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path: root/src/client/content_cao.cpp
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2022-11-23Fix entity visiblity in bright artificial light (#12906)x2048
2022-11-09Fix typos and en_US/en_GB inconsistency in various files (#12902)Abdou-31
2022-11-03Reduce exposure of various internals (#12885)Loïc Blot
* refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-10-30Add comments explaining use of entity glowx2048
2022-10-30Apply entity glow before translating to color spacex2048
2022-09-25Fix two spelling mistakesTobias Frost
Co-authored-by: Tobias Frost <tobi@debian.org>
2022-09-04Convert entity glow value to color space before adding to the lightx2048
2022-08-12Physics overrides: Move values to a common struct (#12591)SmallJoker
Co-authored-by: sfan5 <sfan5@live.de>
2022-07-17Fix automatic rotate for attached entities (#12392)Lars Müller
2022-07-09Release shadow mapping resources when not needed (#12497)x2048
2022-06-28Remove an unused method and header includessfan5
2022-06-20Re-order sound-related code (#12382)SmallJoker
Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated 'fade' and 'pitch' values on server-side where only one was used anyway. SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included. Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the future. Per-type version numbers are kept for now as a safety rope in a special case.
2022-06-19Fix CAO light calculation issuesfan5
2022-06-17Fix updating glow on entitiessfan5
was broken in #10021 more than 2 years ago(!)
2022-05-20Fix lighting of upright_sprite entities (#12336)x2048
Use MeshNode materials to set the light since ReadOnlyMaterials is now false
2022-04-30Deal with compiler warningssfan5
2022-04-15upright_sprite: Fix walk animation in first person (#12194)SmallJoker
2022-03-07Fix shadows for upright sprite nodesDmitry Kostenko
Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
2022-03-07Improve lighting of entities.Dmitry Kostenko
Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
2022-03-07Render shadows on entities.Dmitry Kostenko
Fixes problem with mod 'drawers'.
2022-01-19Fix local animation not instantly updating after being setsfan5
2022-01-02Cap damage overlay duration to 1 second (#11871)Wuzzy
2022-01-02Recalculate normals before adding mesh to the scenex2048
2021-12-05Fix various code & correctness issues (#11815)sfan5
2021-11-22Add backwards-compatible behaviour if too few CAO textures specifiedsfan5
(#11766)
2021-11-19Fix local digging animation (#11772)savilli
2021-10-31Fix number of tool uses being off by 1..32767 (#11110)Wuzzy
2021-10-20Add no_texture.png as fallback for unspecified texturesWuzzy
2021-08-27Joystick sensitivity for player movement (#11262)NeroBurner
This commit deprecates the forward, backward, left, and right binary inputs currently used for player movement in the PlayerControl struct. In their place, it adds the movement_speed and movement_direction values, which represents the player movement is a polar coordinate system. movement_speed is a scalar from 0.0 to 1.0. movement_direction is an angle from 0 to +-Pi: FWD 0 _ LFT / \ RGT -Pi/2 | | +Pi/2 \_/ +-Pi BCK Boolean movement bits will still be set for server telegrams and Lua script invocations to provide full backward compatibility. When generating these values from an analog input, a direction is considered active when it is 22.5 degrees away from either orthogonal axis. Co-authored-by: Markus Koch <markus@notsyncing.net> Co-authored-by: sfan5 <sfan5@live.de>
2021-08-16Start sprite animation at the beginning (#11509)Lean Rada
When setting a sprite animation, do not keep the last animation's frame number. Setting a new animation should start the animation at the start of the new animation.
2021-07-22Remove unused ITextSceneNode header (#11476)hecks
Co-authored-by: hecktest <>
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-05-30Fix procession ordering issue in content_caosfan5
2021-05-03fix: some code tidy about includes & irr namespacesLoic Blot
2021-05-03refacto: don't use RenderingEngine singleton on CAOLoic Blot
* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene * Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution * Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it
2021-03-31Irrlicht support code maintenancesfan5
2021-02-17Add nametag background setting and object property (#10937)rubenwardy
2020-12-24Fix some minor code issues all over the placesfan5
2020-11-12Fix player sprite visibility in first personsfan5
closes #10525
2020-11-12Fix overloaded virtual warnings with get/setAttachment()sfan5
2020-11-08ContentCAO: Fix segfault when minimap is disabledSmallJoker
2020-11-04Revert "Fix short 180 degree rotation when using set_bone_position (#10405)" ↵Lars Müller
(#10534) This reverts commit 0f98b54aa4b2361575002d92b29fe222703ba557.
2020-10-20Fix show_on_minimap default value for local playersfan5
fixes #10526
2020-10-19Decouple entity minimap markers from nametags replacing with show_on_minimap ↵sfan5
property (#10443)
2020-10-04Add First Person Attachments (#10360)Jordan Snelling
Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
2020-10-04Fix short 180 degree rotation when using set_bone_position (#10405)Lars Müller
2020-10-01(se)SerializeString: Include max length in the nameSmallJoker
This commit clarifies the maximal length of the serialized strings. It will avoid accidental use of serializeString() when a larger string can be expected. Removes unused Wide String serialization functions
2020-08-15Allow binding dig, place actions to keys; remove LMB/RMB hardcodingANAND
Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
2020-07-30content_cao: Support texture animation for upright_sprite (#10020)sfan5
2020-06-26Fix bone-attached entities (#10015)hecktest