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authorLars Müller <34514239+appgurueu@users.noreply.github.com>2022-05-09 20:43:47 +0200
committersfan5 <sfan5@live.de>2022-05-14 18:33:42 +0200
commit7bc2cde4ddd7a3e75a96d4bc77e5140b810d318f (patch)
tree50b099b83457989b9b974d4454620388d3023335
parentf065d3a06bcbf0cfe5ab4819a1d4d7cd05f96e79 (diff)
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HUD: Update selection mesh every frame (#12270)
Fixes outdated selection boxes after entity property changes.
-rw-r--r--src/client/game.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 9bbe36adf..768b1abad 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -3096,10 +3096,12 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
!runData.btn_down_for_dig,
camera_offset);
- if (pointed != runData.pointed_old) {
+ if (pointed != runData.pointed_old)
infostream << "Pointing at " << pointed.dump() << std::endl;
- hud->updateSelectionMesh(camera_offset);
- }
+
+ // Note that updating the selection mesh every frame is not particularly efficient,
+ // but the halo rendering code is already inefficient so there's no point in optimizing it here
+ hud->updateSelectionMesh(camera_offset);
// Allow digging again if button is not pressed
if (runData.digging_blocked && !isKeyDown(KeyType::DIG))