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* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
| | | | | | | | | | | | | Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
* Allow zoom to actually show more data.Lars Hofhansl2017-11-15
| | | | | This allows the client to retrieve blocks at a greater distance from the server, thus allowing for a real zoom.
* Add setting for near plane distance. (#6395)Rob Blanckaert2017-10-07
| | | | | | | * Allow setting the near plane * - Add near_plane limit of 0.5 to prevent x-ray. - Add more details to near_plane setting.
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
| | | | | Default enabled for no change in default behaviour. Remove 'zoom' privilege.
* Add clientside translations.Ekdohibs2017-08-24
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* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
| | | | | | | | | | | | | | * Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* Player::getSpeed/setSpeed use const refsLoic Blot2017-08-14
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* Move the nametag back to the top of the player (#6179)TeTpaAka2017-07-29
| | | read the actual height of the collisionbox
* Camera: Fix wieldmesh glitch after teleporting (#6138)kilbith2017-07-15
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* Camera: Arm inertia code cleanup (#6094)kilbith2017-07-04
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* Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot2017-07-02
| | | | | | | | | | | * Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
* Camera: Improve arm inertiaJean-Patrick Guerrero2017-07-02
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* Fix arm inertia limit casekilbith2017-06-27
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* Fix undefined behaviour in arm movement when dividing by zeroLoic Blot2017-06-26
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* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Fix Camera::add_arm_inertia -> addArmInertiaLoic Blot2017-06-26
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* Add Arm Inertia (#6050)kilbith2017-06-26
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* C++11 patchset 9: move hardcoded init parameters to class definitions (part ↵Loïc Blot2017-06-16
| | | | | | | | | | | | | | | | | | | | | | | | 1) (#5984) * C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
* Nametag: remove colour codes before calculating alignment. (#5862)red-0012017-05-31
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* [CSM] Add camera API (#5609)bigfoot5472017-05-05
| | | | | | | * [CSM] Add camera API roper rebase & squash * Address nerzhul's review
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Wieldmesh: Natural orientation depending on pitch (#5490)kilbith2017-03-31
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* Zoom FOV: Reduce minimum zoom FOV to 7 degreesparamat2017-01-23
| | | | | | | | The default of 15 is unchanged. 7 degrees is x10 magnification which is common for binoculars. Alter hardcoded limits in camera.cpp: Minimum 7 degrees. Maximum 160 degrees to match upper limits in advanced settings.
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Use relative position for nametagsSmallJoker2016-10-06
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* Camera: Higher frequency limit for view/hand bobbing and footstepsparamat2016-08-26
| | | | | | | | | | | | Rebased and tuned version of Calinou's original pull request. 'm_view_bobbing_speed' controls the frequency of view bobbing, hand bobbing and footsteps, it was limited to a maximum of 40 (walking frequency) so did not increase if player speed was modified by a 'speed buff', a sprinting mod or modified in .conf or advanced settngs. This commit raises the limit to 70 which is suitable for sprinting.
* Zooming the camera requires the 'zoom' privilegeBen Deutsch2016-08-10
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* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-10
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* Fix nametag hidingest312016-04-02
| | | | | | | | | Commit c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera" has added a regression to still display a shadow if their alpha got set to 0.
* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-21
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* Camera: Don't count camera offset twice for Nametagged CAOsRealBadAngel2016-02-19
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* Move object nametags to cameraRealBadAngel2016-02-18
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* Fix wield item glitchRealBadAngel2016-01-18
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* Fix clang warningShadowNinja2015-10-31
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* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Remove profiler.h include where it's not needed. Remove some unreachable and ↵Loic Blot2015-07-21
| | | | very old code
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Make camera clear error message if there's no errorShadowNinja2015-03-27
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* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Return step smoothing value to 23paramat2015-01-08
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* Allow footstep sounds to play for liquid and ladder nodes, making swimming ↵MirceaKitsune2014-12-12
| | | | and climbing sounds possible
* Increase third person view distanceCalinou2014-12-07
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-07
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Increase step smoothing to fit 1:1 stairs (works well on slabs too)Calinou2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>