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2016-04-24Escape more strings: formspecs, item descriptions, infotexts...Ekdohibs
Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
2016-04-14Add option to disable entity selectionboxes. (#3992)TriBlade9
Setting only loaded once, default value is to enable them.
2016-03-21Fix connected nodes' selection boxes.Auke Kok
This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
2016-03-12Nodebox: Allow nodeboxes to "connect"Auke Kok
We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-02Add Android chat formShadowNinja
2016-03-02Unlock cursor when opening consoleShadowNinja
2016-03-02Use the console instead of a dedicated window when pressing keymap_chat/cmdEsteban I. Ruiz Moreno
keymap_console opens a full window for chat history browsing.
2016-02-22Fix getting pointed nodeRealBadAngel
Fixes #3719 Closes #3753
2016-02-21Camera: remove auto tune FPS, single view range settingRealBadAngel
2016-02-18Move object nametags to cameraRealBadAngel
2016-02-14Use proper variable types for uniform sampler layersRealBadAngel
2016-02-08Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel
2016-01-18Show infotext with description for item entitiesRealBadAngel
2016-01-09New 3D Mode: PageflipDalai Felinto
The pageflip mode requires a stereo quadbuffer, and a modern graphic card. Patch tested with NVidia 3D Vision. The mini-map is not drawn, but that's what is done for topbottom and sidebyside modes as well. Also most of the time the user would prefer the HUD to be off. That's for the user to decide though, and toggle it manually. Finally, the interocular distance (aka eye separation) is twice as much as the "3d_paralax_strength" settings. I find this a strange design decision. I didn't want to chance this though, since it's how the other 3d modes interpret this settings.
2015-12-30Fix client crashing when connecting to serverest31
My commit e2d54c9f9275e4f77ec33be8054621d42945f7a4 "shutdown when requested from lua in singleplayer too" broke minetest's feature to connect to servers. The client crashed after the connection init was complete. Thanks to @sofar for reporting the bug. Fixes #3498.
2015-12-29shutdown when requested from lua in singleplayer tooest31
Before, minetest.request_shutdown didn't shut down singleplayer instances or server instances from the server tab. This commit fixes this. Fixes #3489.
2015-12-18Android: Implement Autohiding button bars to cleanup screenSapier
2015-12-17Android: Fix pressed buttons not beeing cleared on opening menuSapier
2015-12-02Add on_secondary_use when right clicking an item in the airAlex Ford
2015-11-15Add a status text for autorunAmaz
2015-11-07Add support for audio feedback if placing node failedBlockMen
2015-11-02Speed up saving of profiling data by 27xgregorycu
On Windows Release x64 bit build this changes: ProfilerGraph::put 1.68% -> 0.061% ProfilerGraph::draw 12% -> 17.% So yes, there is a tradeoff between saving profiling data (executed always) and drawing the profiler graph (executed very rarely). But usually you don't have the profiler graph open.
2015-10-29WoW-style AutorunDuane Robertson
This allows the player to toggle continuous forward with a key (F by default), so we don't have to hold down the forward key endlessly.
2015-10-24Fix on_rightclick() being called directly after placing nodeBlockMen
fixes https://github.com/minetest/minetest_game/issues/537
2015-10-18Remove wstrgettextest31
Everywhere where wstrgettext was used, its output was converted back to utf8. As wstrgettext internally converts the return value from utf8 to wstring, it has been a waste. Remove the function, and use strgettext instead.
2015-10-14Refactor loggingShadowNinja
- Add warning log level - Change debug_log_level setting to enumeration string - Map Irrlicht log events to MT log events - Encapsulate log_* functions and global variables into a class, Logger - Unify dstream with standard logging mechanism - Unify core.debug() with standard core.log() script API
2015-09-01Hide minimap if it has been disabled by serverest31
2015-08-25Change i++ to ++iDavid Jones
2015-08-13minimap: Add ability to disable from serverkwolekr
2015-08-13game.cpp: Update cached settingsest31
2015-07-23Optional reconnect functionalityest31
Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
2015-07-16Fix relief mapping issuesRealBadAngel
2015-07-14Make serialization error message translatableKahrl
Also don't show "probably running a different version" message in simple singleplayer mode
2015-07-09Settings: pass name to callbacks by referenceest31
Spare some copies.
2015-07-08Use UTF-8 instead of narrowest31
Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
2015-07-08Clean-up Minimap codekwolekr
- Fixed race conditions - Fixed null dereference - Fixed out-of-bounds array access - MinimapMapblock is now allocated and added to update queue only when enabled - Removed dependency on LocalPlayer - Fixed code style - Simplified expressions and program logic - Cleaned minimap object interfaces
2015-06-27Add minimap featureRealBadAngel
2015-06-20Make attached objects visible in 3rd person viewest31
2015-06-13Use utf-8 in formspecsIlya Zhuravlev
2015-05-29(Android) Only simulate holding down fast key if fast_move is toggled to trueCraig Robbins
2015-05-19Replace instances of std::map<std::string, std::string> with StringMapkwolekr
Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
2015-05-15ANDROID: Do not limit situations where fast is enabledCraig Robbins
Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
2015-05-06Fix connection speed unit namesShadowNinja
2015-04-27Revert the upper-case PROJECT_NAME nonsense that was part of #2402sfan5
2015-04-26Fix player pitch and yaw not being set properlyKevin Ott
2015-04-19Disable connection timeout for singleplayer and server tabsest31
In worlds with many mods we can easily reach timeout, waiting for the server to start.
2015-04-1710s timeout when connecting to serverSmallJoker
2015-03-31Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen
JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
2015-03-30On Android enable always fastCraig Robbins
Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
2015-03-27Change error_message from wstring to stringShadowNinja
This removes a lot of narrow/wide conversions where a wide string was never used.