Commit message (Collapse) | Author | Age | |
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* | Use Irrlicht functions to query npot texture support | sfan5 | 2021-05-05 |
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* | fix: some code tidy about includes & irr namespaces | Loic Blot | 2021-05-03 |
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* | refacto: remove get_gui_env & draw_load_screen from RenderingEngine singleton | Loic Blot | 2021-05-03 |
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* | fix: don't use RenderingEngine singleton when it's possible | Loic Blot | 2021-05-03 |
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* | refacto: RenderingEngine::get_scene_manager() is now not callable from singleton | Loic Blot | 2021-05-03 |
| | | | | | | 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: Hud: make driver, client, player, inventory, tsrc private & drop ↵ | Loic Blot | 2021-05-03 |
| | | | | | | 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: drop unused Hud::smgr | Loic Blot | 2021-05-03 |
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* | refacto: don't use RenderingEngine singleton on CAO | Loic Blot | 2021-05-03 |
| | | | | | | * 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 | ||
* | refacto: protect some RenderingEngine::get_scene_manager | Loic Blot | 2021-05-03 |
| | | | | | * protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky | ||
* | refacto: RenderingEngine is now better hidden | Loic Blot | 2021-05-03 |
| | | | | | | | | | | * 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 engine | Loic Blot | 2021-05-03 |
| | | | | This permit cleaner access to meshCache and ensure we don't access to it from all the code | ||
* | refacto: add RenderingEngine::cleanupMeshCache | Loic Blot | 2021-05-03 |
| | | | | 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 Blot | 2021-05-03 |
| | | | | | | | | 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::loadMedia | Loic Blot | 2021-05-03 |
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* | Enable cleanTransparent filter for mipmapping and improve its' algorithm ↵ | sfan5 | 2021-04-20 |
| | | | | (#11145) | ||
* | Put torch/signlike node on floor if no paramtype2 (#11074) | Wuzzy | 2021-04-20 |
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* | Add a key to toggle map block bounds (#11172) | Seth Traverse | 2021-04-20 |
| | | | | 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. | ||
* | GLES fixes (#11205) | sfan5 | 2021-04-18 |
| | | | | | * Consistently set float precision for GLES * Enable DPI scaling on Windows+GLES | ||
* | Modifying fall damage via armor group (#11080) | Wuzzy | 2021-04-11 |
| | | | Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group. | ||
* | Don't reseed stars when changing star count | Wuzzy | 2021-04-09 |
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* | Don't apply connection timeout limit to locally hosted servers | sfan5 | 2021-04-05 |
| | | | | fixes #11085 | ||
* | Game: Scale damage flash to max HP | SmallJoker | 2021-04-05 |
| | | | | The flash intensity is calculated proportionally to the maximal HP. | ||
* | Reserve vectors before pushing and other code quality changes (#11161) | sfan5 | 2021-04-05 |
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* | Sort out cURL timeouts and increase default | sfan5 | 2021-04-02 |
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* | Irrlicht support code maintenance | sfan5 | 2021-03-31 |
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* | Draw items as 2D images (instead of meshes) when possible | sfan5 | 2021-03-30 |
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* | Consistent title bar + render information in mainmenu (#10764) | SmallJoker | 2021-03-30 |
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* | Fix wield image of plantlike_rooted (#11067) | Wuzzy | 2021-03-30 |
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* | Degrotate support for mesh nodes (#7840) | Vitaliy | 2021-03-30 |
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* | Replace fallback font nonsense with automatic per-glyph fallback (#11084) | sfan5 | 2021-03-29 |
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* | Fix attached-to-object sounds having a higher reference distance | Desour | 2021-03-23 |
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* | Restore minimal normal texture support (for minimap shading) | Vitaliy | 2021-03-21 |
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* | Scale mouse/joystick sensitivity depending on FOV (#11007) | Elias Åström | 2021-03-19 |
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* | GUIScene: Clear depth buffer + replace deprecated clearZBuffer calls | Jean-Patrick Guerrero | 2021-03-16 |
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* | Fix deprecated calls with Irrlicht 1.9 | Jean-Patrick Guerrero | 2021-03-16 |
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* | Enable Irrlicht debug logging with --trace | sfan5 | 2021-03-12 |
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* | Avoid unnecessary copies during media/mesh loading | sfan5 | 2021-03-12 |
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* | Handle mesh load failure without crashing | sfan5 | 2021-03-12 |
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* | Restore Irrlicht 1.9 support | sfan5 | 2021-03-09 |
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* | Use place_param2 client-side for item appearance & prediction (#11024) | sfan5 | 2021-03-09 |
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* | Clean up ClientEvent hudadd/hudchange internals | sfan5 | 2021-03-06 |
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* | Pause animations while game is paused (#10658) | Vitaliy | 2021-03-05 |
| | | | Pauses all mesh animations while game is paused. | ||
* | Keep mapblocks in memory if they're in range (#10714) | hecks | 2021-02-26 |
| | | | Some other minor parts of clientmap.cpp have been cleaned up along the way | ||
* | Fix hud_change and hud_remove after hud_add (#10997) | savilli | 2021-02-26 |
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* | Use "Aux1" key name consistently everywhere | Wuzzy | 2021-02-24 |
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* | Fix keyWasDown in input handler | sfan5 | 2021-02-23 |
| | | | | This was changed 291a6b70d674d9003f522b5875a60f7e2753e32b but should have never been done. | ||
* | Minimap: Fix default label translations | SmallJoker | 2021-02-22 |
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* | Fix world-aligned node rendering at bottom (#10742) | Wuzzy | 2021-02-19 |
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* | Add nametag background setting and object property (#10937) | rubenwardy | 2021-02-17 |
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* | Fix segfault with invalid texture strings and minimap enabled | sfan5 | 2021-02-14 |
| | | | | closes #10949 |