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* Clean up threadingShadowNinja2015-08-23
* tileable flags are needed also without shaders because of filtersRealBadAngel2015-08-20
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
* Fix tiling issues for PLANTLIKE and FIRELIKE with FSAARealBadAngel2015-08-05
* src/client/tile.cpp: Fix reference countingBřetislav Štec2015-08-02
* Optional reconnect functionalityest312015-07-23
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
* Fix relief mapping issuesRealBadAngel2015-07-16
* Misc. minor fixeskwolekr2015-07-10
* Use UTF-8 instead of narrowest312015-07-08
* Use minetest logging facilities for irrlicht log outputShadowNinja2015-07-05
* Add minimap featureRealBadAngel2015-06-27
* Make early protocol auth mechanism generic, and add SRPest312015-05-11
* Revert the upper-case PROJECT_NAME nonsense that was part of #2402sfan52015-04-27
* Fix fast leaves with texture_clean_transparent enabled.Aaron Suen2015-04-26
* Refactor around translatePasswordest312015-04-17
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Clean scaling pre-filter for formspec/HUD.Aaron Suen2015-04-01
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-31
* Make sure g_timegetter is initalised before running speedtestsCraig Robbins2015-03-29
* Change error_message from wstring to stringShadowNinja2015-03-27
* Clean up and tweak build systemShadowNinja2015-03-27
* Fix for sun/moon tonemaps: don't upscale 1px images.Aaron Suen2015-03-23
* Fix composite textures with texture_min_size. Moved upscaling of textures to ...Aaron Suen2015-03-22
* Configurable automatic texture scaling and filtering at load time.Aaron Suen2015-03-20
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-05
* Fix some rendering glitchesBlockMen2015-03-05
* Use proper CMakeLists.txt for network and client directoriesLoic Blot2015-02-21
* Re-apply 4a6582c13c36cab457b78f32338c6bb4ab9ea58b broken since 146f77fdb75083...Loic Blot2015-02-14
* main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLaunc...Loic Blot2015-02-12
Client *client, IGameDef *gamedef, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ); ~ClientMap(); s32 mapType() const { return MAPTYPE_CLIENT; } void drop() { ISceneNode::drop(); } void updateCamera(v3f pos, v3f dir, f32 fov) { JMutexAutoLock lock(m_camera_mutex); m_camera_position = pos; m_camera_direction = dir; m_camera_fov = fov; } /* Forcefully get a sector from somewhere */ MapSector * emergeSector(v2s16 p); //void deSerializeSector(v2s16 p2d, std::istream &is); /* ISceneNode methods */ virtual void OnRegisterSceneNode(); virtual void render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); renderMap(driver, SceneManager->getSceneNodeRenderPass()); } virtual const core::aabbox3d<f32>& getBoundingBox() const { return m_box; } void updateDrawList(video::IVideoDriver* driver); void renderMap(video::IVideoDriver* driver, s32 pass); int getBackgroundBrightness(float max_d, u32 daylight_factor, int oldvalue, bool *sunlight_seen_result); void renderPostFx(); // For debug printing virtual void PrintInfo(std::ostream &out); // Check if sector was drawn on last render() bool sectorWasDrawn(v2s16 p) { return (m_last_drawn_sectors.find(p) != NULL); } private: Client *m_client; core::aabbox3d<f32> m_box; MapDrawControl &m_control; v3f m_camera_position; v3f m_camera_direction; f32 m_camera_fov; JMutex m_camera_mutex; core::map<v3s16, MapBlock*> m_drawlist; core::map<v2s16, bool> m_last_drawn_sectors; }; #endif