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* Game/Input refactor [1/X]: make RealInputHandler handle joystick inputs with ↵Loic Blot2018-01-20
| | | | | | | standard input Joystick input is a RealInputHandler only usage, make it intelligent and handle the joystick with keyboard direct. This permits to remove many getters in game which should be owned by RealInputHandler
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
| | | | | | * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now.
* Add confirmation on new player registration (#6849)Muhammad Rifqi Priyo Susanto2018-01-13
| | | | | | | | | | | | | | * Attempt to add registration confirmation Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist. Also tell player about the server and chosen username. Local game has localhost as IP address of the server. Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background. aborted -> connection_aborted * Rewrite information message text Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
* Don't recalculate statustext initial color everytime & review fixesLoic Blot2018-01-05
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* GameUI refactor (part 7/7): Finish to include profiler things to GameUILoic Blot2018-01-05
| | | | | | | | | Other changes: * Add GameUI clarification comment * Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related * Properly init GameUI::Flags * Move toggleChat toggleHud & toggleProfiler to GameUI * Add gameui.cpp to LINT whitelist
* GameUI refactor (part 6/X): Move Game::guitext_profiler & ↵Loic Blot2018-01-05
| | | | | | | showStatusTextSimple to GameUI class Other enhancements: * Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
* GameUI refactor (part 5/X): Move Game::guitext_chat to GameUI classLoic Blot2018-01-05
| | | | | | Other enhancements: * Move update_profiler_gui to Game class * Move updateChat to Game class
* GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_statustext, ↵Loic Blot2018-01-05
| | | | | | | | GameRunData::statustext_time to GameUI class Other enhancements: * Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0) * Add unittests
* GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, ↵Loic Blot2018-01-05
| | | | | | | | Game::infotext to GameUI class Other enhancements: * Drop unused GameRunData::time_of_day * Little GameUI::update code path optimizations
* GameUI refactor (part 2/X): Move Game::guitext to GameUI + enhancements on ↵Loic Blot2018-01-05
| | | | | | | StaticText Other enhancements: * C++ friendlyness for addStaticText() -> move to static StaticText::add()
* GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUILoic Blot2018-01-05
| | | | | | | | | | Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them Other improvements: * updateChat: more performance on error messages by remove string copies * Initialize all game class members in definition instead of constructor (with nullptr instead of NULL) * Drop unused Client::show{GameChat,GameHud,Profiler,GameFog} * Add GameUI unittests
* Load files from subfolders in texturepacksnumber Zero2017-11-17
| | | | Updated and rebased version of a PR by red-001
* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* LINT: Add files to whitelist, fix detected indent errorsparamat2017-11-06
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* Do not scale texture unless necessary.Lars Hofhansl2017-11-04
| | | | | This avoids scaling textures to 'texture_min_size' unless it is actually required (because either auto-scaling or bi/trilinear filtering is enabled)
* Rewrite rendering engine (#6253)Vitaliy2017-10-31
| | | | | | | | | | | | * Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
* Initial Haiku support (#6568)miqlas2017-10-30
| | | | * Iitial Haiku support
* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Travis: Update clang from 4.0 to 5.0 (#6467)Loïc Blot2017-10-09
| | | | * Update clang from 4.0 to 5.0
* Remove DSTACK support (#6346)Loïc Blot2017-08-30
| | | Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
* Network proto handlers/container fixes (#6334)Loïc Blot2017-08-29
| | | | | | | | | | * Fix HP transport + some double <-> float problems TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network * Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams * Fix connection unittests container
* Clientevent refactor (#6320)Loïc Blot2017-08-28
| | | | | | | | | | * Refactor clientevent structure * Move structure outside of client header * Create client events on heap not stack, this remove the ClientEvent object copy * Use clientEventHandler to route events
* Network cleanup (#6302)Loïc Blot2017-08-24
| | | | | | | | | | | | | | | | | | | | | | | * Cleanup network headers * Move peerhandler to a specific header to reduce compilation times * Move socket.cpp/h to network folder * More work * Network code cleanups * Move socket.{cpp,h} to network folder * Move Address object to network/address.{cpp,h} * Move network exceptions to network/networkexceptions.h * Client: use unique_ptr for Connection * Server/ClientIface: use shared_ptr for Connection * Format fixes * Remove socket.cpp socket.h from clang-format whitelist * Also fix NetworkPacket code style & make it under clang-format
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
| | | | | | | | | | | | | * Code modernization: subfolders Modernize various code on subfolders client, network, script, threading, unittests, util * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Make connection.cpp readable in a pointed place + typo
* 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
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* Modernize client code (#6250)Loïc Blot2017-08-15
| | | | | | | | * Various code style fixes * Use range based for loops * Use empty instead of empty objects * Use C++11 default keyword for trivial constructors and destructors * Drop some useless casts * Use emplace_back instead of push_back to improve performance of some vectors push
* Remove cloud_height settingBen Deutsch2017-08-12
| | | | | | With the cloud API, the cloud_height setting has become obsolete and replaceable by a mod. It, and supporting code, can be removed.
* Fix error not printed to console when no name is providedJuozas2017-08-09
| | | | | | | | When minetest is launched, if there was no nameprovided in configuration or parameters, the game would not show any error in console. if the --go parameter was also prowided, the game would exit without an error. This is undesired behavior, so this merged commit add the missing function that displays the missing error message in console.
* Fix crash when using --go in command lineJuozas Pocius2017-08-03
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* Make direct item selection keys freely bindableWuzzy2017-07-30
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* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-26
| | | | | | | | | | | | * TileLayer: use shared_ptr for vector framespec This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr) Callgrind difference Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png * Fix one push_back to use vector::emplace_back & optimize inclusions
* Fog effect when camera is inside cloudBen Deutsch2017-07-05
| | | | | | | | | | | | | | | | | | Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
* 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
* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112017-07-01
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* 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
* C++11 cleanup on constructors dir client (#6012)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir client
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* Remove threads.h and replace its definitions with their C++11 equivalents ↵ShadowNinja2017-06-11
| | | | | | (#5957) This also changes threadProc's signature, since C++11 supports arbitrary thread function signatures.
* Remove superfluous pointer null checksQrchackOfficial2017-06-10
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* Autorun: Change to 'autoforward' (#5926)Paramat2017-06-08
| | | | | Minetest does not have 'run'. Automatic forwards is very often used while flying or swimming, so a general word is more suitable.
* Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot2017-06-06
| | | | * Fix event LINT & remove default constructor/destructors * remove compat code & modernize autolock header
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
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* Snake case for screen options in minetest.conf (#5792)Vincent Glize2017-06-03
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* Do not create dummy normalmaps (#4180)you2017-05-19
| | | fixes #1811
* Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)Loïc Blot2017-05-13
| | | | | | | | | | * Move KeyList & InputHandler from game.h to client/inputhandler.h We have a header for inputs, move inputhandler class & related keylist object to it Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined * Pass clang-format on inputhandler.{cpp,h} (compatible)
* Add configurable key bindings for hotbar scrolling, and for changing volume.Wuzzy2017-05-06
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* Reorder TileLayer. (#5638)Auke Kok2017-04-29
| | | | | | | | | | | | | | Despite the split of TileSpec into TileDef and TileLayer, the TileLayer struct is still 66 bytes large, and doesn't fit in a single cacheline. I'm moving the color member to cacheline 2, in the hope that it is less used and the compiler loads all the hot members in a single cacheline instead. Only color sits now in cacheline 2, all the other members are in cacheline 1. Note: is_color is probably rarely set, most nodes will likely not use hardware coloring, but this may change in the future. Ideally, this class is shrunk to 64 bytes.
* Clean up getTime helpersShadowNinja2017-04-28
| | | | | | This increases size of the getTime return values to 64 bits. It also removes the TimeGetter classes since the getTime functions are now very precise.