| Commit message (Collapse) | Author | Age |
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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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Pauses all mesh animations while game is paused.
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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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IrrLicht built-in shader is broken, have to write my own
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According to the following table:
* MOUSE_L -> DIG
* MOUSE_R -> PLACE
* SCROLL_UP -> HOTBAR_NEXT
* SCROLL_DOWN -> HOTBAR_PREV
This commit entirely removes the special KeyTypes used for joysticks.
Support for the MOUSE KeyTypes had already been removed in the main
game code without adapting the joystick code, breaking joystick
input. This commit restores joystick functionality.
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