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2017-09-26Add mute setting (toggled by the mute key and in the volume menu) (#6415)DTA7
* Add mute setting (toggled by the mute key and in the volume menu)
2017-09-11Implement client node dig predictionAuke Kok
Dig prediction allows clients to remove dug nodes without waiting for server acknowledgement. This patch allows mods to override dig prediction, it can either be turned off or a different "prediction node" can be selected.
2017-09-10Fix incorrect buffer size calculation on creation of HUD status messagesrubenwardy
Fixes #6400
2017-09-08Particles: Do not add digging particles for airlike nodes (#6392)SmallJoker
2017-09-05Make HUD status messages translatable (#5795)Wuzzy
* Make HUD status messages translatable * Make strings in showStatusTextSimple translatable
2017-08-30Remove DSTACK support (#6346)Loïc Blot
Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
2017-08-29Formspec: Add options to set background color and opacity (fullscreen mode + ↵Loïc Blot
default mode) (#5493) * Formspec: Add options to set background color and opacity (fullscreen mode) * Enhance previous comment: Set formspec background when regenerate UI. * This permit to do the calcul only at regen and override it with bgcolor tag * Add a setting for default background color into formspec, separated from fullscreen * Add a little performance gain on formspecs using a const ref instead of copying formspec string
2017-08-28Clientevent refactor (#6320)Loïc Blot
* Refactor clientevent structure * Move structure outside of client header * Create client events on heap not stack, this remove the ClientEvent object copy * Use clientEventHandler to route events
2017-08-26Check item_drop amount clientside (#6242)rubenwardy
2017-08-24Add clientside translations.Ekdohibs
2017-08-24Fix Android node selection distance (#6187)Dániel Juhász
2017-08-24Safe digging and placing (#6127)Ben Deutsch
* Setting: Safe digging and placing * New setting 'safe_dig_and_place' under Controls * If set, digging and placing will not auto-repeat * Releasing buttons unblocks the respective action again * Useful for inexperienced users in creative mode where default repeat times may be too short * Safe placing (right click repetition) does not need a guarding flag * Added new setting to minetest.conf.example
2017-08-20Minimap: Add new HUD flag for minimap radar modeparamat
Flag default is true to not change default behaviour. The existing minimap HUD flag remains the master control for minimap.
2017-08-20Modernize source code: last part (#6285)Loïc Blot
* Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
2017-08-19Fix shader.h inclusion place in game.cppLoïc Blot
2017-08-18Optimize headers (part 2) (#6272)Loïc Blot
* Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
2017-08-17clientmap, clientmedia: code modernizationLoic Blot
* use range-based for loops * simplify some tests * various code style fixes * remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there * remove unused fields in MapDrawControl * use emplace_back instead of push_back when necessary
2017-08-16Cleanup various headers to reduce compilation times (#6255)Loïc Blot
* Cleanup various headers to reduce compilation times
2017-08-13Trigger on_rightclick regardless on the formspec meta fieldSmallJoker
Document behaviour for older clients.
2017-08-12Full viewing range key message clarifiedFixer
To make it sound less confusing to players
2017-07-30Make direct item selection keys freely bindableWuzzy
2017-07-18In-cloud fog: Strengthen effect when small view range is usedLars Hofhansl
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when using a small view range. Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly strong when using a large view range.
2017-07-17Chat: Move chat text down to not overlap 3rd line of debug text (#6145)Paramat
2017-07-16F5 debug display: Reformat and remove some information (#6125)Paramat
For consistency return to 'FPS =', add comma before FPS. Remove 'R' from 'range_all' as may be re-keymapped. Remove inconsistent brackets from 'range_all'. Change 'v_range' to 'view_range'. Add 'pos = ' before co-ordinates. Add spaces around '=' in yaw display. Remove brackets from around 'yaw' and 'seed'. Move 'pointing_at' to 3rd line. Remove 'param1' (0 for all solid nodes and unreadable for light sources due to light bank encoding). Remove file name of pointed node top tile (this also removes the need to get ContentFeatures for the node, slightly improving performance). Replace quotes around node data with brackets, looks better and more consistent. Add 'guitext3' for third line. Use 'setVisible' for all 3 lines to control the setting of each text rectangle. Improve logic of 3rd line to only run code it needs to depending on whether pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
2017-07-16Chat protocol rewrite (#5117)Loïc Blot
* New TOCLIENT_CHAT_MESSAGE packet * Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat * Handle TOCLIENT_CHAT_MESSAGE new structure client side * Client chat queue should use a specific object * SendChatMessage: use the right packet depending on protocol version (not complete yet) * Add chatmessage(type) objects and handle them client side (partially) * Use ChatMessage instead of std::wstring server side * Update with timestamp support
2017-07-07Expose getPointedThing to LuaDániel Juhász
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
2017-07-05Fog effect when camera is inside cloudBen Deutsch
Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
2017-07-02Fix crash due to missing pointer validationLoic Blot
Fix #6092
2017-07-02Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot
* Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-06-30Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-001
that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
2017-06-26Isolate irrlicht references and use a singleton (#6041)Loïc Blot
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
2017-06-24Game::showOverlayMessage: securise functionLoic Blot
Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
2017-06-23Show param1 and param2 in debug screen (#6031)Wuzzy
* Show param1 and param2 in debug screen * Add units and some formatting to debug screen * Minor refactor of param1/param2 debug display
2017-06-20Automatic item and node colorization (#5640)Dániel Juhász
* Automatic item and node colorization Now nodes with a palette yield colored item stacks, and colored items place colored nodes by default. The client predicts the colorization. * Backwards compatibility * Use nil * Style fixes * Fix code style * Document changes
2017-06-19Client::makeScreenshot: remove device paramLoic Blot
We already have the device param as class member
2017-06-17Cpp11 initializers 2 (#5999)Loïc Blot
* C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
2017-06-11Use thread_local instead from some static settings (#5955)Loïc Blot
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places. Add thread_local to undersampling calculation too.
2017-06-10Remove superfluous pointer null checksQrchackOfficial
2017-06-08Autorun: Change to 'autoforward' (#5926)Paramat
Minetest does not have 'run'. Automatic forwards is very often used while flying or swimming, so a general word is more suitable.
2017-06-03Fix segmentation fault with tool capabilities (#5899)ShadowNinja
2017-06-03Snake case for screen options in minetest.conf (#5792)Vincent Glize
2017-05-25Close formspec on client shutdown. (#5811)red-001
This ensures the shutting down progress bar is correctly rendered. This fixes #3050.
2017-05-23Client crashfix: load meta after digging (#5801)Paramat
Fixes a crash caused in MTGame by breaking and right-clicking a chest. If loading meta, digging, node can disappear and we looked at meta, which is wrong because meta became NULL. Pointer is invalidated and we read wrong memory area
2017-05-20Fix instant digging (#5785)you
Use runData.dig_time_complete instead of params.time to find out whether it's instant digging. runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes #5728.
2017-05-19When minimap is disabled in configuration, really disable it (#5771)Loïc Blot
* When minimap is disabled in configuration, really disable it
2017-05-13No cursor lock when window inactive (#5754)SmallJoker
2017-05-13Limit properly the sound setting at updateSound runtime step (#5753)Loïc Blot
* Limit properly the sound setting at updateSound runtime step Fix #5026 * Add a comment
2017-05-13Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)Loïc Blot
* Move KeyList & InputHandler from game.h to client/inputhandler.h We have a header for inputs, move inputhandler class & related keylist object to it Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined * Pass clang-format on inputhandler.{cpp,h} (compatible)
2017-05-13Android build fixLoic Blot
2017-05-13Minor pause/escape menu improvements (#5751)red-001
- Split movement keys into separate entries. - Increase buffer size due to the above change. - Change capitalisation. - Remove code-style violating white spaces.