| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
|
|
|
|
| |
* C++11 cleanup on constructors dir client
|
|
|
|
|
|
|
|
|
|
| |
* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
|
|
|
|
|
|
| |
(#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
|
| |
|
|
|
|
|
| |
Minetest does not have 'run'.
Automatic forwards is very often used while flying or swimming, so a general
word is more suitable.
|
|
|
|
| |
* Fix event LINT & remove default constructor/destructors
* remove compat code & modernize autolock header
|
| |
|
| |
|
|
|
| |
fixes #1811
|
|
|
|
|
|
|
|
|
|
| |
* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.
I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.
Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
|
|
|
|
|
|
| |
This increases size of the getTime return values to 64 bits.
It also removes the TimeGetter classes since the getTime functions
are now very precise.
|
|
|
|
| |
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
|
|
|
|
| |
* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
|
|
|
|
| |
Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Fix progressbar for Android
Fixes #5599
Fixed #5403
* draw_load_screen: use texturesource
this permits to unify texture loading code
* scale progress bar
* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen
* Remove two sanity checks pointed by @celeron55
* sfan5 comments + android ratio fixes
|
|
|
|
|
|
|
|
|
|
| |
Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
|
|
|
|
|
| |
There was no bug here (as I checked for negativeness),
however it's good to get rid of warnings.
|
|
|
|
|
|
| |
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
|
|
|
|
| |
Bonus: make CI happy with the last rules fix
|
|
|
| |
Fix some headers style and remove them from whitelist
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Some performance optimizations
This is globally removing some memory useless copy
* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
* pass some stack created strings to static const as they are not modified anywhere
* Camera: return nametags per const ref instead of a list pointer, we only need to read it
* INodeDefManager: getAll should be a result ref writer instead of a return copy
* INodeDefManager: getAlias should return a const std::string ref
* Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
* CNodeDefManager::updateAliases: prevent a idef getall copy
* Profiler: constness
* rollback_interface: create real_name later, and use const ref
* MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
* MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
* MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
|
| |
|
|
|
|
|
| |
You can't join most servers with a 'guest####' player name anyway so
it's only logical to remove them.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While experimenting with entities I ran into this unresolvable
error where the server is sending some texture that the client
crashes on. The crash prevents the client from ever reconnecting,
resulting in a server that has to use clearobjects.
We shouldn't crash but just ignore the object and move on.
```
0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
1744 u32 xscale = scaleto / dim.Width;
(gdb) bt
#0 0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
```
After reconnecting, the client now can connect without issues
and displays an error message:
```
ERROR[Main]: generateImagePart(): Illegal 0 dimension for part_of_name="[applyfiltersformesh", cancelling.
ERROR[Main]: generateImage(): Failed to generate "[applyfiltersformesh"
ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture.
```
|
|
|
|
| |
Allows colorizing of textures using a color multiplication method.
|
|
|
|
|
|
| |
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
|
|
|
|
|
|
|
|
| |
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y. Basically it works
like "[verticalframe" but in 2D.
For testing, I combined the four default_chest images into one.
|
| |
|
| |
|
|
|
|
|
|
| |
Inverts the given channels of the base image.
Mode may contain the characters "r", "g", "b", "a".
Only the channels that are mentioned in the mode string will be inverted.
|
| |
|
|
|
| |
Fixes #4323.
|
|
|
|
| |
according to the given ratio. r must be between 0 and 255. 0 means totally transparent. 255 means totally opaque. Useful for texture overlaying.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Since the creation of minetest, it had no window icon on X11.
Now we have one.
The misc/minetest-xorg-icon-128.png file is a rendering of the
misc/minetest.svg file with inkscape, created with something like:
inkscape -z -e misc/minetest-xorg-icon-128.png -w 128 -h 128 misc/minetest.svg
|
|
|
|
|
|
|
|
| |
Move version information into the window caption.
On popular player request.
Fixes #4209.
|
|
|
|
|
|
|
| |
Adds initial ingame gamepad support to minetest.
Full Formspec support is not implemented yet and
can be added by a later change.
|
|
|
|
|
| |
* Move key types into own file
* Use Generalized input methods in game.cpp
|
|
|
|
|
| |
Add documentation, move files to a proper place and avoid memory leaks.
Make it work with most kind of texts, and allow backgrounds too.
|
|
|
|
| |
@nerzhul improvements * Add unit tests * Fix coding style * move guiChatConsole.hpp to client/
|
|
|
|
|
|
|
|
|
| |
We can remove the function in MtNativeActivity now
as it serves precisely that purpose: to tell irrlicht
that we handled the esc key.
TODO for later:
* Perhaps try to find a more performant container than KeyList
|
| |
|