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* Implement spawning particles with node texture appearancesfan52020-05-23
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* Cleanup of particle & particlespawner structures and code (#9893)sfan52020-05-22
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* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
| | | | | Update Android.mk Remove 'src/client' from include_directories
* Particles: Make collision with objects optional (#7682)Paramat2018-09-08
| | | | | | Also set it to false for node dig particles, as they are often created and high in number. Improve particle documentation.
* [CSM] Add functions to create particles and particlespawners. (#6072)red-0012018-01-20
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* ParticleSpawner::step cleanup and rotation fix (#6486)SmallJoker2017-10-02
| | | | * Particles: Move spawner code to a separate fucntion
* Particles: Do not add digging particles for airlike nodes (#6392)SmallJoker2017-09-08
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* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
| | | Last modernization fixes
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
| | | | | | | | | | | | | | * 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
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
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* Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot2017-06-06
| | | | * Fix event LINT & remove default constructor/destructors * remove compat code & modernize autolock header
* Remove legacy unused define DIGGING_PARTICLES_AMOUNTLoic Blot2017-04-29
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* Fix after hardware node coloring (#5114)Dániel Juhász2017-01-27
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * 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
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* Attached particle spawnersraymoo2016-10-13
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* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
| | | | | | | | | | | | | | | | | | | | | | | | | Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client.
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Fix memory leaks due to messed up memory handling for particles as well as ↵sapier2015-01-09
| | | | their spawners
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Allow vertical axis particle rotation constraintkhonkhortisan2014-01-13
| | | | | | | Use tables for adding particles, deprecate former way. separate particles(pawner) definition, add default values, work with no arguments
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Allow spawning particles from the server, from luaJeija2013-03-23
| | | | | | | | | Spawn single particles or make use of ParticleSpawner for many randomly spawned particles. Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner. Increase Protocol Version to 17. Conflicts: src/clientserver.h
* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Add particlesJeija2013-01-14