| Commit message (Collapse) | Author | Age |
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Last modernization fixes
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* Migrate cpp headers to pragma once
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* 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
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1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions
C++11 introduced the possibility to define the default values directly in class definitions, do it on current code
Also remove some unused attributes
* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed
* More constructor cleanups + some variables removal
* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
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functions (#5848)
* Tooltips: Unify the tooltip[] and list[] description tooltip display functions
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MacOSX build fix + cleanups
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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.
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* Fix various performance issues reported by cppcheck + code style (CI)
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
* Fix various iterator post-increment reported by cppcheck
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* Also pass clang-format on guiFileSelectMenu.h and remove it from whitelist
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* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
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* Also remove 1 non declared but defined functions
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* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
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* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
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* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
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Also remove some unused parameters/functions
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Fixes #4397
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Adds initial ingame gamepad support to minetest.
Full Formspec support is not implemented yet and
can be added by a later change.
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Add documentation, move files to a proper place and avoid memory leaks.
Make it work with most kind of texts, and allow backgrounds too.
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Doing it the other way round was a mistake, since it breaks
minetest.formspec_escape with escape sequences that contain
special characters.
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This makes it work even if it contains escape sequences,
which didn't work before.
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Also, change the escape character to the more standard \x1b
Thus, it can be used in the future for translation or colored text,
for example.
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Thanks @ExcaliburZero for noticing. Fixes #3698.
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Adds list-rings, a method to implement item sending between inventories via shift-click.
Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method.
Also adds them to minimal game, and the standard inventory.
Craft output slots are not supported.
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Also, clean up surrounding code style
Replace by-value parameter passing with const refs when possible
Fix post-increment of iterators
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* Move networkcode to a dedicated directory
* Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
* Create object NetworkPacket
* It stores command (opcode) and data separated
* It also stores peer_id
* Data reading can be done by using a streaming interface
* Change packet routing analysis
* Remove old conditional analysis
* Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
* Connection state permit to categorize condition to handle before analyze packets
* Create a handler for depreciated messages, instead of duplicating code
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clicked once then don't drop single items into slots. If right mouse button has been clicked and held a second time, drop items as the mouse is moved. In the second case (automatically drop/place items as mouse is moved) only auto-drop into blank slots, or slots that contain the same item.
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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.
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There have been plenty of ppl involved in creating this version.
I don't wanna mention names as I'm sure I'd forget someone so I
just tell where help has been done:
- The partial android versions done by various ppl
- Testing on different android devices
- reviewing code (especially the in core changes)
- testing controls
- reviewing texts
A big thank you to everyone helping this to be completed!
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