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* Touch UI support for desktop builds (#10729)TheBrokenRail2021-09-26
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* Fix client-side performance of chat UI (#11612)DS2021-09-19
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* Make sure relevant std::stringstreams are set to binarysfan52021-09-11
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* Joystick sensitivity for player movement (#11262)NeroBurner2021-08-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit deprecates the forward, backward, left, and right binary inputs currently used for player movement in the PlayerControl struct. In their place, it adds the movement_speed and movement_direction values, which represents the player movement is a polar coordinate system. movement_speed is a scalar from 0.0 to 1.0. movement_direction is an angle from 0 to +-Pi: FWD 0 _ LFT / \ RGT -Pi/2 | | +Pi/2 \_/ +-Pi BCK Boolean movement bits will still be set for server telegrams and Lua script invocations to provide full backward compatibility. When generating these values from an analog input, a direction is considered active when it is 22.5 degrees away from either orthogonal axis. Co-authored-by: Markus Koch <markus@notsyncing.net> Co-authored-by: sfan5 <sfan5@live.de>
* Show status message when changing block bounds (#11556)Wuzzy2021-08-21
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* Add fwgettext util functionrubenwardy2021-08-19
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* Add bold, italic and monospace font styling for HUD text elements (#11478)sfan52021-07-27
| | | Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Fix revoke debug privs not reliably turn off stuff (#11409)Wuzzy2021-07-12
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* Avoid draw list and shadow map update in the same frame to reduce dtime ↵x20482021-07-11
| | | | | | | | | | jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes
* Require 'basic_debug' priv to view gameplay-relevant debug info, require ↵Wuzzy2021-06-24
| | | | | 'debug' priv to view wireframe (#9315) Fixes #7245.
* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* fix: some code tidy about includes & irr namespacesLoic Blot2021-05-03
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* refacto: remove get_gui_env & draw_load_screen from RenderingEngine singletonLoic Blot2021-05-03
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* refacto: Hud: make driver, client, player, inventory, tsrc private & drop ↵Loic Blot2021-05-03
| | | | | | 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
* refacto: protect some RenderingEngine::get_scene_managerLoic Blot2021-05-03
| | | | | * protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky
* refacto: RenderingEngine is now better hiddenLoic Blot2021-05-03
| | | | | | | | | | * 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
* refacto: hide mesh_cache inside the rendering engineLoic Blot2021-05-03
| | | | This permit cleaner access to meshCache and ensure we don't access to it from all the code
* refacto: rendering engine singleton removal step 1 (filesystem)Loic Blot2021-05-03
| | | | | | | | 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
* Add a key to toggle map block bounds (#11172)Seth Traverse2021-04-20
| | | | 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.
* Don't apply connection timeout limit to locally hosted serverssfan52021-04-05
| | | | fixes #11085
* Game: Scale damage flash to max HPSmallJoker2021-04-05
| | | | The flash intensity is calculated proportionally to the maximal HP.
* Irrlicht support code maintenancesfan52021-03-31
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* Consistent title bar + render information in mainmenu (#10764)SmallJoker2021-03-30
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* Restore minimal normal texture support (for minimap shading)Vitaliy2021-03-21
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* Scale mouse/joystick sensitivity depending on FOV (#11007)Elias Åström2021-03-19
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* Use place_param2 client-side for item appearance & prediction (#11024)sfan52021-03-09
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* Clean up ClientEvent hudadd/hudchange internalssfan52021-03-06
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* Pause animations while game is paused (#10658)Vitaliy2021-03-05
| | | Pauses all mesh animations while game is paused.
* Fix hud_change and hud_remove after hud_add (#10997)savilli2021-02-26
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* Use "Aux1" key name consistently everywhereWuzzy2021-02-24
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* Pause menu: Fix segfault on u/down key inputJean-Patrick Guerrero2021-02-08
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* Fix some minor code issues all over the placesfan52020-12-24
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* Fix some more joystick issues (#10624)Markus2020-12-19
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* Cleanup shader generation code (#10663)Vitaliy2020-12-19
| | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
* Input: Fix on_rightclick called when placing into airSmallJoker2020-11-29
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* Sky: support GLES2numzero2020-11-26
| | | | IrrLicht built-in shader is broken, have to write my own
* Add sound to press event of some formspecs elements (#10402)Pierre-Yves Rollo2020-11-23
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* Joystick: Remap joystick-specific KeyTypes to generic onesMarkus Koch2020-11-09
| | | | | | | | | | | | | | According to the following table: * MOUSE_L -> DIG * MOUSE_R -> PLACE * SCROLL_UP -> HOTBAR_NEXT * SCROLL_DOWN -> HOTBAR_PREV This commit entirely removes the special KeyTypes used for joysticks. Support for the MOUSE KeyTypes had already been removed in the main game code without adapting the joystick code, breaking joystick input. This commit restores joystick functionality.
* Fix Media... 0% on loading screen (#9478)Maksim2020-10-21
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* Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck.Lars2020-10-17
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* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
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* Minimap as HUD element with API controlPierre-Yves Rollo2020-10-04
| | | | | | | Features: * Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes() * New HUD elements for displaying minimap with custom size and placing * New minimap mode for displaying a texture instead of the map
* Add First Person Attachments (#10360)Jordan Snelling2020-10-04
| | | | | | Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
* Reduce the FPS when the window is unfocused (#8837)HybridDog2020-10-03
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* Properly handle mod-errors in on_shutdownDesour2020-08-24
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* Allow binding dig, place actions to keys; remove LMB/RMB hardcodingANAND2020-08-15
| | | | Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
* Play place_failed sound if occupied or cannot attach (#9486)Wuzzy2020-07-27
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* Add object crosshair, disable entity selectionboxes by default (#9523)LoneWolfHT2020-07-14
| | | | Adds new object crosshair base pack texture
* Cleanup ClientLauncher structure (#10160)SmallJoker2020-07-14
| | | Remove duplicated variables and unify the startup data into a new (inherited) struct.