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* New 3D Mode: PageflipDalai Felinto2016-01-09
| | | | | | | | | | | | | | | | The pageflip mode requires a stereo quadbuffer, and a modern graphic card. Patch tested with NVidia 3D Vision. The mini-map is not drawn, but that's what is done for topbottom and sidebyside modes as well. Also most of the time the user would prefer the HUD to be off. That's for the user to decide though, and toggle it manually. Finally, the interocular distance (aka eye separation) is twice as much as the "3d_paralax_strength" settings. I find this a strange design decision. I didn't want to chance this though, since it's how the other 3d modes interpret this settings.
* Fix client crashing when connecting to serverest312015-12-30
| | | | | | | | | | | | | My commit e2d54c9f9275e4f77ec33be8054621d42945f7a4 "shutdown when requested from lua in singleplayer too" broke minetest's feature to connect to servers. The client crashed after the connection init was complete. Thanks to @sofar for reporting the bug. Fixes #3498.
* shutdown when requested from lua in singleplayer tooest312015-12-29
| | | | | | | Before, minetest.request_shutdown didn't shut down singleplayer instances or server instances from the server tab. This commit fixes this. Fixes #3489.
* Android: Implement Autohiding button bars to cleanup screenSapier2015-12-18
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* Android: Fix pressed buttons not beeing cleared on opening menuSapier2015-12-17
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* Add on_secondary_use when right clicking an item in the airAlex Ford2015-12-02
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* Add a status text for autorunAmaz2015-11-15
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* Add support for audio feedback if placing node failedBlockMen2015-11-07
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* Speed up saving of profiling data by 27xgregorycu2015-11-02
| | | | | | | | | | | | | | On Windows Release x64 bit build this changes: ProfilerGraph::put 1.68% -> 0.061% ProfilerGraph::draw 12% -> 17.% So yes, there is a tradeoff between saving profiling data (executed always) and drawing the profiler graph (executed very rarely). But usually you don't have the profiler graph open.
* WoW-style AutorunDuane Robertson2015-10-29
| | | | | This allows the player to toggle continuous forward with a key (F by default), so we don't have to hold down the forward key endlessly.
* Fix on_rightclick() being called directly after placing nodeBlockMen2015-10-24
| | | | fixes https://github.com/minetest/minetest_game/issues/537
* Remove wstrgettextest312015-10-18
| | | | | | | Everywhere where wstrgettext was used, its output was converted back to utf8. As wstrgettext internally converts the return value from utf8 to wstring, it has been a waste. Remove the function, and use strgettext instead.
* Refactor loggingShadowNinja2015-10-14
| | | | | | | | | - Add warning log level - Change debug_log_level setting to enumeration string - Map Irrlicht log events to MT log events - Encapsulate log_* functions and global variables into a class, Logger - Unify dstream with standard logging mechanism - Unify core.debug() with standard core.log() script API
* Hide minimap if it has been disabled by serverest312015-09-01
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* Change i++ to ++iDavid Jones2015-08-25
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* minimap: Add ability to disable from serverkwolekr2015-08-13
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* game.cpp: Update cached settingsest312015-08-13
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* Optional reconnect functionalityest312015-07-23
| | | | | | Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
* Fix relief mapping issuesRealBadAngel2015-07-16
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* Make serialization error message translatableKahrl2015-07-14
| | | | Also don't show "probably running a different version" message in simple singleplayer mode
* Settings: pass name to callbacks by referenceest312015-07-09
| | | | Spare some copies.
* Use UTF-8 instead of narrowest312015-07-08
| | | | | Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
* Clean-up Minimap codekwolekr2015-07-08
| | | | | | | | | | | - Fixed race conditions - Fixed null dereference - Fixed out-of-bounds array access - MinimapMapblock is now allocated and added to update queue only when enabled - Removed dependency on LocalPlayer - Fixed code style - Simplified expressions and program logic - Cleaned minimap object interfaces
* Add minimap featureRealBadAngel2015-06-27
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* Make attached objects visible in 3rd person viewest312015-06-20
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* Use utf-8 in formspecsIlya Zhuravlev2015-06-13
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* (Android) Only simulate holding down fast key if fast_move is toggled to trueCraig Robbins2015-05-29
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* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* ANDROID: Do not limit situations where fast is enabledCraig Robbins2015-05-15
| | | | Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
* Fix connection speed unit namesShadowNinja2015-05-06
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* Revert the upper-case PROJECT_NAME nonsense that was part of #2402sfan52015-04-27
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* Fix player pitch and yaw not being set properlyKevin Ott2015-04-26
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* Disable connection timeout for singleplayer and server tabsest312015-04-19
| | | | In worlds with many mods we can easily reach timeout, waiting for the server to start.
* 10s timeout when connecting to serverSmallJoker2015-04-17
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* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* On Android enable always fastCraig Robbins2015-03-30
| | | | | Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Clean up and tweak build systemShadowNinja2015-03-27
| | | | | | | | | | | | | | | | * Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
* Minor cleanup: game.cppCraig Robbins2015-03-17
| | | | | | * Sort includes * Remove unnecessary includes * Ensure the parameter name for GameRunData is consistent for class member functions
* Finer progress bar updates when initializing nodesest312015-03-15
| | | | The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Fix Android text bug (no text displaying)Craig Robbins2015-03-07
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* ProfilerGraph: Use std::list instead of std::vectorLoic Blot2015-03-05
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* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Add camera smoothing and cinematic mode (F8)rubenwardy2015-02-25
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* Use fixed size for builtin menus on non-android platformsPerttu Ahola2015-02-18
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* Add player direction to on-screen debug textYaman2015-02-17
| | | | (PR Modified slightly)
* Minor fixes in translationsngosang2015-02-12
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* Don't permit to open inventory is playerCAO isn't present. This prevent to ↵Loic Blot2015-02-11
| | | | open an empty inventory at player load. ok @zeno-
* Fix issue #2279. ok @zeno-Loic Blot2015-02-11
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