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-rw-r--r--builtin/mainmenu/tab_settings.lua20
-rw-r--r--doc/lua_api.txt6
-rw-r--r--minetest.conf.example2
-rw-r--r--src/content_mapblock.cpp4
-rw-r--r--src/defaultsettings.cpp1
-rw-r--r--src/nodedef.cpp10
-rw-r--r--src/nodedef.h4
-rw-r--r--src/script/cpp_api/s_node.cpp1
-rw-r--r--src/shader.cpp3
9 files changed, 37 insertions, 14 deletions
diff --git a/builtin/mainmenu/tab_settings.lua b/builtin/mainmenu/tab_settings.lua
index d97dd0051..630267478 100644
--- a/builtin/mainmenu/tab_settings.lua
+++ b/builtin/mainmenu/tab_settings.lua
@@ -132,18 +132,18 @@ local function formspec(tabview, name, tabdata)
local tab_string =
"vertlabel[0,-0.25;" .. fgettext("SETTINGS") .. "]" ..
"box[0.75,0;3.25,4;#999999]" ..
- "checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
- .. dump(core.setting_getbool("new_style_leaves")) .. "]"..
- "checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting")
+ "checkbox[1,0;cb_smooth_lighting;".. fgettext("Smooth Lighting")
.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
+ "checkbox[1,0.5;cb_particles;".. fgettext("Enable Particles") .. ";"
+ .. dump(core.setting_getbool("enable_particles")) .. "]"..
"checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
- "checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
+ "checkbox[1,1.5;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
+ .. dump(core.setting_getbool("new_style_leaves")) .. "]"..
+ "checkbox[1,2.0;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
.. dump(core.setting_getbool("opaque_water")) .. "]"..
- "checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
- .. dump(core.setting_getbool("preload_item_visuals")) .. "]"..
- "checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
- .. dump(core.setting_getbool("enable_particles")) .. "]"..
+ "checkbox[1,2.5;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
+ .. dump(core.setting_getbool("connected_glass")) .. "]"..
"dropdown[1,3.25;3;dd_video_driver;"
.. video_driver_string .. ";" .. current_video_driver_idx .. "]" ..
"tooltip[dd_video_driver;" ..
@@ -259,8 +259,8 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
end
return true
end
- if fields["cb_pre_ivis"] then
- core.setting_set("preload_item_visuals", fields["cb_pre_ivis"])
+ if fields["cb_connected_glass"] then
+ core.setting_set("connected_glass", fields["cb_connected_glass"])
return true
end
if fields["cb_particles"] then
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 0cdca506f..4c3a9d074 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -406,8 +406,7 @@ Nodes can also contain extra data. See "Node Metadata".
Node drawtypes
---------------
-There are a bunch of different looking node types. These are mostly just
-copied from Minetest 0.3; more may be made in the future.
+There are a bunch of different looking node types.
Look for examples in games/minimal or games/minetest_game.
@@ -417,6 +416,7 @@ Look for examples in games/minimal or games/minetest_game.
- flowingliquid
- glasslike
- glasslike_framed
+- glasslike_framed_optional
- allfaces
- allfaces_optional
- torchlike
@@ -427,6 +427,8 @@ Look for examples in games/minimal or games/minetest_game.
- raillike
- nodebox -- See below. EXPERIMENTAL
+*_optional drawtypes need less rendering time if deactivated (always client side)
+
Node boxes
-----------
Node selection boxes are defined using "node boxes"
diff --git a/minetest.conf.example b/minetest.conf.example
index 689596fc0..3e7689c76 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -101,6 +101,8 @@
#liquid_update = 1.0
# Enable nice leaves; disable for speed
#new_style_leaves = true
+# Connects glass if supported by node
+#connected_glass = false
# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
#smooth_lighting = true
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 6d7a69bb8..c84e75ac0 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -794,6 +794,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
case NDT_GLASSLIKE_FRAMED:
{
static const v3s16 dirs[6] = {
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index ccde6b577..dc4a59be3 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -100,6 +100,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("view_bobbing", "true");
settings->setDefault("new_style_water", "false");
settings->setDefault("new_style_leaves", "true");
+ settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 31156ce68..8a5cff3bf 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -607,6 +607,7 @@ public:
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
+ bool connected_glass = g_settings->getBool("connected_glass");
bool opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
@@ -666,6 +667,15 @@ public:
f->solidness = 0;
f->visual_solidness = 1;
break;
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ f->solidness = 0;
+ f->visual_solidness = 1;
+ if (connected_glass) {
+ f->drawtype = NDT_GLASSLIKE_FRAMED;
+ } else {
+ f->drawtype = NDT_GLASSLIKE;
+ }
+ break;
case NDT_ALLFACES:
f->solidness = 0;
f->visual_solidness = 1;
diff --git a/src/nodedef.h b/src/nodedef.h
index 262f4bc4e..b737e0237 100644
--- a/src/nodedef.h
+++ b/src/nodedef.h
@@ -149,7 +149,9 @@ enum NodeDrawType
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
// visible faces
// uses 2 textures, one for frames, second for faces
- NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
+ NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
+ NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
+ // uses 2 textures, one for frames, second for faces
};
#define CF_SPECIAL_COUNT 6
diff --git a/src/script/cpp_api/s_node.cpp b/src/script/cpp_api/s_node.cpp
index 2b8d02d74..8c9b46c2a 100644
--- a/src/script/cpp_api/s_node.cpp
+++ b/src/script/cpp_api/s_node.cpp
@@ -35,6 +35,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_FLOWINGLIQUID, "flowingliquid"},
{NDT_GLASSLIKE, "glasslike"},
{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
+ {NDT_GLASSLIKE_FRAMED_OPTIONAL, "glasslike_framed_optional"},
{NDT_ALLFACES, "allfaces"},
{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
{NDT_TORCHLIKE, "torchlike"},
diff --git a/src/shader.cpp b/src/shader.cpp
index cf3bbd761..167045804 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -645,7 +645,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
"NDT_RAILLIKE",
"NDT_NODEBOX",
"NDT_GLASSLIKE_FRAMED",
- "NDT_FIRELIKE"
+ "NDT_FIRELIKE",
+ "NDT_GLASSLIKE_FRAMED_OPTIONAL"
};
for (int i = 0; i < 14; i++){