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-rw-r--r--builtin/game/falling.lua2
-rw-r--r--builtin/settingtypes.txt8
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl6
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl7
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl4
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl2
-rw-r--r--doc/client_lua_api.txt1
-rw-r--r--doc/lua_api.txt24
-rw-r--r--games/devtest/mods/testnodes/nodeboxes.lua9
-rw-r--r--src/client/clientmap.cpp95
-rw-r--r--src/client/clientmap.h19
-rw-r--r--src/client/game.cpp3
-rw-r--r--src/client/mapblock_mesh.cpp20
-rw-r--r--src/client/mapblock_mesh.h3
-rw-r--r--src/defaultsettings.cpp4
15 files changed, 111 insertions, 96 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 8d044beaa..f489ea702 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -130,7 +130,7 @@ core.register_entity(":__builtin:falling_node", {
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
if def.drawtype == "nodebox" and def.node_box and
- nb_types[def.node_box.type] then
+ nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 31276443d..0d4985138 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -529,8 +529,8 @@ texture_min_size (Minimum texture size) int 64
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
-# This option is experimental and might cause visible spaces between blocks
-# when set above 0.
+# Visible spaces appear between nodes when shaders are disabled.
+# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
@@ -759,7 +759,7 @@ mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
-meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 40 0 1000
+meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
# Enables minimap.
enable_minimap (Minimap) bool true
@@ -1049,7 +1049,7 @@ ipv6_server (IPv6 server) bool false
# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
-max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 128
+max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 82c87073a..b0f6d45d0 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -16,7 +16,7 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
const float fogStart = FOG_START;
@@ -46,7 +46,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
@@ -72,7 +72,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
-
+
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index cb344f6e6..5742ec1d3 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -16,7 +16,10 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+// The centroid keyword ensures that after interpolation the texture coordinates
+// lie within the same bounds when MSAA is en- and disabled.
+// This fixes the stripes problem with nearest-neighbour textures and MSAA.
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
// Color of the light emitted by the light sources.
@@ -142,7 +145,7 @@ void main(void)
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1.0 - inVertexColor.a;
- color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 7ac182a63..bf18c1499 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -9,7 +9,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@@ -43,7 +43,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index e44984dc8..f31b842ee 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -7,7 +7,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
diff --git a/doc/client_lua_api.txt b/doc/client_lua_api.txt
index 5618c7a6f..3ee2cfba3 100644
--- a/doc/client_lua_api.txt
+++ b/doc/client_lua_api.txt
@@ -1191,6 +1191,7 @@ Please do not try to access the reference until the camera is initialized, other
### LocalPlayer
An interface to retrieve information about the player.
+This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
Methods:
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index adaaf6180..2bb739bc8 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -1014,7 +1014,9 @@ The function of `param2` is determined by `paramtype2` in node definition.
* `paramtype2 = "flowingliquid"`
* Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
* The liquid level and a flag of the liquid are stored in `param2`
- * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
+ * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
+ see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
+ to access/manipulate the content of this field
* Bit 3: If set, liquid is flowing downwards (no graphical effect)
* `paramtype2 = "wallmounted"`
* Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
@@ -1245,6 +1247,9 @@ A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+To avoid collision issues, keep each value within the range of +/- 1.45.
+This also applies to leveled nodeboxes, where the final height shall not
+exceed this soft limit.
@@ -3234,6 +3239,7 @@ Helper functions
* returns true when the passed number represents NaN.
* `minetest.get_us_time()`
* returns time with microsecond precision. May not return wall time.
+ * This value might overflow on certain 32-bit systems!
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `table.indexof(list, val)`: returns the smallest numerical index containing
@@ -6425,6 +6431,8 @@ object you are working with still exists.
* `selected_mode` is the mode index to be selected after modes have been changed
(0 is the first mode).
* `set_sky(sky_parameters)`
+ * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
+ whether `set_sky` accepts this format. Check the legacy format otherwise.
* `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
* `type`: Available types:
@@ -6466,6 +6474,15 @@ object you are working with still exists.
abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
`"default"` uses the classic Minetest sun and moon tinting.
Will use tonemaps, if set to `"default"`. (default: `"default"`)
+* `set_sky(base_color, type, {texture names}, clouds)`
+ * Deprecated. Use `set_sky(sky_parameters)`
+ * `base_color`: ColorSpec, defaults to white
+ * `type`: Available types:
+ * `"regular"`: Uses 0 textures, `bgcolor` ignored
+ * `"skybox"`: Uses 6 textures, `bgcolor` used
+ * `"plain"`: Uses 0 textures, `bgcolor` used
+ * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
+ `"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns base_color, type, table of textures, clouds.
* `get_sky_color()`: returns a table with the `sky_color` parameters as in
`set_sky`.
@@ -7346,6 +7363,7 @@ Used by `minetest.register_node`.
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `minetest.set_node_level` and `minetest.add_node_level`.
+ -- Values above 124 might causes collision detection issues.
liquid_range = 8, -- Number of flowing nodes around source (max. 8)
@@ -7373,6 +7391,7 @@ Used by `minetest.register_node`.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom selection box definition. Multiple boxes can be defined.
@@ -7383,13 +7402,12 @@ Used by `minetest.register_node`.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
- -- Both of the boxes above are defined as:
- -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,
diff --git a/games/devtest/mods/testnodes/nodeboxes.lua b/games/devtest/mods/testnodes/nodeboxes.lua
index ebd858337..7e966fdce 100644
--- a/games/devtest/mods/testnodes/nodeboxes.lua
+++ b/games/devtest/mods/testnodes/nodeboxes.lua
@@ -18,7 +18,7 @@ minetest.register_node("testnodes:nodebox_fixed", {
-- 50% higher than a regular node
minetest.register_node("testnodes:nodebox_overhigh", {
- description = S("Overhigh Nodebox Test Node"),
+ description = S("+50% high Nodebox Test Node"),
tiles = {"testnodes_nodebox.png"},
drawtype = "nodebox",
paramtype = "light",
@@ -30,15 +30,16 @@ minetest.register_node("testnodes:nodebox_overhigh", {
groups = {dig_immediate=3},
})
--- 100% higher than a regular node
+-- 95% higher than a regular node
minetest.register_node("testnodes:nodebox_overhigh2", {
- description = S("Double-height Nodebox Test Node"),
+ description = S("+95% high Nodebox Test Node"),
tiles = {"testnodes_nodebox.png"},
drawtype = "nodebox",
paramtype = "light",
node_box = {
type = "fixed",
- fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5},
+ -- Y max: more is possible, but glitchy
+ fixed = {-0.5, -0.5, -0.5, 0.5, 1.45, 0.5},
},
groups = {dig_immediate=3},
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
index 937c38bf1..293271b80 100644
--- a/src/client/clientmap.cpp
+++ b/src/client/clientmap.cpp
@@ -31,6 +31,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <algorithm>
#include "client/renderingengine.h"
+// struct MeshBufListList
+void MeshBufListList::clear()
+{
+ for (auto &list : lists)
+ list.clear();
+}
+
+void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
+{
+ // Append to the correct layer
+ std::vector<MeshBufList> &list = lists[layer];
+ const video::SMaterial &m = buf->getMaterial();
+ for (MeshBufList &l : list) {
+ // comparing a full material is quite expensive so we don't do it if
+ // not even first texture is equal
+ if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
+ continue;
+
+ if (l.m == m) {
+ l.bufs.emplace_back(position, buf);
+ return;
+ }
+ }
+ MeshBufList l;
+ l.m = m;
+ l.bufs.emplace_back(position, buf);
+ list.emplace_back(l);
+}
+
+// ClientMap
+
ClientMap::ClientMap(
Client *client,
MapDrawControl &control,
@@ -182,9 +213,7 @@ void ClientMap::updateDrawList()
if not seen on display
*/
- if (block->mesh) {
- block->mesh->updateCameraOffset(m_camera_offset);
- } else {
+ if (!block->mesh) {
// Ignore if mesh doesn't exist
continue;
}
@@ -229,50 +258,6 @@ void ClientMap::updateDrawList()
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
}
-struct MeshBufList
-{
- video::SMaterial m;
- std::vector<scene::IMeshBuffer*> bufs;
-};
-
-struct MeshBufListList
-{
- /*!
- * Stores the mesh buffers of the world.
- * The array index is the material's layer.
- * The vector part groups vertices by material.
- */
- std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
-
- void clear()
- {
- for (auto &list : lists)
- list.clear();
- }
-
- void add(scene::IMeshBuffer *buf, u8 layer)
- {
- // Append to the correct layer
- std::vector<MeshBufList> &list = lists[layer];
- const video::SMaterial &m = buf->getMaterial();
- for (MeshBufList &l : list) {
- // comparing a full material is quite expensive so we don't do it if
- // not even first texture is equal
- if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
- continue;
-
- if (l.m == m) {
- l.bufs.push_back(buf);
- return;
- }
- }
- MeshBufList l;
- l.m = m;
- l.bufs.push_back(buf);
- list.push_back(l);
- }
-};
-
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
@@ -317,6 +302,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MeshBufListList drawbufs;
for (auto &i : m_drawlist) {
+ v3s16 block_pos = i.first;
MapBlock *block = i.second;
// If the mesh of the block happened to get deleted, ignore it
@@ -382,7 +368,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
- drawbufs.add(buf, layer);
+ drawbufs.add(buf, block_pos, layer);
}
}
}
@@ -391,6 +377,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
TimeTaker draw("Drawing mesh buffers");
+ core::matrix4 m; // Model matrix
+ v3f offset = intToFloat(m_camera_offset, BS);
+
// Render all layers in order
for (auto &lists : drawbufs.lists) {
for (MeshBufList &list : lists) {
@@ -402,7 +391,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
driver->setMaterial(list.m);
- for (scene::IMeshBuffer *buf : list.bufs) {
+ for (auto &pair : list.bufs) {
+ scene::IMeshBuffer *buf = pair.second;
+
+ v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
+ m.setTranslation(block_wpos - offset);
+
+ driver->setTransform(video::ETS_WORLD, m);
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
}
@@ -607,5 +602,3 @@ void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}
-
-
diff --git a/src/client/clientmap.h b/src/client/clientmap.h
index 172e3a1d6..57cc4427e 100644
--- a/src/client/clientmap.h
+++ b/src/client/clientmap.h
@@ -35,6 +35,25 @@ struct MapDrawControl
bool show_wireframe = false;
};
+struct MeshBufList
+{
+ video::SMaterial m;
+ std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
+};
+
+struct MeshBufListList
+{
+ /*!
+ * Stores the mesh buffers of the world.
+ * The array index is the material's layer.
+ * The vector part groups vertices by material.
+ */
+ std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
+
+ void clear();
+ void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
+};
+
class Client;
class ITextureSource;
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 5893e8ac9..18707306c 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -2412,6 +2412,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
input->clearWasKeyPressed();
input->clearWasKeyReleased();
+ // Ensure DIG & PLACE are marked as handled
+ wasKeyDown(KeyType::DIG);
+ wasKeyDown(KeyType::PLACE);
input->joystick.clearWasKeyDown(KeyType::DIG);
input->joystick.clearWasKeyDown(KeyType::PLACE);
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 7b342fc33..bdd4f784a 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -1243,13 +1243,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
buf->drop();
}
- /*
- Do some stuff to the mesh
- */
- m_camera_offset = camera_offset;
- translateMesh(m_mesh[layer],
- intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
-
if (m_mesh[layer]) {
#if 0
// Usually 1-700 faces and 1-7 materials
@@ -1376,19 +1369,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
-{
- if (camera_offset != m_camera_offset) {
- for (scene::IMesh *layer : m_mesh) {
- translateMesh(layer,
- intToFloat(m_camera_offset - camera_offset, BS));
- if (m_enable_vbo)
- layer->setDirty();
- }
- m_camera_offset = camera_offset;
- }
-}
-
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components
diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h
index ec1faea32..6f454d348 100644
--- a/src/client/mapblock_mesh.h
+++ b/src/client/mapblock_mesh.h
@@ -162,9 +162,6 @@ private:
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
-
- // Camera offset info -> do we have to translate the mesh?
- v3s16 m_camera_offset;
};
/*!
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index e1cee9a48..580db99f1 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -42,7 +42,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("mute_sound", "false");
settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0");
- settings->setDefault("meshgen_block_cache_size", "40");
+ settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");
settings->setDefault("pitch_move", "false");
@@ -407,7 +407,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("port", "30000");
settings->setDefault("strict_protocol_version_checking", "false");
settings->setDefault("player_transfer_distance", "0");
- settings->setDefault("max_simultaneous_block_sends_per_client", "128");
+ settings->setDefault("max_simultaneous_block_sends_per_client", "40");
settings->setDefault("time_send_interval", "5");
settings->setDefault("default_game", "mineclone2");