| Commit message (Collapse) | Author | Age |
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On my wayland / gnome3 setup DisplayHeightMM() returns 0. This resulted in a
misleading startup error suggesting to fix my font paths.
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Move star draw to before sun glow texture draw and before sun draw,
not currently essential but the logical order. Will be necessary if
a 'no far ground' option is added, to draw stars behind the sun.
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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add associated keybinding options
update docs and settingtypes
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This time correctly, by resetting the 'material' to '1' after moon draw.
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At sunset:
Stars first appear slightly later, at the time the sun disappears over the horizon,
this fixes seeing dark stars in front of the sun horizon glow texture.
Stars reach full brightness slightly earlier at time 20000, not so excessively long
after sunset.
The above behaviour is also applied at sunrise, but of course, time-inverted.
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In pitch fly mode, you fly to the exact direction you are pointing at, using the forward key. Other move directions are also pitched accordingly.
It allows smoother and more complex movements.
Can be enabled/disabled by L key by default (set keymap_pitchfly in minetest.conf)
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Reverts the render order change of commit
ce2d33eb97238e2e050d065a8f0838749a0b31d0
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Update Android.mk
Remove 'src/client' from include_directories
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* Android: Improve UI scaling on smaller high-density displays
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Fixes missing/upside-down images on Android.
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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Adding support for _NET_WM_PID as defined in Extended Window Manager Hints
Move verbose messaging to setupXorgTopLevelWindow method as Xorg messages should only occur when running in Xorg env.
Irrlicht returns the XDisplay as a void* and XWindow as an unsigned long so reinterpret those as the appropriate type. Also fixed a spaces for tab formating issue
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a78659ed0529226ad937f5e241ad72ba93702959
Added more strong unittests on that part to prevent future regression
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1 master
Fix 3 warnings reported by GCC 8.1 of the following type
```src/client/gameui.cpp:191:43: warning: « void* memset(void*, int, size_t) » effacement d'un objet du type non trivial « struct GameUI::Flags »; use assignment or value-initialization instead [-Wclass-memaccess]
memset(&m_flags, 0, sizeof(GameUI::Flags));
```
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Based on https://travis-ci.org/minetest/minetest/jobs/361810382 output
Also fix 2 missing copyright notices
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* Drop EventManager from GameDef & do some client cleanups
* EventManager is only used by Client. Don't expose it on Server & GameDef for nothing
* Drop Client::event() in favor of direct calls to getEventManager
* Cleanup some event put from new + put to put(new)
* MtEvent: add Type(u8) enum
* This will enhance event performance & ensure stricter type
* Drop MtEvent::checkIs (unused)
* clang-tidy reported fixes
* Code style
* Move event_manager.h to the client directory as it's only used by client
Add EventManager unittests + switch to unordered_map as order is not important here
Drop a unused function
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Ensure singleton is reset
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* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
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```
src/client/joystick_controller.h:85:2: warning: duplicate 'virtual' declaration specifier [-Wduplicate-decl-specifier]
virtual bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const;
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/ext/new_allocator.h:140:22: warning: destructor called on non-final 'JoystickAxisCmb' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
destroy(_Up* __p) { __p->~_Up(); }
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/ext/new_allocator.h:140:22: warning: destructor called on non-final 'JoystickButtonCmb' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
destroy(_Up* __p) { __p->~_Up(); }
```
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* Global initialization of sound using SoundManagerGlobal
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* Update MeshCollector
* Simplify MeshCollector
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
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* Make InputHandler own the key cache
* Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp
* Move RandomInputHandler::step definition into cpp file
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standard input
Joystick input is a RealInputHandler only usage, make it intelligent and handle the joystick with keyboard direct.
This permits to remove many getters in game which should be owned by RealInputHandler
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* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
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* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
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Other changes:
* Add GameUI clarification comment
* Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related
* Properly init GameUI::Flags
* Move toggleChat toggleHud & toggleProfiler to GameUI
* Add gameui.cpp to LINT whitelist
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showStatusTextSimple to GameUI class
Other enhancements:
* Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
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Other enhancements:
* Move update_profiler_gui to Game class
* Move updateChat to Game class
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GameRunData::statustext_time to GameUI class
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
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Game::infotext to GameUI class
Other enhancements:
* Drop unused GameRunData::time_of_day
* Little GameUI::update code path optimizations
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StaticText
Other enhancements:
* C++ friendlyness for addStaticText() -> move to static StaticText::add()
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Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them
Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
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