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author | Lars Müller <34514239+appgurueu@users.noreply.github.com> | 2022-05-09 20:43:47 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-09 20:43:47 +0200 |
commit | c2898f53bc3eb1f22daf93b37608156885fe5c5a (patch) | |
tree | f58d1209913885611f5b507aa5e3231c6cc5b2bb | |
parent | 089797dbe68679b744304ba016e08d30df15ab28 (diff) | |
download | minetest-c2898f53bc3eb1f22daf93b37608156885fe5c5a.tar.gz minetest-c2898f53bc3eb1f22daf93b37608156885fe5c5a.tar.bz2 minetest-c2898f53bc3eb1f22daf93b37608156885fe5c5a.zip |
HUD: Update selection mesh every frame (#12270)
Fixes outdated selection boxes after entity property changes.
-rw-r--r-- | src/client/game.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp index 1e34ca286..f93bd34a3 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -3096,10 +3096,12 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud) !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)) |