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* Raise hotbar limit to 32 slots, add associated keybinding options (#7916)Vanessa Dannenberg2018-12-02
* Draw stars behind the moon (#7928)Paramat2018-12-02
* Slightly alter star appearence time and full brightness time (#7921)Paramat2018-12-02
* Added pitch fly mode (#7817)Gaël C2018-12-01
* Fix sky bugs when using sun or moon textures (#7918)Paramat2018-12-01
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
* Android: Improve UI scaling on smaller high-density displays (#7834)stujones112018-11-18
* Disable HW stereo for IrrLicht 1.9 (not supported anymore)number Zero2018-11-11
* F5 debug info: Use full words for NSEW directions for readability (#7461)Paramat2018-10-06
* Software inventorycube (#7651)Vitaliy2018-09-29
* Particles: Make collision with objects optional (#7682)Paramat2018-09-08
* Some minor Fastface optimizations. (#7628)lhofhansl2018-08-08
* Provide Xorg/net wm process ID (#7445)thoughtjigs2018-06-17
* Add crossview support (#7361)otdav332018-05-29
* Fix GameUI flag value regression introduced by a78659ed0529226ad937f5e241ad72...Loic Blot2018-05-29
* Fix more GCC 8.1 warnings ...Loïc Blot2018-05-28
* Fix last clang-tidy reported problems for performance-type-promotion-in-math-fnLoic Blot2018-04-03
* Client eventmanager refactor (#7179)Loïc Blot2018-03-30
* Sound: fix static initialization order dependency by not having one (#7168)nOOb31672018-03-29
* Make sounds stop playing when entering game or mainmenunOOb31672018-03-24
* Cleanup sound manager class (#7158)Loïc Blot2018-03-24
* Fix some gcc 7.3 reported warningsLoic Blot2018-03-23
* Global initialization of sound using SoundManagerGlobal (#7063)nOOb31672018-03-23
* Update mesh collector and move it to a separate file (#6904)Vitaliy2018-03-22
* Android build fixes for c++11stujones112018-03-11
* Drop texture file list cache (#6660)Vitaliy2018-03-10
* Render copyright notice: Fix name spelling (#7042)Vitaliy2018-02-15
* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
* Switch F3 to use 'enable_fog' settingThomasMonroe3142018-02-08
* Include alpha channel reference in MaterialTypeParamstujones112018-02-08
* Fix issues with earlier CSM HUD commit (#6940)red-0012018-01-26
* Game refactor [4/X]: keycache is now owned by InputHandlerLoic Blot2018-01-20
* Game refactor [3/X]: Move keycache to inputhandlerLoic Blot2018-01-20
* Game/Input refactor [1/X]: make RealInputHandler handle joystick inputs with ...Loic Blot2018-01-20
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
* Add confirmation on new player registration (#6849)Muhammad Rifqi Priyo Susanto2018-01-13
* Don't recalculate statustext initial color everytime & review fixesLoic Blot2018-01-05
* GameUI refactor (part 7/7): Finish to include profiler things to GameUILoic Blot2018-01-05
* GameUI refactor (part 6/X): Move Game::guitext_profiler & showStatusTextSimpl...Loic Blot2018-01-05
* GameUI refactor (part 5/X): Move Game::guitext_chat to GameUI classLoic Blot2018-01-05
* GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_statustext, Ga...Loic Blot2018-01-05
* GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, Game::in...Loic Blot2018-01-05
* GameUI refactor (part 2/X): Move Game::guitext to GameUI + enhancements on St...Loic Blot2018-01-05
* GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUILoic Blot2018-01-05
* Load files from subfolders in texturepacksnumber Zero2017-11-17
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* LINT: Add files to whitelist, fix detected indent errorsparamat2017-11-06
* Do not scale texture unless necessary.Lars Hofhansl2017-11-04
* Rewrite rendering engine (#6253)Vitaliy2017-10-31
* Initial Haiku support (#6568)miqlas2017-10-30
m">100 do for z=2,100 do pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z} i = i + 1 end end end minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ..."); -- warm up with stone to prevent having different callbacks -- due to different node topology minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) minetest.chat_send_player(name, "Warming up finished, now benchmarking ..."); local start_time = minetest.get_us_time() for i=1,#pos_list do minetest.set_node(pos_list[i], {name = "mapgen_stone"}) end local middle_time = minetest.get_us_time() minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) local end_time = minetest.get_us_time() local msg = string.format("Benchmark results: minetest.set_node loop: %.2f ms; minetest.bulk_set_node: %.2f ms", ((middle_time - start_time)) / 1000, ((end_time - middle_time)) / 1000 ) return true, msg end, }) local function advance_pos(pos, start_pos, advance_z) if advance_z then pos.z = pos.z + 2 pos.x = start_pos.x else pos.x = pos.x + 2 end if pos.x > 30900 or pos.x - start_pos.x > 46 then pos.x = start_pos.x pos.z = pos.z + 2 end if pos.z > 30900 then -- We ran out of space! Aborting aborted = true return false end return pos end local function place_nodes(param) local nodes = param.nodes local name = param.name local pos = param.pos local start_pos = param.start_pos table.sort(nodes) minetest.chat_send_player(name, "Placing nodes …") local nodes_placed = 0 local aborted = false for n=1, #nodes do local itemstring = nodes[n] local def = minetest.registered_nodes[itemstring] local p2_max = 0 if param.param ~= "no_param2" then -- Also test the param2 values of the nodes -- ... but we only use permissible param2 values if def.paramtype2 == "wallmounted" then p2_max = 5 elseif def.paramtype2 == "facedir" then p2_max = 23 elseif def.paramtype2 == "glasslikeliquidlevel" then p2_max = 63 elseif def.paramtype2 == "meshoptions" and def.drawtype == "plantlike" then p2_max = 63 elseif def.paramtype2 == "leveled" then p2_max = 127 elseif def.paramtype2 == "degrotate" and (def.drawtype == "plantlike" or def.drawtype == "mesh") then p2_max = 239 elseif def.paramtype2 == "colorfacedir" or def.paramtype2 == "colorwallmounted" or def.paramtype2 == "colordegrotate" or def.paramtype2 == "color" then p2_max = 255 end end for p2 = 0, p2_max do -- Skip undefined param2 values if not ((def.paramtype2 == "meshoptions" and p2 % 8 > 4) or (def.paramtype2 == "colorwallmounted" and p2 % 8 > 5) or ((def.paramtype2 == "colorfacedir" or def.paramtype2 == "colordegrotate") and p2 % 32 > 23)) then minetest.set_node(pos, { name = itemstring, param2 = p2 }) nodes_placed = nodes_placed + 1 pos = advance_pos(pos, start_pos) if not pos then aborted = true break end end end if aborted then break end end if aborted then minetest.chat_send_player(name, "Not all nodes could be placed, please move further away from the world boundary. Nodes placed: "..nodes_placed) end minetest.chat_send_player(name, "Nodes placed: "..nodes_placed..".") end local function after_emerge(blockpos, action, calls_remaining, param) if calls_remaining == 0 then place_nodes(param) end end minetest.register_chatcommand("test_place_nodes", { params = "[ no_param2 ]", description = "Test: Place all non-experimental nodes and optionally their permissible param2 variants", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos = vector.floor(player:get_pos()) pos.x = math.ceil(pos.x + 3) pos.z = math.ceil(pos.z + 3) pos.y = math.ceil(pos.y + 1) local start_pos = table.copy(pos) if pos.x > 30800 then return false, "Too close to world boundary (+X). Please move to X < 30800." end if pos.z > 30800 then return false, "Too close to world boundary (+Z). Please move to Z < 30800." end local aborted = false local nodes = {} local emerge_estimate = 0 for itemstring, def in pairs(minetest.registered_nodes) do if itemstring ~= "ignore" and string.sub(itemstring, 1, 13) ~= "experimental:" then table.insert(nodes, itemstring) if def.paramtype2 == 0 then emerge_estimate = emerge_estimate + 1 else emerge_estimate = emerge_estimate + 255 end end end -- Emerge area to make sure that all nodes are being placed. -- Note we will emerge much more than we need to (overestimation), -- the estimation code could be improved performance-wise … local length = 16 + math.ceil(emerge_estimate / 24) * 2 minetest.emerge_area(start_pos, { x = start_pos.x + 46, y = start_pos.y, z = start_pos.z + length }, after_emerge, { nodes = nodes, name = name, pos = pos, start_pos = start_pos, param = param }) return true, "Emerging area …" end, }) core.register_on_chatcommand(function(name, command, params) minetest.log("action", "caught command '"..command.."', issued by '"..name.."'. Parameters: '"..params.."'") end)