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* devtest: Fix deprecated alpha usagesfan52021-01-29
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* Drop never documented 'alpha' property from nodedefsfan52021-01-29
| | | | | Includes minimal support code for practical reasons. We'll need it for a slightly different purpose next commit.
* Allow "liquid" and "flowingliquid" drawtypes even if liquidtype=none (#10737)Wuzzy2021-01-21
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* Various documentation fixes (#10692)SmallJoker2020-12-10
| | | | | | | set_sky: New feature, keep note about the old syntax get_us_time: Document overflow localplayer: Document "nil" behaviour before initialization collision_box: Safe limit of "1.45"
* Fix falling image of torchlike if paramtype2="none" (#10612)Wuzzy2020-11-15
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* Add bumpmapping and parallax occlusion testing nodes to devtest (#9242)HybridDog2020-10-09
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* Devtest: Extend tooltips of many items and tools (#10312)Wuzzy2020-09-04
| | | Also show error message when using tools wrong
* Scale inventory image for scaled allfaces nodes (#10225)Wuzzy2020-09-04
| | | The inventory image size of the inventory image of nodes with drawtype allfaces (and related) is scaled as well if visual_scale is set (previously, the inventory image size was always the same)
* Devtest: Fix missing/incorrect liquid properties (#9955)Wuzzy2020-05-30
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* Add disable_jump check for the player's feetMoNTE482020-05-29
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* Rename “Minimal development test” to “Development Test” (#9928)Wuzzy2020-05-26
n>device): m_device(device) {} u32 getTime(TimePrecision prec) { if (prec == PRECISION_MILLI) { if (m_device == NULL) return 0; return m_device->getTimer()->getRealTime(); } else { return porting::getTime(prec); } } private: IrrlichtDevice *m_device; }; // Not so precise one which works without irrlicht class SimpleTimeGetter: public TimeGetter { public: u32 getTime(TimePrecision prec) { return porting::getTime(prec); } }; class ClientLauncher { public: ClientLauncher() : list_video_modes(false), skip_main_menu(false), use_freetype(false), random_input(false), address(""), playername(""), password(""), device(NULL), input(NULL), receiver(NULL), skin(NULL), font(NULL), simple_singleplayer_mode(false), current_playername("inv£lid"), current_password(""), current_address("does-not-exist"), current_port(0) {} ~ClientLauncher(); bool run(GameParams &game_params, const Settings &cmd_args); protected: void init_args(GameParams &game_params, const Settings &cmd_args); bool init_engine(); bool launch_game(std::string &error_message, bool reconnect_requested, GameParams &game_params, const Settings &cmd_args); void main_menu(MainMenuData *menudata); bool create_engine_device(); void speed_tests(); bool print_video_modes(); bool list_video_modes; bool skip_main_menu; bool use_freetype; bool random_input; std::string address; std::string playername; std::string password; IrrlichtDevice *device; InputHandler *input; MyEventReceiver *receiver; gui::IGUISkin *skin; gui::IGUIFont *font; scene::ISceneManager *smgr; SubgameSpec gamespec; WorldSpec worldspec; bool simple_singleplayer_mode; // These are set up based on the menu and other things // TODO: Are these required since there's already playername, password, etc std::string current_playername; std::string current_password; std::string current_address; int current_port; }; #endif