diff options
-rw-r--r-- | builtin/mainmenu/tab_settings.lua | 20 | ||||
-rw-r--r-- | doc/lua_api.txt | 6 | ||||
-rw-r--r-- | minetest.conf.example | 2 | ||||
-rw-r--r-- | src/content_mapblock.cpp | 4 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 1 | ||||
-rw-r--r-- | src/nodedef.cpp | 10 | ||||
-rw-r--r-- | src/nodedef.h | 4 | ||||
-rw-r--r-- | src/script/cpp_api/s_node.cpp | 1 | ||||
-rw-r--r-- | src/shader.cpp | 3 |
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++){ |