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* Nametag: remove colour codes before calculating alignment. (#5862)red-0012017-05-31
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* [CSM] Add camera API (#5609)bigfoot5472017-05-05
| | | | | | | * [CSM] Add camera API roper rebase & squash * Address nerzhul's review
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Wieldmesh: Natural orientation depending on pitch (#5490)kilbith2017-03-31
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* Zoom FOV: Reduce minimum zoom FOV to 7 degreesparamat2017-01-23
| | | | | | | | The default of 15 is unchanged. 7 degrees is x10 magnification which is common for binoculars. Alter hardcoded limits in camera.cpp: Minimum 7 degrees. Maximum 160 degrees to match upper limits in advanced settings.
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Use relative position for nametagsSmallJoker2016-10-06
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* Camera: Higher frequency limit for view/hand bobbing and footstepsparamat2016-08-26
| | | | | | | | | | | | Rebased and tuned version of Calinou's original pull request. 'm_view_bobbing_speed' controls the frequency of view bobbing, hand bobbing and footsteps, it was limited to a maximum of 40 (walking frequency) so did not increase if player speed was modified by a 'speed buff', a sprinting mod or modified in .conf or advanced settngs. This commit raises the limit to 70 which is suitable for sprinting.
* Zooming the camera requires the 'zoom' privilegeBen Deutsch2016-08-10
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* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-10
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* Fix nametag hidingest312016-04-02
| | | | | | | | | Commit c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera" has added a regression to still display a shadow if their alpha got set to 0.
* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-21
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* Camera: Don't count camera offset twice for Nametagged CAOsRealBadAngel2016-02-19
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* Move object nametags to cameraRealBadAngel2016-02-18
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* Fix wield item glitchRealBadAngel2016-01-18
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* Fix clang warningShadowNinja2015-10-31
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* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Remove profiler.h include where it's not needed. Remove some unreachable and ↵Loic Blot2015-07-21
| | | | very old code
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Make camera clear error message if there's no errorShadowNinja2015-03-27
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* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Return step smoothing value to 23paramat2015-01-08
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* Allow footstep sounds to play for liquid and ladder nodes, making swimming ↵MirceaKitsune2014-12-12
| | | | and climbing sounds possible
* Increase third person view distanceCalinou2014-12-07
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-07
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Increase step smoothing to fit 1:1 stairs (works well on slabs too)Calinou2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add support for interlaced polarized 3d screenssapier2014-05-18
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Add support for dpi based HUD scalingsapier2014-04-27
| | | | | | Add support for (configurable) multiline hotbar Improved screensize handling Add userdefined gui scale by BlockMen
* Fix all warnings reported by clangSfan52014-04-15
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* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
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* Add third person viewBlockMen2014-04-12
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* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Fix and improve view range tunerPerttu Ahola2013-08-03
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* Fix disappearing of wielditemPilzAdam2013-05-21
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* Dont animate changing wielditem from hand to handPilzAdam2013-05-20
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* Add a little animation when changing the wielded itemPilzAdam2013-05-20
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* Fix math for isBlockInSight. Fixes #718 (client-side).Aaron Suen2013-05-18
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* Disable fall bobbing by default; enable using fall_bobbing_amount = 1.0Perttu Ahola2013-04-23
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-11
| | | | velocity the surface is hit with.
* fix mesh leak in camera classsapier2013-04-07
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* Fix camera "jumping" when attached and the parent goes too fastZeg92013-04-03
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Tilt camera on player damage (tweaked by PilzAdam)Jeija2013-01-03
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