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path: root/src/game.cpp
Commit message (Collapse)AuthorAge
* Fix objects being selected behind a nodeNovatux2014-01-02
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* Remove FPS from window titlePilzAdam2013-12-25
| | | | This doubles performance on some window managers (WTF?!)
* Check for denied access in itemdef/nodedef/media fetch loopKahrl2013-12-19
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* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
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* Directional fog + horizon colors, based on sun & moon positions at sunrise / ↵MirceaKitsune2013-12-15
| | | | sunset
* Rewrite client media download and support hash-based remote downloadKahrl2013-12-13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Move most of the media-related code in client.cpp into a new class ClientMediaDownloader (clientmedia.cpp, clientmedia.h). Among other things, this class does the following things: - Download [remote_server][sha1] instead of [remote_server][name]. This is to support servers that provide the same file name with different contents. - Initially fetch [remote_server]index.mth. This file should follow the Minetest Hashset format (currently version 1) and contain a list of SHA1 hashes that exist on the server. - The list of needed SHA1s is uploaded (via HTTP POST) when index.mth is requested, so servers can optionally narrow down the list to the needs of the client. - If index.mth is missing (HTTP response code 404), we enter compat mode, fetching [remote_server][name] as before this commit. - remote_server can now contain multiple servers, separated by commas. The downloader code attempts to split requests between the different servers, as permitted by each server's index.mth. If one server claims to have a file but actually doesn't (or something fails), we ask a different server that also claims to have it. - As before, when none of the remote servers provide a particular file, we download it via the conventional method, i.e. using the minetest protocol: TOSERVER_REQUEST_MEDIA / TOCLIENT_MEDIA. - Bugfix: Every downloaded file's SHA1 is now verified against the SHA1 announced by the minetest server (before loading it and inserting it into the file cache). - Bugfix: Only send TOSERVER_RECEIVED_MEDIA when we actually have all media. This should fix #863.
* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
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* Fix paralax occlusion settingShadowNinja2013-12-06
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* Shaders rework.RealBadAngel2013-12-03
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* Show git hash in version string at top left corner of windowKahrl2013-09-28
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* Use cached "weather" settingproller2013-09-17
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* Fog depend on humidityproller2013-09-17
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* Change mainmenu texture handling + small misc changesKahrl2013-09-11
| | | | | | | | | | | | | | Texture names must now be escaped in formspec elements image[], background[], image_button[], image_button_exit[]. Instead of special-case handling of texture loading (and unloading which was missing) in guiFormSpecMenu.cpp, use the newly created ISimpleTextureSource interface which is a minimal subset of ITextureSource. There is an implementation of this interface used by GUIEngine (MenuTextureSource). Fix an off-by-one bug in unescape_string; it caused requests for a texture called "\0".
* Fix selectionbox not honoring anaglyph mode 3d distortionsapier2013-09-05
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* Fix enable_fog = false not having any effect when shaders are enabledKahrl2013-09-03
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Remove farmeshKahrl2013-08-13
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* Add texture pack selection to main menuNovatux2013-08-04
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* Fix and improve view range tunerPerttu Ahola2013-08-03
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* Make bumpmapping compatible with irrlicht 1.8Esteban I. Ruiz Moreno2013-07-31
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* Weather supportproller2013-07-27
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* Make range of tools configureablePilzAdam2013-07-20
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* Dont play digging sound if not diggingPilzAdam2013-07-09
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* Add texture bumpmapping feature.RealBadAngel2013-07-04
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* Replace C++ mainmenu by formspec powered onesapier2013-07-02
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Fix i18n of some strings.arsdragonfly2013-07-02
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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)
* Play placing sound only if place prediction was successfulPilzAdam2013-06-19
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* Dont dig or place nodes if interact priv is missing (clientside)PilzAdam2013-06-19
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* Add drowningPilzAdam2013-06-19
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* Reset dig_time when switching to a tool that cant dig the current nodePilzAdam2013-06-13
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* Enable word wrapping in profiler IGUIStaticText (freetype needs this)Kahrl2013-06-13
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* Play player_damage.ogg when recieving damage and additionally play ↵PilzAdam2013-06-12
| | | | player_falling_damage.ogg when recieving falling damage
* Close console when it loses focus but it is still on screenEsteban I. Ruiz Moreno2013-06-05
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* Generate debug HUD text with ostringstream instead of snprintf.Kahrl2013-06-01
| | | | This should fix #730.
* Bugfix: Update formname on showing new formspec while already one shownsapier2013-05-26
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* Add ObjectRef.hud_set_hotbar_itemcount and add TOCLIENT_HUD_SET_PARAMKahrl2013-05-26
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* Predict param2 of facedir nodes and attachment of attached_node nodesPilzAdam2013-05-24
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* Add a little animation when changing the wielded itemPilzAdam2013-05-20
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* Fix regression of world loading caused by 81c863ackwolekr2013-05-19
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* Add mouse_sensitivity optionEsteban I. Ruiz Moreno2013-05-13
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* Add progress bar to item visuals preloadingZeg92013-05-13
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* Fix memory leak by dropping skyPilzAdam2013-05-10
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* Add clouds to all loading screens and better progress handlingZeg92013-05-10
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* Add progress bar and clouds to loading screenZeg92013-05-08
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* Don't predict placement of nodes if they would replace a non buildable_to nodeShadowNinja2013-05-03
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* Predict wallmounted param2 during node placement prediction.Kahrl2013-05-03
| | | | | Also clean up the_game a bit: move node placement prediction to a separate function.
* Generalize hud_builtin_enable into hud_set_flagskwolekr2013-04-25
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* Added support to disable built-in HUD elementsDiego Martínez2013-04-24
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