| Commit message (Collapse) | Author | Age |
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* Assign node light to player before final color blend.
Fixes day/night lightbank ratio for wield meshes
* Update wield mesh light when changing mesh
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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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* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene
* Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution
* Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it
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Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group.
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Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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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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the event header seemingly being generic with libevent thus renaming it.
openal and opengl are deprecated on newer mac os releases thus suppressing the build warnings.
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* Drop genericobject.{cpp,h}
This file is not for generic object but for ActiveObject message passing.
Put ownership of the various commands to the right objects and cleanup the related code.
* Protect ServerActiveObject::m_messages_out
* typo fix
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Does not clear the parent's attachment information when the child is deleted locally.
Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
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Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
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Finish getNode cleanup
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What happened:
1) Object data is received. Client begins to read the data
2) Client initializes all its children (gob_cmd_update_infant)
3) Children try to attach to parent (yet not added)
4) Parent initializes, is added to the environment
And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node.
The solution here is to:
1) Use the same structure as ServerActiveObject
2) Attach all children after the parent is really initialized
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Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
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* Add an activeobject manager to hold active objects
* Add unittests
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Update Android.mk
Remove 'src/client' from include_directories
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