // In PROTOCOL_VERSION 14
                m_name = deSerializeString(is);
                m_is_player = readU8(is);
-               m_id = readS16(is);
+               m_id = readU16(is);
                m_position = readV3F1000(is);
                m_yaw = readF1000(is);
                m_hp = readS16(is);
                num_messages = readU8(is);
-       }
-       else if(version == 0) // In PROTOCOL_VERSION 13
-       {
-               m_name = deSerializeString(is);
-               m_is_player = readU8(is);
-               m_position = readV3F1000(is);
-               m_yaw = readF1000(is);
-               m_hp = readS16(is);
-               num_messages = readU8(is);
-       }
-       else
-       {
+       } else {
                errorstream<<"GenericCAO: Unsupported init data version"
                                <<std::endl;
                return;
        }
 
-       for(int i=0; i<num_messages; i++)
-       {
+       for (int i = 0; i < num_messages; i++) {
                std::string message = deSerializeLongString(is);
                processMessage(message);
        }
 
+       m_yaw = wrapDegrees_0_360(m_yaw);
        pos_translator.init(m_position);
+       yaw_translator.init(m_yaw);
        updateNodePos();
-
-       if(m_is_player)
-       {
-               Player *player = m_env->getPlayer(m_name.c_str());
-               if(player && player->isLocal())
-               {
-                       m_is_local_player = true;
-                       m_is_visible = false;
-                       LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
-
-                       assert( localplayer != NULL );
-                       localplayer->setCAO(this);
-               }
-               m_env->addPlayerName(m_name.c_str());
-       }
 }
 
 GenericCAO::~GenericCAO()
 {
-       if (m_is_player) {
-               m_env->removePlayerName(m_name.c_str());
-       }
        removeFromScene(true);
 }
 
-aabb3f *GenericCAO::getSelectionBox()
+bool GenericCAO::getSelectionBox(aabb3f *toset) const
 {
-       if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
-               return NULL;
-       return &m_selection_box;
+       if (!m_prop.is_visible || !m_is_visible || m_is_local_player
+                       || !m_prop.pointable) {
+               return false;
+       }
+       *toset = m_selection_box;
+       return true;
 }
 
 v3f GenericCAO::getPosition()
@@ -690,50 +372,46 @@ v3f GenericCAO::getPosition()
                scene::ISceneNode *node = getSceneNode();
                if (node)
                        return node->getAbsolutePosition();
-               else
-                       return m_position;
+
+               return m_position;
        }
-       return pos_translator.vect_show;
+       return pos_translator.val_current;
+}
+
+const bool GenericCAO::isImmortal()
+{
+       return itemgroup_get(getGroups(), "immortal");
 }
 
 scene::ISceneNode* GenericCAO::getSceneNode()
 {
        if (m_meshnode) {
                return m_meshnode;
-       } else if (m_animated_meshnode) {
+       }
+
+       if (m_animated_meshnode) {
                return m_animated_meshnode;
-       } else if (m_wield_meshnode) {
+       }
+
+       if (m_wield_meshnode) {
                return m_wield_meshnode;
-       } else if (m_spritenode) {
+       }
+
+       if (m_spritenode) {
                return m_spritenode;
        }
        return NULL;
 }
 
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
-{
-       return m_meshnode;
-}
-
 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
 {
        return m_animated_meshnode;
 }
 
-WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
-{
-       return m_wield_meshnode;
-}
-
-scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
-{
-       return m_spritenode;
-}
-
 void GenericCAO::setChildrenVisible(bool toset)
 {
-       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
-               GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+       for (u16 cao_id : m_children) {
+               GenericCAO *obj = m_env->getGenericCAO(cao_id);
                if (obj) {
                        obj->setVisible(toset);
                }
@@ -745,7 +423,7 @@ void GenericCAO::setAttachments()
        updateAttachments();
 }
 
-ClientActiveObject* GenericCAO::getParent()
+ClientActiveObject* GenericCAO::getParent() const
 {
        ClientActiveObject *obj = NULL;
 
@@ -763,12 +441,12 @@ void GenericCAO::removeFromScene(bool permanent)
        // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
        if((m_env != NULL) && (permanent))
        {
-               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
-                       u16 ci = m_children[i];
+               for (u16 ci : m_children) {
                        if (m_env->attachement_parent_ids[ci] == getId()) {
                                m_env->attachement_parent_ids[ci] = 0;
                        }
                }
+               m_children.clear();
 
                m_env->attachement_parent_ids[getId()] = 0;
 
@@ -798,16 +476,14 @@ void GenericCAO::removeFromScene(bool permanent)
        }
 
        if (m_nametag) {
-               m_gamedef->getCamera()->removeNametag(m_nametag);
+               m_client->getCamera()->removeNametag(m_nametag);
                m_nametag = NULL;
        }
 }
 
-void GenericCAO::addToScene(scene::ISceneManager *smgr,
-               ITextureSource *tsrc, IrrlichtDevice *irr)
+void GenericCAO::addToScene(ITextureSource *tsrc)
 {
-       m_smgr = smgr;
-       m_irr = irr;
+       m_smgr = RenderingEngine::get_scene_manager();
 
        if (getSceneNode() != NULL) {
                return;
@@ -819,16 +495,19 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                return;
        }
 
+       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
        if (m_prop.visual == "sprite") {
                infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
-               m_spritenode = smgr->addBillboardSceneNode(
+               m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
                                NULL, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
                                tsrc->getTextureForMesh("unknown_node.png"));
                m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
                m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_spritenode->setMaterialType(material_type);
                m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                u8 li = m_last_light;
                m_spritenode->setColor(video::SColor(255,li,li,li));
@@ -854,6 +533,11 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                                video::S3DVertex( dx,  dy, 0, 0,0,0, c, 0,0),
                                video::S3DVertex(-dx,  dy, 0, 0,0,0, c, 1,0),
                        };
+                       if (m_is_player) {
+                               // Move minimal Y position to 0 (feet position)
+                               for (video::S3DVertex &vertex : vertices)
+                                       vertex.Pos.Y += dy;
+                       }
                        u16 indices[] = {0,1,2,2,3,0};
                        buf->append(vertices, 4, indices, 6);
                        // Set material
@@ -873,6 +557,11 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                                video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
                                video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
                        };
+                       if (m_is_player) {
+                               // Move minimal Y position to 0 (feet position)
+                               for (video::S3DVertex &vertex : vertices)
+                                       vertex.Pos.Y += dy;
+                       }
                        u16 indices[] = {0,1,2,2,3,0};
                        buf->append(vertices, 4, indices, 6);
                        // Set material
@@ -884,7 +573,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                        mesh->addMeshBuffer(buf);
                        buf->drop();
                }
-               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
                m_meshnode->grab();
                mesh->drop();
                // Set it to use the materials of the meshbuffers directly.
@@ -894,7 +583,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
        else if(m_prop.visual == "cube") {
                infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
                m_meshnode->grab();
                mesh->drop();
 
@@ -906,15 +595,16 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
 
                m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
                m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_meshnode->setMaterialType(material_type);
                m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
        }
        else if(m_prop.visual == "mesh") {
                infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
-               scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
+               scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
                if(mesh)
                {
-                       m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+                       m_animated_meshnode = RenderingEngine::get_scene_manager()->
+                               addAnimatedMeshSceneNode(mesh, NULL);
                        m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
@@ -922,50 +612,63 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                                        m_prop.visual_size.Y,
                                        m_prop.visual_size.X));
                        u8 li = m_last_light;
+
+                       // set vertex colors to ensure alpha is set
                        setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
 
-                       bool backface_culling = m_prop.backface_culling;
-                       if (m_is_player)
-                               backface_culling = false;
+                       setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
 
-                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
                        m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+                       m_animated_meshnode->setMaterialType(material_type);
                        m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-                       m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                               m_prop.backface_culling);
                }
                else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
-       }
-       else if(m_prop.visual == "wielditem") {
-               infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
-               infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
-               if(m_prop.textures.size() >= 1){
-                       infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
-                       IItemDefManager *idef = m_gamedef->idef();
-                       ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-
-                       m_wield_meshnode = new WieldMeshSceneNode(
-                                       smgr->getRootSceneNode(), smgr, -1);
-                       m_wield_meshnode->setItem(item, m_gamedef);
-
-                       m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
-                                       m_prop.visual_size.Y/2,
-                                       m_prop.visual_size.X/2));
-                       u8 li = m_last_light;
-                       m_wield_meshnode->setColor(video::SColor(255,li,li,li));
+       } else if (m_prop.visual == "wielditem") {
+               ItemStack item;
+               infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
+               if (m_prop.wield_item.empty()) {
+                       // Old format, only textures are specified.
+                       infostream << "textures: " << m_prop.textures.size() << std::endl;
+                       if (!m_prop.textures.empty()) {
+                               infostream << "textures[0]: " << m_prop.textures[0]
+                                       << std::endl;
+                               IItemDefManager *idef = m_client->idef();
+                               item = ItemStack(m_prop.textures[0], 1, 0, idef);
+                       }
+               } else {
+                       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->setItem(item, m_client);
+
+               m_wield_meshnode->setScale(
+                       v3f(m_prop.visual_size.X / 2, m_prop.visual_size.Y / 2,
+                               m_prop.visual_size.X / 2));
+               u8 li = m_last_light;
+               m_wield_meshnode->setColor(video::SColor(255, li, li, li));
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
                                <<"\" not supported"<<std::endl;
        }
-       updateTextures("");
+
+       /* don't update while punch texture modifier is active */
+       if (m_reset_textures_timer < 0)
+               updateTextures(m_current_texture_modifier);
 
        scene::ISceneNode *node = getSceneNode();
-       if (node && m_prop.nametag != "" && !m_is_local_player) {
+       if (node && !m_prop.nametag.empty() && !m_is_local_player) {
                // Add nametag
-               m_nametag = m_gamedef->getCamera()->addNametag(node,
-                       m_prop.nametag, m_prop.nametag_color);
+               v3f pos;
+               pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
+               m_nametag = m_client->getCamera()->addNametag(node,
+                       m_prop.nametag, m_prop.nametag_color,
+                       pos);
        }
 
        updateNodePos();
@@ -984,8 +687,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
        updateLightNoCheck(light_at_pos);
 
        // Update light of all children
-       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
-               ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+       for (u16 i : m_children) {
+               ClientActiveObject *obj = m_env->getActiveObject(i);
                if (obj) {
                        obj->updateLightNoCheck(light_at_pos);
                }
@@ -994,14 +697,17 @@ void GenericCAO::updateLight(u8 light_at_pos)
 
 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
 {
-       u8 li = decode_light(light_at_pos);
+       if (m_glow < 0)
+               return;
+
+       u8 li = decode_light(light_at_pos + m_glow);
        if (li != m_last_light) {
                m_last_light = li;
                video::SColor color(255,li,li,li);
                if (m_meshnode) {
                        setMeshColor(m_meshnode->getMesh(), color);
                } else if (m_animated_meshnode) {
-                       setMeshColor(m_animated_meshnode->getMesh(), color);
+                       setAnimatedMeshColor(m_animated_meshnode, color);
                } else if (m_wield_meshnode) {
                        m_wield_meshnode->setColor(color);
                } else if (m_spritenode) {
@@ -1012,6 +718,9 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
 
 v3s16 GenericCAO::getLightPosition()
 {
+       if (m_is_player)
+               return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+
        return floatToInt(m_position, BS);
 }
 
@@ -1024,10 +733,10 @@ void GenericCAO::updateNodePos()
 
        if (node) {
                v3s16 camera_offset = m_env->getCameraOffset();
-               node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+               node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS));
                if (node != m_spritenode) { // rotate if not a sprite
                        v3f rot = node->getRotation();
-                       rot.Y = -m_yaw;
+                       rot.Y = m_is_local_player ? -m_yaw : -yaw_translator.val_current;
                        node->setRotation(rot);
                }
        }
@@ -1036,20 +745,18 @@ void GenericCAO::updateNodePos()
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
        // Handel model of local player instantly to prevent lags
-       if(m_is_local_player)
-       {
+       if (m_is_local_player) {
                LocalPlayer *player = m_env->getLocalPlayer();
-
-               if (m_is_visible)
-               {
+               if (m_is_visible) {
                        int old_anim = player->last_animation;
                        float old_anim_speed = player->last_animation_speed;
-                       m_position = player->getPosition() + v3f(0,BS,0);
+                       m_position = player->getPosition();
+                       m_yaw = wrapDegrees_0_360(player->getYaw());
                        m_velocity = v3f(0,0,0);
                        m_acceleration = v3f(0,0,0);
-                       pos_translator.vect_show = m_position;
-                       m_yaw = player->getYaw();
-                       PlayerControl controls = player->getPlayerControl();
+                       pos_translator.val_current = m_position;
+                       yaw_translator.val_current = m_yaw;
+                       const PlayerControl &controls = player->getPlayerControl();
 
                        bool walking = false;
                        if (controls.up || controls.down || controls.left || controls.right ||
@@ -1063,18 +770,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                        // increase speed if using fast or flying fast
                        if((g_settings->getBool("fast_move") &&
-                                       m_gamedef->checkLocalPrivilege("fast")) &&
+                                       m_client->checkLocalPrivilege("fast")) &&
                                        (controls.aux1 ||
                                        (!player->touching_ground &&
                                        g_settings->getBool("free_move") &&
-                                       m_gamedef->checkLocalPrivilege("fly"))))
+                                       m_client->checkLocalPrivilege("fly"))))
                                        new_speed *= 1.5;
                        // slowdown speed if sneeking
-                       if(controls.sneak && walking)
+                       if (controls.sneak && walking)
                                new_speed /= 2;
 
-                       if(walking && (controls.LMB || controls.RMB))
-                       {
+                       if (walking && (controls.LMB || controls.RMB)) {
                                new_anim = player->local_animations[3];
                                player->last_animation = WD_ANIM;
                        } else if(walking) {
@@ -1087,8 +793,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                        // Apply animations if input detected and not attached
                        // or set idle animation
-                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
-                       {
+                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
                                allow_update = true;
                                m_animation_range = new_anim;
                                m_animation_speed = new_speed;
@@ -1096,8 +801,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        } else {
                                player->last_animation = NO_ANIM;
 
-                               if (old_anim != NO_ANIM)
-                               {
+                               if (old_anim != NO_ANIM) {
                                        m_animation_range = player->local_animations[0];
                                        updateAnimation();
                                }
@@ -1112,14 +816,12 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                }
        }
 
-       if(m_visuals_expired && m_smgr && m_irr){
+       if (m_visuals_expired && m_smgr) {
                m_visuals_expired = false;
 
                // Attachments, part 1: All attached objects must be unparented first,
                // or Irrlicht causes a segmentation fault
-               for(std::vector<u16>::iterator ci = m_children.begin();
-                               ci != m_children.end();)
-               {
+               for (auto ci = m_children.begin(); ci != m_children.end();) {
                        if (m_env->attachement_parent_ids[*ci] != getId()) {
                                ci = m_children.erase(ci);
                                continue;
@@ -1134,12 +836,12 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                }
 
                removeFromScene(false);
-               addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+               addToScene(m_client->tsrc());
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+               for (u16 cao_id : m_children) {
                        // Get the object of the child
-                       ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+                       ClientActiveObject *obj = m_env->getActiveObject(cao_id);
                        if (obj)
                                obj->setAttachments();
                }
@@ -1156,7 +858,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                m_position = getPosition();
                m_velocity = v3f(0,0,0);
                m_acceleration = v3f(0,0,0);
-               pos_translator.vect_show = m_position;
+               pos_translator.val_current = m_position;
 
                if(m_is_local_player) // Update local player attachment position
                {
@@ -1165,7 +867,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        m_env->getLocalPlayer()->parent = getParent();
                }
        } else {
-               v3f lastpos = pos_translator.vect_show;
+               yaw_translator.translate(dtime);
+               v3f lastpos = pos_translator.val_current;
 
                if(m_prop.physical)
                {
@@ -1197,19 +900,20 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        updateNodePos();
                }
 
-               float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+               float moved = lastpos.getDistanceFrom(pos_translator.val_current);
                m_step_distance_counter += moved;
-               if(m_step_distance_counter > 1.5*BS)
-               {
-                       m_step_distance_counter = 0;
-                       if(!m_is_local_player && m_prop.makes_footstep_sound)
-                       {
-                               INodeDefManager *ndef = m_gamedef->ndef();
-                               v3s16 p = floatToInt(getPosition() + v3f(0,
-                                               (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+               if (m_step_distance_counter > 1.5f * BS) {
+                       m_step_distance_counter = 0.0f;
+                       if (!m_is_local_player && m_prop.makes_footstep_sound) {
+                               const NodeDefManager *ndef = m_client->ndef();
+                               v3s16 p = floatToInt(getPosition() +
+                                       v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
                                MapNode n = m_env->getMap().getNodeNoEx(p);
                                SimpleSoundSpec spec = ndef->get(n).sound_footstep;
-                               m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+                               // Reduce footstep gain, as non-local-player footsteps are
+                               // somehow louder.
+                               spec.gain *= 0.6f;
+                               m_client->sound()->playSoundAt(spec, false, getPosition());
                        }
                }
        }
@@ -1228,32 +932,27 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
        if(m_reset_textures_timer >= 0)
        {
                m_reset_textures_timer -= dtime;
-               if(m_reset_textures_timer <= 0){
+               if(m_reset_textures_timer <= 0) {
                        m_reset_textures_timer = -1;
-                       updateTextures("");
+                       updateTextures(m_previous_texture_modifier);
                }
        }
-       if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
-       {
+       if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
                m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
+               yaw_translator.val_current = m_yaw;
                updateNodePos();
        }
 
-       if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
-                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
-       {
-               float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+       if (!getParent() && m_prop.automatic_face_movement_dir &&
+                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+               float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
                                + m_prop.automatic_face_movement_dir_offset;
                float max_rotation_delta =
                                dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
 
-               if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
-                       (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
-
-                       m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
-               } else {
-                       m_yaw = optimal_yaw;
-               }
+               wrappedApproachShortest(m_yaw, target_yaw, max_rotation_delta, 360.f);
+               yaw_translator.val_current = m_yaw;
                updateNodePos();
        }
 }
@@ -1273,25 +972,23 @@ void GenericCAO::updateTexturePos()
                int row = m_tx_basepos.Y;
                int col = m_tx_basepos.X;
 
-               if(m_tx_select_horiz_by_yawpitch)
-               {
-                       if(cam_to_entity.Y > 0.75)
+               if (m_tx_select_horiz_by_yawpitch) {
+                       if (cam_to_entity.Y > 0.75)
                                col += 5;
-                       else if(cam_to_entity.Y < -0.75)
+                       else if (cam_to_entity.Y < -0.75)
                                col += 4;
-                       else{
+                       else {
                                float mob_dir =
                                                atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
                                float dir = mob_dir - m_yaw;
                                dir = wrapDegrees_180(dir);
-                               //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
-                               if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+                               if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
                                        col += 2;
-                               else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+                               else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
                                        col += 3;
-                               else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+                               else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
                                        col += 0;
-                               else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+                               else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
                                        col += 1;
                                else
                                        col += 4;
@@ -1303,35 +1000,39 @@ void GenericCAO::updateTexturePos()
 
                float txs = m_tx_size.X;
                float tys = m_tx_size.Y;
-               setBillboardTextureMatrix(m_spritenode,
-                               txs, tys, col, row);
+               setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
        }
 }
 
-void GenericCAO::updateTextures(const std::string &mod)
+void GenericCAO::updateTextures(std::string mod)
 {
-       ITextureSource *tsrc = m_gamedef->tsrc();
+       ITextureSource *tsrc = m_client->tsrc();
 
        bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
        bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
        bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
 
-       if(m_spritenode)
-       {
-               if(m_prop.visual == "sprite")
-               {
+       m_previous_texture_modifier = m_current_texture_modifier;
+       m_current_texture_modifier = mod;
+       m_glow = m_prop.glow;
+
+       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+       if (m_spritenode) {
+               if (m_prop.visual == "sprite") {
                        std::string texturestring = "unknown_node.png";
-                       if(m_prop.textures.size() >= 1)
+                       if (!m_prop.textures.empty())
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
+                       m_spritenode->getMaterial(0).MaterialType = material_type;
                        m_spritenode->setMaterialTexture(0,
                                        tsrc->getTextureForMesh(texturestring));
 
                        // 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() >= 1)
-                       {
+                       if (!m_prop.colors.empty()) {
                                m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
                                m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
                                m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
@@ -1342,29 +1043,35 @@ void GenericCAO::updateTextures(const std::string &mod)
                        m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                }
        }
-       if(m_animated_meshnode)
-       {
-               if(m_prop.visual == "mesh")
-               {
+
+       if (m_animated_meshnode) {
+               if (m_prop.visual == "mesh") {
                        for (u32 i = 0; i < m_prop.textures.size() &&
-                                       i < m_animated_meshnode->getMaterialCount(); ++i)
-                       {
+                                       i < m_animated_meshnode->getMaterialCount(); ++i) {
                                std::string texturestring = m_prop.textures[i];
-                               if(texturestring == "")
+                               if (texturestring.empty())
                                        continue; // Empty texture string means don't modify that material
                                texturestring += mod;
                                video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
-                               if(!texture)
-                               {
+                               if (!texture) {
                                        errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
                                        continue;
                                }
 
                                // Set material flags and texture
                                video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+                               material.MaterialType = material_type;
                                material.TextureLayer[0].Texture = texture;
-                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_LIGHTING, true);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                               material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
+
+                               // don't filter low-res textures, makes them look blurry
+                               // player models have a res of 64
+                               const core::dimension2d<u32> &size = texture->getOriginalSize();
+                               const u32 res = std::min(size.Height, size.Width);
+                               use_trilinear_filter &= res > 64;
+                               use_bilinear_filter &= res > 64;
 
                                m_animated_meshnode->getMaterial(i)
                                                .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
@@ -1399,6 +1106,7 @@ void GenericCAO::updateTextures(const std::string &mod)
 
                                // Set material flags and texture
                                video::SMaterial& material = m_meshnode->getMaterial(i);
+                               material.MaterialType = material_type;
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setTexture(0,
@@ -1419,13 +1127,11 @@ void GenericCAO::updateTextures(const std::string &mod)
                                m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
                                m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
-               }
-               else if(m_prop.visual == "upright_sprite")
-               {
+               } else if (m_prop.visual == "upright_sprite") {
                        scene::IMesh *mesh = m_meshnode->getMesh();
                        {
                                std::string tname = "unknown_object.png";
-                               if(m_prop.textures.size() >= 1)
+                               if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
@@ -1435,8 +1141,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                // 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() >= 1)
-                               {
+                               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];
@@ -1448,9 +1153,9 @@ void GenericCAO::updateTextures(const std::string &mod)
                        }
                        {
                                std::string tname = "unknown_object.png";
-                               if(m_prop.textures.size() >= 2)
+                               if (m_prop.textures.size() >= 2)
                                        tname = m_prop.textures[1];
-                               else if(m_prop.textures.size() >= 1)
+                               else if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
@@ -1460,17 +1165,16 @@ void GenericCAO::updateTextures(const std::string &mod)
                                // 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)
-                               {
+                               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];
-                               }
-                               else if(m_prop.colors.size() >= 1)
-                               {
+                                       setMeshColor(mesh, 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];
+                                       setMeshColor(mesh, m_prop.colors[0]);
                                }
 
                                buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
@@ -1483,7 +1187,7 @@ void GenericCAO::updateTextures(const std::string &mod)
 
 void GenericCAO::updateAnimation()
 {
-       if(m_animated_meshnode == NULL)
+       if (!m_animated_meshnode)
                return;
 
        if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
@@ -1499,13 +1203,21 @@ void GenericCAO::updateAnimation()
 #endif
 }
 
+void GenericCAO::updateAnimationSpeed()
+{
+       if (!m_animated_meshnode)
+               return;
+
+       m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+}
+
 void GenericCAO::updateBonePosition()
 {
-       if(m_bone_position.empty() || m_animated_meshnode == NULL)
+       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
-       for(UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+       for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
                        ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
                std::string bone_name = (*ii).first;
                v3f bone_pos = (*ii).second.X;
@@ -1522,7 +1234,7 @@ void GenericCAO::updateBonePosition()
 void GenericCAO::updateAttachments()
 {
 
-       if (getParent() == NULL) { // Detach or don't attach
+       if (!getParent()) { // Detach or don't attach
                scene::ISceneNode *node = getSceneNode();
                if (node) {
                        v3f old_position = node->getAbsolutePosition();
@@ -1544,7 +1256,7 @@ void GenericCAO::updateAttachments()
                scene::ISceneNode *parent_node = getParent()->getSceneNode();
                scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
                                getParent()->getAnimatedMeshSceneNode();
-               if (parent_animated_mesh_node && m_attachment_bone != "") {
+               if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
                        parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
                }
 
@@ -1567,11 +1279,10 @@ void GenericCAO::processMessage(const std::string &data)
        std::istringstream is(data, std::ios::binary);
        // command
        u8 cmd = readU8(is);
-       if(cmd == GENERIC_CMD_SET_PROPERTIES)
-       {
+       if (cmd == GENERIC_CMD_SET_PROPERTIES) {
                m_prop = gob_read_set_properties(is);
 
-               m_selection_box = m_prop.collisionbox;
+               m_selection_box = m_prop.selectionbox;
                m_selection_box.MinEdge *= BS;
                m_selection_box.MaxEdge *= BS;
 
@@ -1582,23 +1293,32 @@ void GenericCAO::processMessage(const std::string &data)
                        m_initial_tx_basepos_set = true;
                        m_tx_basepos = m_prop.initial_sprite_basepos;
                }
+               if (m_is_local_player) {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->makes_footstep_sound = m_prop.makes_footstep_sound;
+                       aabb3f collision_box = m_prop.collisionbox;
+                       collision_box.MinEdge *= BS;
+                       collision_box.MaxEdge *= BS;
+                       player->setCollisionbox(collision_box);
+                       player->setEyeHeight(m_prop.eye_height);
+                       player->setZoomFOV(m_prop.zoom_fov);
+               }
 
-               if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
+               if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
                        m_prop.nametag = m_name;
 
                expireVisuals();
-       }
-       else if(cmd == GENERIC_CMD_UPDATE_POSITION)
-       {
+       } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
                // Not sent by the server if this object is an attachment.
                // We might however get here if the server notices the object being detached before the client.
                m_position = readV3F1000(is);
                m_velocity = readV3F1000(is);
                m_acceleration = readV3F1000(is);
-               if(fabs(m_prop.automatic_rotate) < 0.001)
+               if (std::fabs(m_prop.automatic_rotate) < 0.001f)
                        m_yaw = readF1000(is);
                else
                        readF1000(is);
+               m_yaw = wrapDegrees_0_360(m_yaw);
                bool do_interpolate = readU8(is);
                bool is_end_position = readU8(is);
                float update_interval = readF1000(is);
@@ -1618,13 +1338,18 @@ void GenericCAO::processMessage(const std::string &data)
                } else {
                        pos_translator.init(m_position);
                }
+               yaw_translator.update(m_yaw, false, update_interval);
                updateNodePos();
-       }
-       else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
+       } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
                std::string mod = deSerializeString(is);
+
+               // immediatly reset a engine issued texture modifier if a mod sends a different one
+               if (m_reset_textures_timer > 0) {
+                       m_reset_textures_timer = -1;
+                       updateTextures(m_previous_texture_modifier);
+               }
                updateTextures(mod);
-       }
-       else if(cmd == GENERIC_CMD_SET_SPRITE) {
+       } else if (cmd == GENERIC_CMD_SET_SPRITE) {
                v2s16 p = readV2S16(is);
                int num_frames = readU16(is);
                float framelength = readF1000(is);
@@ -1636,14 +1361,14 @@ void GenericCAO::processMessage(const std::string &data)
                m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
 
                updateTexturePos();
-       }
-       else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
+       } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
                float override_speed = readF1000(is);
                float override_jump = readF1000(is);
                float override_gravity = readF1000(is);
                // these are sent inverted so we get true when the server sends nothing
                bool sneak = !readU8(is);
                bool sneak_glitch = !readU8(is);
+               bool new_move = !readU8(is);
 
 
                if(m_is_local_player)
@@ -1654,9 +1379,9 @@ void GenericCAO::processMessage(const std::string &data)
                        player->physics_override_gravity = override_gravity;
                        player->physics_override_sneak = sneak;
                        player->physics_override_sneak_glitch = sneak_glitch;
+                       player->physics_override_new_move = new_move;
                }
-       }
-       else if(cmd == GENERIC_CMD_SET_ANIMATION) {
+       } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
                // TODO: change frames send as v2s32 value
                v2f range = readV2F1000(is);
                if (!m_is_local_player) {
@@ -1690,8 +1415,10 @@ void GenericCAO::processMessage(const std::string &data)
                                        updateAnimation();
                        }
                }
-       }
-       else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
+       } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+               m_animation_speed = readF1000(is);
+               updateAnimationSpeed();
+       } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
                std::string bone = deSerializeString(is);
                v3f position = readV3F1000(is);
                v3f rotation = readV3F1000(is);
@@ -1699,17 +1426,18 @@ void GenericCAO::processMessage(const std::string &data)
 
                updateBonePosition();
        } else if (cmd == GENERIC_CMD_ATTACH_TO) {
-               u16 parentID = readS16(is);
-               u16 oldparent = m_env->attachement_parent_ids[getId()];
-               if (oldparent) {
-                       m_children.erase(std::remove(m_children.begin(), m_children.end(),
-                               getId()), m_children.end());
-               }
-               m_env->attachement_parent_ids[getId()] = parentID;
-               GenericCAO *parentobj = m_env->getGenericCAO(parentID);
+               u16 parent_id = readS16(is);
+               u16 &old_parent_id = m_env->attachement_parent_ids[getId()];
+               if (parent_id != old_parent_id) {
+                       if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) {
+                               old_parent->m_children.erase(std::remove(
+                                       m_children.begin(), m_children.end(),
+                                       getId()), m_children.end());
+                       }
+                       if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id))
+                               new_parent->m_children.push_back(getId());
 
-               if (parentobj) {
-                       parentobj->m_children.push_back(getId());
+                       old_parent_id = parent_id;
                }
 
                m_attachment_bone = deSerializeString(is);
@@ -1724,8 +1452,7 @@ void GenericCAO::processMessage(const std::string &data)
                }
 
                updateAttachments();
-       }
-       else if(cmd == GENERIC_CMD_PUNCHED) {
+       } else if (cmd == GENERIC_CMD_PUNCHED) {
                /*s16 damage =*/ readS16(is);
                s16 result_hp = readS16(is);
 
@@ -1744,17 +1471,16 @@ void GenericCAO::processMessage(const std::string &data)
                                                m_smgr, m_env, m_position,
                                                m_prop.visual_size * BS);
                                m_env->addSimpleObject(simple);
-                       } else {
+                       } else if (m_reset_textures_timer < 0) {
                                // TODO: Execute defined fast response
                                // Flashing shall suffice as there is no definition
                                m_reset_textures_timer = 0.05;
                                if(damage >= 2)
                                        m_reset_textures_timer += 0.05 * damage;
-                               updateTextures("^[brighten");
+                               updateTextures(m_current_texture_modifier + "^[brighten");
                        }
                }
-       }
-       else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
+       } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
                m_armor_groups.clear();
                int armor_groups_size = readU16(is);
                for(int i=0; i<armor_groups_size; i++)
@@ -1769,7 +1495,23 @@ void GenericCAO::processMessage(const std::string &data)
                m_prop.nametag_color = readARGB8(is);
                if (m_nametag != NULL) {
                        m_nametag->nametag_color = m_prop.nametag_color;
+                       v3f pos;
+                       pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
+                       m_nametag->nametag_pos = pos;
                }
+       } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
+               u16 child_id = readU16(is);
+               u8 type = readU8(is);
+
+               if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
+                       childobj->processInitData(deSerializeLongString(is));
+               } else {
+                       m_env->addActiveObject(child_id, type, deSerializeLongString(is));
+               }
+       } else {
+               warningstream << FUNCTION_NAME
+                       << ": unknown command or outdated client \""
+                       << +cmd << "\"" << std::endl;
        }
 }
 
@@ -1780,7 +1522,7 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
 {
        assert(punchitem);      // pre-condition
        const ToolCapabilities *toolcap =
-                       &punchitem->getToolCapabilities(m_gamedef->idef());
+                       &punchitem->getToolCapabilities(m_client->idef());
        PunchDamageResult result = getPunchDamage(
                        m_armor_groups,
                        toolcap,
@@ -1803,10 +1545,12 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                }
                // TODO: Execute defined fast response
                // Flashing shall suffice as there is no definition
-               m_reset_textures_timer = 0.05;
-               if(result.damage >= 2)
-                       m_reset_textures_timer += 0.05 * result.damage;
-               updateTextures("^[brighten");
+               if (m_reset_textures_timer < 0) {
+                       m_reset_textures_timer = 0.05;
+                       if (result.damage >= 2)
+                               m_reset_textures_timer += 0.05 * result.damage;
+                       updateTextures(m_current_texture_modifier + "^[brighten");
+               }
        }
 
        return false;