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* Increase default font size by 1James Stevenson2016-09-21
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* Add map limit config optionrubenwardy2015-08-02
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* Change format of screenshot namesCraig Robbins2015-03-31
| | | | | | | | Filename screenshot_ + ISO 8601 format + [-serial] i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png Serial is added if the filename + timestamp already exists and is in the range 1 to 999
* Increase default font_sizeBlockMen2015-02-18
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* Fix font_size under windowsBlockMen2015-02-18
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* Give full breath after deathSmallJoker2015-02-05
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* Change default font sizes to 14(freetype) and 10(non-freetype)sfan52015-01-10
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* (INTERIM) Make sizes of the font in formspecs consistent and not so largeCraig Robbins2014-12-05
| | | | Until a permanent fix can be developed
* Scale form elements consistentlyZefram2014-11-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
* Implement proper font handlingsapier2014-11-30
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* Improve timeout calculationsapier2014-08-22
| | | | gf
* Store the maximum player file tries in a constantShadowNinja2014-06-23
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* Support for scalable font and gui elementssapier2014-06-22
| | | | | Fix positioning of tabheader in order to be usable for scaling GUIs WARNING: this changes position of current tabheaders, mods have to adjust!
* Remove liquid_finite and weatherproller2014-04-18
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* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Add support for IPv6proller2013-06-23
| | | | | | | Two new configuration options are added: - "enable_ipv6" to enable/disable the overall use of IPv6 - "ipv6_server" to enable/disable the use of IPv6 sockets when running a server (when "enable_ipv6" is enabled)
* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Initially split utility.h to multiple files in util/Perttu Ahola2012-06-17
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* Clean up constants.h a bitPerttu Ahola2012-06-16
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* Set the BS constant to be floating-point; this removes the need for floating ↵Perttu Ahola2011-11-29
| | | | point numbers when dividing it
* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-08
| | | | camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
* lava!Perttu Ahola2011-08-15
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* fixed not finding data dir if installedConstantin Wenger2011-08-12
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* small comment updatePerttu Ahola2011-05-18
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* mapgen work-in-progressPerttu Ahola2011-03-02
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* mapgen stuffPerttu Ahola2011-02-05
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* map generation framework under development... not quite operational at this ↵Perttu Ahola2011-01-30
| | | | point.
* Mainly some texture tweakingPerttu Ahola2011-01-24
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* minecraft-style water done (but no texture animation or sound)Perttu Ahola2011-01-17
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* old water removed, some fixes here and therePerttu Ahola2011-01-17
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* Initial commit of mapgen v.2. Lacks configuration and saving to disk.Perttu Ahola2011-01-16
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* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
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* changes to handing of digging (non backwards-compatible i guess)Perttu Ahola2010-12-23
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* fixed crack animation timing in clientPerttu Ahola2010-12-23
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* some work-in-progressPerttu Ahola2010-12-22
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* Cracking blocks while diggingPerttu Ahola2010-12-21
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* framework for modifying texturesPerttu Ahola2010-12-20
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* day/night working client sidePerttu Ahola2010-12-19
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* tinkering aroundPerttu Ahola2010-12-14
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* commit before content-tile separationPerttu Ahola2010-12-13
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* better waterPerttu Ahola2010-11-30
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* license stuffPerttu Ahola2010-11-29
| | | | | --HG-- rename : src/licensecomment.txt => licensecomment.txt
* Windows bug fixesPerttu Ahola2010-11-29
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* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
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* block send priority queuePerttu Ahola2010-11-27
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