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path: root/src/client/game.cpp
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2021-12-05Fix various code & correctness issues (#11815)sfan5
2021-11-01Localize error messages in mainmenu (#11495)Riceball LEE
Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: rubenwardy <rw@rubenwardy.com>
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
2021-09-27Order drawlist by distance to the camera when rendering (#11651)x2048
2021-09-26Touch UI support for desktop builds (#10729)TheBrokenRail
2021-09-19Fix client-side performance of chat UI (#11612)DS
2021-09-11Make sure relevant std::stringstreams are set to binarysfan5
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>
2021-08-21Show status message when changing block bounds (#11556)Wuzzy
2021-08-19Add fwgettext util functionrubenwardy
2021-07-27Add bold, italic and monospace font styling for HUD text elements (#11478)sfan5
Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
2021-07-25Distribute shadow map update over multiple frames to reduce stutter (#11422)x2048
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
2021-07-12Fix revoke debug privs not reliably turn off stuff (#11409)Wuzzy
2021-07-11Avoid draw list and shadow map update in the same frame to reduce dtime ↵x2048
jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes
2021-06-24Require 'basic_debug' priv to view gameplay-relevant debug info, require ↵Wuzzy
'debug' priv to view wireframe (#9315) Fixes #7245.
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-05-03fix: some code tidy about includes & irr namespacesLoic Blot
2021-05-03refacto: remove get_gui_env & draw_load_screen from RenderingEngine singletonLoic Blot
2021-05-03refacto: Hud: make driver, client, player, inventory, tsrc private & drop ↵Loic Blot
unused guienv also fix c_content.h, on client it includes the src/client/hud.h instead of src/hud.h, which leads to wrong file dependency on the lua stack
2021-05-03refacto: protect some RenderingEngine::get_scene_managerLoic Blot
* protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky
2021-05-03refacto: RenderingEngine is now better hiddenLoic Blot
* No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped) * RenderingEngine::get_timer_time is now non static * RenderingEngine::draw_menu_scene is now non static * RenderingEngine::draw_scene is now non static * RenderingEngine::{initialize,finalize} are now non static * RenderingEngine::run is now non static * RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access
2021-05-03refacto: hide mesh_cache inside the rendering engineLoic Blot
This permit cleaner access to meshCache and ensure we don't access to it from all the code
2021-05-03refacto: rendering engine singleton removal step 1 (filesystem)Loic Blot
Make the RenderingEngine filesystem member non accessible from everywhere This permits also to determine that some lua code has directly a logic to extract zip file. Move this logic inside client, it's not the lua stack role to perform a such complex operation Found also another irrlicht <1.8 compat code to remove
2021-04-20Add a key to toggle map block bounds (#11172)Seth Traverse
It's often useful to know where the map block boundaries are for doing server admin work and the like. Adds three modes: single mapblock, range of 5, and disabled.
2021-04-05Don't apply connection timeout limit to locally hosted serverssfan5
fixes #11085
2021-04-05Game: Scale damage flash to max HPSmallJoker
The flash intensity is calculated proportionally to the maximal HP.
2021-03-31Irrlicht support code maintenancesfan5
2021-03-30Consistent title bar + render information in mainmenu (#10764)SmallJoker
2021-03-21Restore minimal normal texture support (for minimap shading)Vitaliy
2021-03-19Scale mouse/joystick sensitivity depending on FOV (#11007)Elias Åström
2021-03-09Use place_param2 client-side for item appearance & prediction (#11024)sfan5
2021-03-06Clean up ClientEvent hudadd/hudchange internalssfan5
2021-03-05Pause animations while game is paused (#10658)Vitaliy
Pauses all mesh animations while game is paused.
2021-02-26Fix hud_change and hud_remove after hud_add (#10997)savilli
2021-02-24Use "Aux1" key name consistently everywhereWuzzy
2021-02-08Pause menu: Fix segfault on u/down key inputJean-Patrick Guerrero
2020-12-24Fix some minor code issues all over the placesfan5
2020-12-19Fix some more joystick issues (#10624)Markus
2020-12-19Cleanup shader generation code (#10663)Vitaliy
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-11-29Input: Fix on_rightclick called when placing into airSmallJoker
2020-11-26Sky: support GLES2numzero
IrrLicht built-in shader is broken, have to write my own
2020-11-23Add sound to press event of some formspecs elements (#10402)Pierre-Yves Rollo
2020-11-09Joystick: Remap joystick-specific KeyTypes to generic onesMarkus Koch
According to the following table: * MOUSE_L -> DIG * MOUSE_R -> PLACE * SCROLL_UP -> HOTBAR_NEXT * SCROLL_DOWN -> HOTBAR_PREV This commit entirely removes the special KeyTypes used for joysticks. Support for the MOUSE KeyTypes had already been removed in the main game code without adapting the joystick code, breaking joystick input. This commit restores joystick functionality.
2020-10-21Fix Media... 0% on loading screen (#9478)Maksim
2020-10-17Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck.Lars
2020-10-17Remove all bump mapping and parallax occlusion related code.Lars
2020-10-04Minimap as HUD element with API controlPierre-Yves Rollo
Features: * Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes() * New HUD elements for displaying minimap with custom size and placing * New minimap mode for displaying a texture instead of the map
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.
2020-10-03Reduce the FPS when the window is unfocused (#8837)HybridDog