| Commit message (Collapse) | Author | Age |
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New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.
The old registration confirmation dialog is removed in
favour of the new dialog.
Fixes #8138
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Fixes outdated selection boxes after entity property changes.
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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.
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was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b
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Keep code and use version check instead, for backwards compatibility
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* Also Disable shadows when sun/moon is hidden. Fixes #11972.
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This isn't a revert but rather just disables the codepaths. also see #12011
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Also cleans up related code somewhat.
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This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
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Improve error handling on Windows and reduce the size of the `Address` class
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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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>
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Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
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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>
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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
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'debug' priv to view wireframe (#9315)
Fixes #7245.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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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
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* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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* 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
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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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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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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.
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fixes #11085
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The flash intensity is calculated proportionally to the maximal HP.
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