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* Bump IrrlichtMt to 1.9.0mt4 in CIsfan52022-01-16
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* Update compiler versions in CIsfan52022-01-15
| | | | | downgrade gcc 6 -> 5 to better match our minimum upgrade gcc and clang by moving two images to ubuntu 20.04
* Fully remove bitmap font support (#11863)sfan52022-01-08
| | | Freetype is now a build requirement.
* Restructure devtest's unittests and run them in CI (#11859)sfan52021-12-18
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* Update Android to new dependency repo (#11690)sfan52021-10-31
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* Add missing zstd-libs to final Docker imageBuckaroo Banzai2021-09-07
| | | Also add `minetestserver --version` command to verify docker build in CI
* Switch MapBlock compression to zstd (#10788)lhofhansl2021-08-31
| | | | | | | * Add zstd support. * Rearrange serialization order * Compress entire mapblock Co-authored-by: sfan5 <sfan5@live.de>
* CI: Bump IrrlichtMt to 1.9.0mt3sfan52021-08-31
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* CI: Add macOS workflow (#11454)fn ⌃ ⌥2021-08-28
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* Gettext support on Android (#11435)Pevernow2021-08-08
| | | | Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: =?UTF-8?q?Olivier=20Samyn=20=F0=9F=8E=BB?= <code@oleastre.be>
* Move build/android directory to root of project (#11283)NeroBurner2021-06-21
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* Add roadmap (#10536)rubenwardy2021-06-17
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* Add basic client-server test to CIsfan52021-05-05
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* fix(ci): ensure we build on docker only modificationsLoic Blot2021-04-02
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* Update CONTRIBUTING info on translating builtinWuzzy2021-03-29
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* CI: update configurations for Irrlicht forksfan52021-03-09
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* Disable clang-format, clean up scriptsrubenwardy2021-03-01
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* CI: fix buildsfan52020-12-23
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* Fix Visual Studio build in ActionsMoNTE482020-11-22
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* Contributing doc: Minor improvements and a clarification (#10520)Paramat2020-10-18
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* Document how to work with ClangFormat (#10468)Paramat2020-10-13
| | | | To avoid the common misunderstanding where a contributor thinks they must apply the unsuitable formatting requests ClangFormat makes.
* Android: add ci with saving artifactsMaksim2020-10-13
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* Disable pgsql in VS 2019 workflowadrido2020-06-22
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* Add MSVC build (#9740)adrido2020-05-05
| | | | * Add MSVC build
* ci: Update Github Actions workflows (#9774)sfan52020-05-02
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* Add docker build stage on Github actionsLoic Blot2020-04-29
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* Replace travis with github actions (#9641)Loïc Blot2020-04-20
| | | | | | | * Move outside of travis to Github actions This will permit to have better integrated CI workflow than the previous travis one.
* Update Github templates (#8593)rubenwardy2019-06-13
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* Add minetest issue template (#6936)Loïc Blot2018-01-20
* Add minetest issue template This permits end user to have a basic template permitting to do issue triage and for users to know what we expect.
="hl opt">& error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // frametime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, v2u32 screensize); // Render distance feedback loop void updateViewingRange(f32 frametime_in); // Update settings from g_settings void updateSettings(); // Replace the wielded item mesh void wield(const InventoryItem* item, IGameDef *gamedef); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(); private: // Scene manager and nodes scene::ISceneManager* m_smgr; scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; ExtrudedSpriteSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; // viewing_range_min_nodes setting f32 m_viewing_range_min; // viewing_range_max_nodes setting f32 m_viewing_range_max; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_wanted_frametime; f32 m_added_frametime; s16 m_added_frames; f32 m_range_old; f32 m_frametime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; }; /* A scene node that displays a 2D mesh extruded into the third dimension, to add an illusion of depth. Since this class was created to display the wielded tool of the local player, and only tools and items are rendered like this (but not solid content like stone and mud, which are shown as cubes), the option to draw a textured cube instead is provided. */ class ExtrudedSpriteSceneNode: public scene::ISceneNode { public: ExtrudedSpriteSceneNode( scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id = -1, const v3f& position = v3f(0,0,0), const v3f& rotation = v3f(0,0,0), const v3f& scale = v3f(1,1,1)); ~ExtrudedSpriteSceneNode(); void setSprite(video::ITexture* texture); void setCube(const TileSpec tiles[6]); f32 getSpriteThickness() const { return m_thickness; } void setSpriteThickness(f32 thickness); void updateLight(u8 light); void removeSpriteFromCache(video::ITexture* texture); virtual const core::aabbox3d<f32>& getBoundingBox() const; virtual void OnRegisterSceneNode(); virtual void render(); private: scene::IMeshSceneNode* m_meshnode; f32 m_thickness; scene::IMesh* m_cubemesh; bool m_is_cube; u8 m_light; // internal extrusion helper methods io::path getExtrudedName(video::ITexture* texture); scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data); scene::IAnimatedMesh* extrude(video::ITexture* texture); scene::IMesh* createCubeMesh(); }; #endif