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-rw-r--r--src/game.cpp56
-rw-r--r--src/utility.cpp4
2 files changed, 44 insertions, 16 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 92e690a2c..f32a2f0c9 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -181,8 +181,15 @@ void updateViewingRange(f32 frametime_in, Client *client)
float range_min = g_settings.getS16("viewing_range_nodes_min");
float range_max = g_settings.getS16("viewing_range_nodes_max");
+ // Limit minimum to keep the feedback loop stable
+ if(range_min < 5)
+ range_min = 5;
+
draw_control.wanted_min_range = range_min;
- draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;
+ //draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
+ draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
+ if(draw_control.wanted_max_blocks < 10)
+ draw_control.wanted_max_blocks = 10;
float block_draw_ratio = 1.0;
if(draw_control.blocks_would_have_drawn != 0)
@@ -261,18 +268,15 @@ void updateViewingRange(f32 frametime_in, Client *client)
}
new_range += wanted_range_change;
- //dstream<<"new_range="<<new_range/*<<std::endl*/;
- //float new_range_unclamped = new_range;
+ float new_range_unclamped = new_range;
if(new_range < range_min)
new_range = range_min;
if(new_range > range_max)
new_range = range_max;
- /*if(new_range != new_range_unclamped)
- dstream<<", clamped to "<<new_range<<std::endl;
- else
- dstream<<std::endl;*/
+ dstream<<"new_range="<<new_range_unclamped
+ <<", clamped to "<<new_range<<std::endl;
draw_control.wanted_range = new_range;
@@ -653,14 +657,14 @@ void the_game(
/*
Draw "Loading" screen
*/
- const wchar_t *text = L"Loading and connecting...";
- u32 text_height = font->getDimension(text).Height;
+ const wchar_t *loadingtext = L"Loading and connecting...";
+ u32 text_height = font->getDimension(loadingtext).Height;
core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
core::vector2d<s32> textsize(300, text_height);
core::rect<s32> textrect(center - textsize/2, center + textsize/2);
gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
- text, textrect, false, false);
+ loadingtext, textrect, false, false);
gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
driver->beginScene(true, true, video::SColor(255,0,0,0));
@@ -793,9 +797,8 @@ void the_game(
*/
float cloud_height = BS*100;
- //float cloud_height = BS*55;
- //float cloud_height = BS*20;
- Clouds *clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
+ Clouds *clouds = NULL;
+ clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
cloud_height, time(0));
/*
@@ -1729,9 +1732,12 @@ void the_game(
/*
Update coulds
*/
- clouds->step(dtime);
- clouds->update(v2f(player_position.X, player_position.Z),
- 0.05+brightness*0.95);
+ if(clouds)
+ {
+ clouds->step(dtime);
+ clouds->update(v2f(player_position.X, player_position.Z),
+ 0.05+brightness*0.95);
+ }
// Store brightness value
old_brightness = brightness;
@@ -1745,6 +1751,8 @@ void the_game(
f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
if(draw_control.range_all)
range = 100000*BS;
+ if(range < 50*BS)
+ range = range * 0.5 + 25*BS;
driver->setFog(
bgcolor,
@@ -2069,6 +2077,22 @@ void the_game(
lastFPS = fps;
}
}
+
+ /*
+ Draw a "shutting down" screen, which will be shown while the map
+ generator and other stuff quits
+ */
+ {
+ const wchar_t *shuttingdowntext = L"Shutting down stuff...";
+ gui::IGUIStaticText *gui_shuttingdowntext = guienv->addStaticText(
+ shuttingdowntext, textrect, false, false);
+ gui_shuttingdowntext->setTextAlignment(gui::EGUIA_CENTER,
+ gui::EGUIA_UPPERLEFT);
+ driver->beginScene(true, true, video::SColor(255,0,0,0));
+ guienv->drawAll();
+ driver->endScene();
+ gui_shuttingdowntext->remove();
+ }
}
diff --git a/src/utility.cpp b/src/utility.cpp
index 95c5d8bf5..fc657b27b 100644
--- a/src/utility.cpp
+++ b/src/utility.cpp
@@ -184,6 +184,10 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
if(distance_ptr)
*distance_ptr = d;
+ // If block is very close, it is always in sight
+ if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
+ return true;
+
// If block is far away, it's not in sight
if(d > range * BS)
return false;