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path: root/src/client/client.cpp
Commit message (Collapse)AuthorAge
* Make sure real disconnect reason isn't overwrittensfan52022-05-29
| | | | bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
* Force-update shadows when the world is changed (#12364)x20482022-05-26
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* Don't ignore server disconnects in client codesfan52022-05-21
| | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message.
* guiScalingFilter: Fix most memory leaks (#12256)SmallJoker2022-05-04
| | | | Calls to the cache function ended up creating a new texture regardless whether the texture is already cached.
* Refactor local time getter functions (#12221)Oblomov2022-04-28
| | | | | | | | | | | | | | | | | This commit introduces mt_localtime() in src/gettime.h, a wrapper around the OS-specific thread-safe versions of localtime() (resp. localtime_s on Windows and localtime_r in other systems). Per the Open Group recommendation, «portable applications should call tzset() explicitly before using ctime_r() or localtime_r() because setting timezone information is optional for those functions», so we also do a one-shot call of tzset() (_tzset() on Windows to avoid warning C4996). The function is used to replace the localtime() calls in getTimestamp() and makeScreenshot(). (The only reminaing call to localtime() in the tree now is the one in the local copy of the Lua source code.)
* Automatically migrate client mod storage (#11960)Jude Melton-Houghton2022-01-27
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* Restore pass-through of direction keys (#11924)sfan52022-01-09
| | | This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
* Use a database for mod storage (#11763)Jude Melton-Houghton2022-01-07
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* Add more neighbors on mesh update (#6765)Vitaliy2021-12-29
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* Network: Delete copy constructor and use std::move instead (#11642)SmallJoker2021-12-01
| | | This is a follow-up change which disables class copies where possible to avoid unnecessary memory movements.
* Make sure relevant std::stringstreams are set to binarysfan52021-09-11
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* Dynamic_Add_Media v2 (#11550)sfan52021-09-09
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* Add fwgettext util functionrubenwardy2021-08-19
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* Mods: Combine mod loading checks and deprection logging (#11503)SmallJoker2021-07-31
| | | | This limits the logged deprecation messages to the mods that are loaded Unifies the mod naming convention check for CSM & SSM
* CSM: Do not index files within hidden directoriesSmallJoker2021-07-17
| | | | CSM would previously scan for files within .git or .svn directories, and also special files such as .gitignore
* fix: extractZipFile is not part of Client but more generic.Loic Blot2021-05-06
| | | | This solve a crash from mainmenu while extracting the zip
* fix: some code tidy about includes & irr namespacesLoic Blot2021-05-03
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* refacto: remove get_gui_env & draw_load_screen from RenderingEngine singletonLoic Blot2021-05-03
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* fix: don't use RenderingEngine singleton when it's possibleLoic Blot2021-05-03
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* refacto: RenderingEngine::get_scene_manager() is now not callable from singletonLoic Blot2021-05-03
| | | | | | 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)
* refacto: protect some RenderingEngine::get_scene_managerLoic Blot2021-05-03
| | | | | * protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky
* refacto: hide mesh_cache inside the rendering engineLoic Blot2021-05-03
| | | | This permit cleaner access to meshCache and ensure we don't access to it from all the code
* refacto: add RenderingEngine::cleanupMeshCacheLoic Blot2021-05-03
| | | | This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine
* refacto: rendering engine singleton removal step 1 (filesystem)Loic Blot2021-05-03
| | | | | | | | 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
* fix: drop old irrlicht <1.8 compat on Client::loadMediaLoic Blot2021-05-03
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* Avoid unnecessary copies during media/mesh loadingsfan52021-03-12
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* Handle mesh load failure without crashingsfan52021-03-12
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* Drop wide/narrow conversion functionssfan52021-02-02
| | | | | | | | | 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.
* Readd Client::sendPlayerPos optimization (was part of 81c7f0a)sfan52021-01-31
| | | | This reverts commit b49dfa92ce3ef37b1b73698906c64191fb47e226.
* Remove dead code (#10845)rubenwardy2021-01-22
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* Decouple entity minimap markers from nametags replacing with show_on_minimap ↵sfan52020-10-19
| | | | property (#10443)
* Remove unused functions reported by cppcheck (#10463)SmallJoker2020-10-05
| | | | | | | 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.
* Minimap as HUD element with API controlPierre-Yves Rollo2020-10-04
| | | | | | | 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
* Clean up server-side translations, remove global variable (#10075)rubenwardy2020-09-16
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* Allow binding dig, place actions to keys; remove LMB/RMB hardcodingANAND2020-08-15
| | | | Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
* Fix player controls only being applied for the first moveTheTermos2020-07-07
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* Server pushing media at runtime (#9961)sfan52020-06-13
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* Client: Add sum and average to packetcountersfan52020-05-17
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* Add server side translations capability (#9733)EvidenceB Kidscode2020-04-25
| | | | * Add server side translations capability
* Refactor texture overrides and add new features (#9600)Hugues Ross2020-04-14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* A few initialization cleanupssfan52020-04-11
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* Overall improvements to log messages (#9598)sfan52020-04-08
| | | | Hide some unnecessarily verbose ones behind --trace or disable them entirely. Remove duplicate ones. Improve their contents in some places.
* Allow relative directories for `screenshot_path`, tweak default path (#9122)Hugo Locurcio2020-04-06
| | | | | | | 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.
* Basic model shading (#9374)Danila Shutov2020-02-16
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* Improve core.sound_play with ephemeral sounds and player exclusionsfan52020-02-01
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* Map download: Escape ':' to '_' (#9235)Montandalar2020-01-11
| | | | | | | | | | | | | | 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.
* Improve client-side packet receivingsfan52019-11-25
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* Fix clang-tidy and lint travis checkssfan52019-11-11
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* [CSM] Expose more env functionssfan52019-11-11
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* Refactor CSM restriction code a bitsfan52019-11-11
| | | | This also fixes find_node_near restrictions being ineffective.