| Commit message (Collapse) | Author | Age |
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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>
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non-normal drawtypes
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When setting a sprite animation, do not keep the last animation's frame number. Setting a new animation should start the animation at the start of the new animation.
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fixes #11513 performance regression with 256x textures
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Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering.
Does not fully fix anaglyph 3d mode.
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This limits the logged deprecation messages to the mods that are loaded
Unifies the mod naming convention check for CSM & SSM
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Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
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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>
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Co-authored-by: hecktest <>
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CSM would previously scan for files within .git or .svn directories, and also special files such as .gitignore
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Apparently the C++ standard library is supposed to provide
specializations of std::hash for enums (even in C++11)
but those don't always work for whatever reason.
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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
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* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution
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Co-authored-by: hecktest <>
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This completely removes any mention of the software and D3D drivers from MT, preventing the user from accidentally attempting to use them. Users who need a software renderer should be asked to install Mesa drivers which offer superior fidelity and performance over the 'burningsvideo' driver.
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'debug' priv to view wireframe (#9315)
Fixes #7245.
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These have been pointless for a while.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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fixes #11096
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fixes #11248
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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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