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path: root/src/client/game.cpp
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* Make logging cost free when there is no output target (#12247)paradust72022-05-04
| | | | | The logging streams now do almost no work when there is no output target for them. For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing.
* Fix broken FPS/dtime counters in debug infosfan52022-05-03
| | | | was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b
* Deal with compiler warningssfan52022-04-30
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* Remove HW_buffer_counter after IrrlichtMt fix to remove HWBufferMap (#12232)paradust72022-04-28
| | | Keep code and use version check instead, for backwards compatibility
* Fix some debug info showing despite being disabled in the UI (#12205)Lars Müller2022-04-21
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* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Readd basic_debug as a HUD flag (#12020)Lars Müller2022-03-05
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* Get rid of `basic_debug` last minutesfan52022-01-30
| | | This isn't a revert but rather just disables the codepaths. also see #12011
* Rework drawtime and related timekeeping code to use microsecondssfan52022-01-27
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* Automatically migrate client mod storage (#11960)Jude Melton-Houghton2022-01-27
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* Fix consistency of sky sun/moon texture behavioursfan52022-01-22
| | | | Also cleans up related code somewhat.
* 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.
* Socket-related cleanupssfan52021-12-29
| | | Improve error handling on Windows and reduce the size of the `Address` class
* Disable inventory if player's inventory formspec is blank (#11827)ROllerozxa2021-12-13
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* Remove creative/damage info in Esc/Pause menuWuzzy2021-12-13
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* Fix various code & correctness issues (#11815)sfan52021-12-05
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* Localize error messages in mainmenu (#11495)Riceball LEE2021-11-01
| | | | Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Fix number of tool uses being off by 1..32767 (#11110)Wuzzy2021-10-31
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* Add no_texture.png as fallback for unspecified texturesWuzzy2021-10-20
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* Order drawlist by distance to the camera when rendering (#11651)x20482021-09-27
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* Touch UI support for desktop builds (#10729)TheBrokenRail2021-09-26
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* Fix client-side performance of chat UI (#11612)DS2021-09-19
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* Make sure relevant std::stringstreams are set to binarysfan52021-09-11
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* Joystick sensitivity for player movement (#11262)NeroBurner2021-08-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit deprecates the forward, backward, left, and right binary inputs currently used for player movement in the PlayerControl struct. In their place, it adds the movement_speed and movement_direction values, which represents the player movement is a polar coordinate system. movement_speed is a scalar from 0.0 to 1.0. movement_direction is an angle from 0 to +-Pi: FWD 0 _ LFT / \ RGT -Pi/2 | | +Pi/2 \_/ +-Pi BCK Boolean movement bits will still be set for server telegrams and Lua script invocations to provide full backward compatibility. When generating these values from an analog input, a direction is considered active when it is 22.5 degrees away from either orthogonal axis. Co-authored-by: Markus Koch <markus@notsyncing.net> Co-authored-by: sfan5 <sfan5@live.de>
* Show status message when changing block bounds (#11556)Wuzzy2021-08-21
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* Add fwgettext util functionrubenwardy2021-08-19
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* Add bold, italic and monospace font styling for HUD text elements (#11478)sfan52021-07-27
| | | Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Fix revoke debug privs not reliably turn off stuff (#11409)Wuzzy2021-07-12
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* Avoid draw list and shadow map update in the same frame to reduce dtime ↵x20482021-07-11
| | | | | | | | | | jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes
* Require 'basic_debug' priv to view gameplay-relevant debug info, require ↵Wuzzy2021-06-24
| | | | | 'debug' priv to view wireframe (#9315) Fixes #7245.
* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* 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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* refacto: Hud: make driver, client, player, inventory, tsrc private & drop ↵Loic Blot2021-05-03
| | | | | | unused guienv also fix c_content.h, on client it includes the src/client/hud.h instead of src/hud.h, which leads to wrong file dependency on the lua stack
* 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: RenderingEngine is now better hiddenLoic Blot2021-05-03
| | | | | | | | | | * No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped) * RenderingEngine::get_timer_time is now non static * RenderingEngine::draw_menu_scene is now non static * RenderingEngine::draw_scene is now non static * RenderingEngine::{initialize,finalize} are now non static * RenderingEngine::run is now non static * RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access
* 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: 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
* Add a key to toggle map block bounds (#11172)Seth Traverse2021-04-20
| | | | It's often useful to know where the map block boundaries are for doing server admin work and the like. Adds three modes: single mapblock, range of 5, and disabled.
* Don't apply connection timeout limit to locally hosted serverssfan52021-04-05
| | | | fixes #11085
* Game: Scale damage flash to max HPSmallJoker2021-04-05
| | | | The flash intensity is calculated proportionally to the maximal HP.
* Irrlicht support code maintenancesfan52021-03-31
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* Consistent title bar + render information in mainmenu (#10764)SmallJoker2021-03-30
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* Restore minimal normal texture support (for minimap shading)Vitaliy2021-03-21
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* Scale mouse/joystick sensitivity depending on FOV (#11007)Elias Åström2021-03-19
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* Use place_param2 client-side for item appearance & prediction (#11024)sfan52021-03-09
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* Clean up ClientEvent hudadd/hudchange internalssfan52021-03-06
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* Pause animations while game is paused (#10658)Vitaliy2021-03-05
| | | Pauses all mesh animations while game is paused.
* Fix hud_change and hud_remove after hud_add (#10997)savilli2021-02-26
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