| Commit message (Collapse) | Author | Age |
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This solve a crash from mainmenu while extracting the zip
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This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects
Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
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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
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* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene
* Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution
* Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it
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* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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* 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
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This permit cleaner access to meshCache and ensure we don't access to it from all the code
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This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine
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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
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incorrectly (#11232)
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* PostgreSQL fallback code missed the includes (closes #11219)
* build failed when Freetype enabled but not found
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fallback_image() was removed in 3e1904fa8c4aae3448d58b7e60545a4fdd8234f3,
which was written after this PR but merged before it.
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(#11145)
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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.
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* Consistently set float precision for GLES
* Enable DPI scaling on Windows+GLES
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* Do proper out-of-tree builds with buildbot
* Don't write to bin/ for cross builds
* This allows safely building multiple builds from the same source dir, e.g. with the buildbot.
* Disable Gettext (by default) and Freetype (entirely) for server builds
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Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group.
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already (#11152)
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Make edit boxes respond to string input events (introduced in minetest/irrlicht#23) that are usually triggered by entering text with an IME.
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Writing vectors as strings is very common and should belong to `vector.*`. `minetest.pos_to_string` is also too long to write, implies that one should only use it for positions and leaves no spaces after the commas.
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fixes #11085
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The flash intensity is calculated proportionally to the maximal HP.
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