| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
|
|
| |
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)
|
| |
|
| |
|
|
|
|
| |
This fixes an out-of-bounds index access when the node resolver was already applied to the schematic (i.e. biome decoration).
Also improves the handling of the two cases: prior node resolving (m_nodenames), and after node resolving (manual lookup)
|
|
|
|
|
| |
The change that turns nodeboxes and meshes opaque when possible is kept,
as is the compatibility code that warns modders to adjust their nodedefs.
|
|
|
|
|
| |
Includes minimal support code for practical reasons.
We'll need it for a slightly different purpose next commit.
|
| |
|
| |
|
|
|
| |
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
|
| |
|
|
|
|
|
|
|
| |
This commit clarifies the maximal length of the serialized strings.
It will avoid accidental use of serializeString() when a larger string can be expected.
Removes unused Wide String serialization functions
|
| |
|
|
|
|
|
| |
Add override targets for all special_tiles entries in node definitions, allowing texture packs to replace these textures. This makes overrides work properly with a variety of drawtypes.
The targets are named special1 through special6, covering the the current length of the special_tiles array.
|
| |
|
|
|
|
| |
closes #9965
|
| |
|
|
|
|
| |
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Refactor texture overrides, and add new features:
- Texture overrides can support multiple targets in one line
- Texture override files can have comment lines
- Item images/wield images can be overridden
* Formatting changes
* Address soime feedback
- Pass vectors by const reference
- Log syntax errors as warnings
- Remove 'C' prefix from TextureOverrideSource
* Simplify override target checks with an inline helper function
* make linter happy
* Apply feedback suggestions
Co-Authored-By: rubenwardy <rw@rubenwardy.com>
* Remove remaining != 0 checks
* Update copyright notice
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
|
|
|
|
| |
Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
|
|
|
|
|
|
|
| |
This fixes overridden items keeping their old groups in the group to
items mapping even after their groups have been changed in lua.
It also prevents a more widespread issue where overriding an item
will add its content ID *twice* to the mapping, resulting in odd
behaviour in features such as ABMs.
|
| |
|
|
|
|
|
|
|
|
| |
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
|
|
|
|
|
| |
* Proselytize the network. Use IEEE F32
* Remove unused V2F1000 functions
|
|
|
|
|
| |
Update Android.mk
Remove 'src/client' from include_directories
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
|
| |
|
|
|
|
|
|
|
|
| |
* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
|
| |
|
|
|
|
|
|
|
|
| |
Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
|
| |
|
|
|
|
|
|
|
| |
* Bump minimal protocol version to 36
Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code
* Accept future serialisation versions
|
|
|
| |
Last modernization fixes
|
|
|
|
|
|
|
|
|
|
|
| |
* Code modernization: src/n*, src/o*
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove unused IWritableNodeDefManager::clone()
* C++ STL header style
* Pointer constness in some functions
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
|
|
|
|
|
|
|
|
|
|
|
|
| |
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
|
|
|
|
|
|
|
| |
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
|
|
|
|
|
| |
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
|
|
|
| |
* Sound: Add pitch option
|
| |
|
|
|
|
|
|
| |
* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
|