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path: root/builtin/mainmenu/textures.lua
Commit message (Collapse)AuthorAge
* Textures: Replace menu background fallback dirt_bg.png with empty sky textureparamat2016-04-21
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* Fix crash in mainmenu when loaded subgame does not have a "menu" directorysfan52015-07-21
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* Allow random menu images for subgamessfan52015-07-21
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* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
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* Add formspec toolkit and refactor mainmenu to use itsapier2014-05-16
| | | | | Fix crash on using cursor keys in client menu without selected server Add support for non fixed size tabviews
* Organize builtin into subdirectoriesShadowNinja2014-05-07
> public Player { public: LocalPlayer(IGameDef *gamedef); virtual ~LocalPlayer(); bool isLocal() const { return true; } bool isAttached; v3f overridePosition; void move(f32 dtime, Map &map, f32 pos_max_d, core::list<CollisionInfo> *collision_info); void move(f32 dtime, Map &map, f32 pos_max_d); void applyControl(float dtime); v3s16 getStandingNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; float last_pitch; float last_yaw; unsigned int last_keyPressed; private: // This is used for determining the sneaking range v3s16 m_sneak_node; // Whether the player is allowed to sneak bool m_sneak_node_exists; // Node below player, used to determine whether it has been removed, // and its old type v3s16 m_old_node_below; std::string m_old_node_below_type; // Whether recalculation of the sneak node is needed bool m_need_to_get_new_sneak_node; bool m_can_jump; }; #endif