| Commit message (Collapse) | Author | Age |
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Calls to the cache function ended up creating a new texture regardless whether
the texture is already cached.
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This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
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This is a follow-up change which disables class copies where possible to avoid unnecessary memory movements.
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This limits the logged deprecation messages to the mods that are loaded
Unifies the mod naming convention check for CSM & SSM
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CSM would previously scan for files within .git or .svn directories, and also special files such as .gitignore
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This solve a crash from mainmenu while extracting the zip
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This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects
Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
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* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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This permit cleaner access to meshCache and ensure we don't access to it from all the code
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This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine
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Make the RenderingEngine filesystem member non accessible from everywhere
This permits also to determine that some lua code has directly a logic to extract zip file. Move this logic inside client, it's not the lua stack role to perform a such complex operation
Found also another irrlicht <1.8 compat code to remove
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The only valid usecase for these is interfacing with OS APIs
that want a locale/OS-specific multibyte encoding.
But they weren't used for that anywhere, instead UTF-8 is pretty
much assumed when it comes to that.
Since these are only a potential source of bugs and do not fulfil
their purpose at all, drop them entirely.
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This reverts commit b49dfa92ce3ef37b1b73698906c64191fb47e226.
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property (#10443)
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Run unused functions reported by cppcheck
This change removes a few (but not all) unused functions.
Some unused helper functions were not removed due to their complexity and potential of future use.
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Features:
* Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes()
* New HUD elements for displaying minimap with custom size and placing
* New minimap mode for displaying a texture instead of the map
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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* Add server side translations capability
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* Refactor texture overrides, and add new features:
- Texture overrides can support multiple targets in one line
- Texture override files can have comment lines
- Item images/wield images can be overridden
* Formatting changes
* Address soime feedback
- Pass vectors by const reference
- Log syntax errors as warnings
- Remove 'C' prefix from TextureOverrideSource
* Simplify override target checks with an inline helper function
* make linter happy
* Apply feedback suggestions
Co-Authored-By: rubenwardy <rw@rubenwardy.com>
* Remove remaining != 0 checks
* Update copyright notice
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
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This will likely be more intuitive for users and should play better
with sandboxed distributions such as Flatpak.
In addition, the screenshot directory will now be created if it doesn't
exist already.
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This is necessary under Windows systems, and direct IPv6 connections.
Windows universally disallows ':' from occuring in filenames.
Other disallowed characters on Windows:
\ / * ? " < > |
are not relevant to hostnames, IPv4 or IPv6 addresses.
Anyone who has got an existing server map saved on Linux with ':' in
the world save will want to keep that save.
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This also fixes find_node_near restrictions being ineffective.
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Preperation for server-sent CSM which will eventually need this.
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Comment out the if statement that prevents sending TOSERVER_PLAYERPOS if the player is dead.
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