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authorRealBadAngel <maciej.kasatkin@o2.pl>2016-02-20 03:37:26 +0100
committerest31 <MTest31@outlook.com>2016-02-21 17:46:50 +0100
commit2f4cf0bcca1ce5941dd3d2625fe4636e86e73e75 (patch)
treee26e23c72f3ffeeeff0ed21a768b66dab7e9e4d2 /src
parent354635f9fbe67cebbcd147db94b48983aa3799eb (diff)
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Remove preload_item_visuals code
Closes #3748
Diffstat (limited to 'src')
-rw-r--r--src/client.cpp23
-rw-r--r--src/defaultsettings.cpp2
-rw-r--r--src/settings_translation_file.cpp2
3 files changed, 0 insertions, 27 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 3fe67d645..f27f031c5 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -1766,29 +1766,6 @@ void Client::afterContentReceived(IrrlichtDevice *device)
m_nodedef->updateTextures(this, texture_update_progress, &tu_args);
delete[] tu_args.text_base;
- // Preload item textures and meshes if configured to
- if(g_settings->getBool("preload_item_visuals"))
- {
- verbosestream<<"Updating item textures and meshes"<<std::endl;
- text = wgettext("Item textures...");
- draw_load_screen(text, device, guienv, 0, 0);
- std::set<std::string> names = m_itemdef->getAll();
- size_t size = names.size();
- size_t count = 0;
- int percent = 0;
- for(std::set<std::string>::const_iterator
- i = names.begin(); i != names.end(); ++i)
- {
- // Asking for these caches the result
- m_itemdef->getInventoryTexture(*i, this);
- m_itemdef->getWieldMesh(*i, this);
- count++;
- percent = (count * 100 / size * 0.2) + 80;
- draw_load_screen(text, device, guienv, 0, percent);
- }
- delete[] text;
- }
-
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;
m_mesh_update_thread.start();
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 271214a4f..a043ef003 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -159,7 +159,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("trilinear_filter", "false");
settings->setDefault("texture_clean_transparent", "false");
settings->setDefault("texture_min_size", "64");
- settings->setDefault("preload_item_visuals", "false");
settings->setDefault("tone_mapping", "false");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("enable_parallax_occlusion", "false");
@@ -345,7 +344,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("max_simultaneous_block_sends_per_client", "3");
settings->setDefault("emergequeue_limit_diskonly", "8");
settings->setDefault("emergequeue_limit_generate", "8");
- settings->setDefault("preload_item_visuals", "false");
settings->setDefault("viewing_range_nodes_max", "50");
settings->setDefault("viewing_range_nodes_min", "20");
diff --git a/src/settings_translation_file.cpp b/src/settings_translation_file.cpp
index b078e4d12..d3bf5a1f8 100644
--- a/src/settings_translation_file.cpp
+++ b/src/settings_translation_file.cpp
@@ -136,8 +136,6 @@ fake_function() {
gettext("Filtered textures can blend RGB values with fully-transparent neighbors,\nwhich PNG optimizers usually discard, sometimes resulting in a dark or\nlight edge to transparent textures. Apply this filter to clean that up\nat texture load time.");
gettext("Minimum texture size for filters");
gettext("When using bilinear/trilinear/anisotropic filters, low-resolution textures\ncan be blurred, so automatically upscale them with nearest-neighbor\ninterpolation to preserve crisp pixels. This sets the minimum texture size\nfor the upscaled textures; higher values look sharper, but require more\nmemory. Powers of 2 are recommended. Setting this higher than 1 may not\nhave a visible effect unless bilinear/trilinear/anisotropic filtering is\nenabled.");
- gettext("Preload inventory textures");
- gettext("Pre-generate all item visuals used in the inventory.\nThis increases startup time, but runs smoother in-game.\nThe generated textures can easily exceed your VRAM, causing artifacts in the inventory.");
gettext("FSAA");
gettext("Experimental option, might cause visible spaces between blocks\nwhen set to higher number than 0.");
gettext("Shaders");