summaryrefslogtreecommitdiff
path: root/src/client
Commit message (Collapse)AuthorAge
* Add bold, italic and monospace font styling for HUD text elements (#11478)sfan52021-07-27
| | | Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Remove unused ITextSceneNode header (#11476)hecks2021-07-22
| | | Co-authored-by: hecktest <>
* Remove unused header includeshecks2021-07-21
|
* CSM: Do not index files within hidden directoriesSmallJoker2021-07-17
| | | | CSM would previously scan for files within .git or .svn directories, and also special files such as .gitignore
* Add wallmounted support for plantlike and plantlike_rooted nodes (#11379)Wuzzy2021-07-15
|
* Fix revoke debug privs not reliably turn off stuff (#11409)Wuzzy2021-07-12
|
* Fix build on Ubuntu 16.04 and macOSsfan52021-07-12
| | | | | | Apparently the C++ standard library is supposed to provide specializations of std::hash for enums (even in C++11) but those don't always work for whatever reason.
* Avoid draw list and shadow map update in the same frame to reduce dtime ↵x20482021-07-11
| | | | | | | | | | jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-11
| | | | | | | | | | | * Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
* Refactor video driver name retrieval (#11413)hecks2021-07-11
| | | Co-authored-by: hecktest <>
* Remove unsupported video drivers (#11395)hecks2021-06-30
| | | This completely removes any mention of the software and D3D drivers from MT, preventing the user from accidentally attempting to use them. Users who need a software renderer should be asked to install Mesa drivers which offer superior fidelity and performance over the 'burningsvideo' driver.
* Require 'basic_debug' priv to view gameplay-relevant debug info, require ↵Wuzzy2021-06-24
| | | | | 'debug' priv to view wireframe (#9315) Fixes #7245.
* Perform some quality assurance for translation strings (#11375)Wuzzy2021-06-23
|
* Drop --videomodes, fullscreen_bpp and high_precision_fpu settingssfan52021-06-16
| | | | These have been pointless for a while.
* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* fontengine: Fix crash loading PNG/XML fonts from paths without dotsfan52021-06-01
| | | | fixes #11096
* Fix procession ordering issue in content_caosfan52021-05-30
|
* Fix cloud fog being broken for high cloudsWuzzy2021-05-29
|
* Fix client crash on when con::PeerNotFoundException is thrown (#11286)savilli2021-05-24
|
* Fix overlays for 2D-drawn itemssfan52021-05-08
| | | | fixes #11248
* fix: extractZipFile is not part of Client but more generic.Loic Blot2021-05-06
| | | | This solve a crash from mainmenu while extracting the zip
* Use Irrlicht functions to query npot texture supportsfan52021-05-05
|
* fix: some code tidy about includes & irr namespacesLoic Blot2021-05-03
|
* refacto: remove get_gui_env & draw_load_screen from RenderingEngine singletonLoic Blot2021-05-03
|
* fix: don't use RenderingEngine singleton when it's possibleLoic Blot2021-05-03
|
* refacto: RenderingEngine::get_scene_manager() is now not callable from singletonLoic Blot2021-05-03
| | | | | | 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 Blot2021-05-03
| | | | | | 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::smgrLoic Blot2021-05-03
|
* refacto: don't use RenderingEngine singleton on CAOLoic Blot2021-05-03
| | | | | | * 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_managerLoic Blot2021-05-03
| | | | | * protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky
* refacto: RenderingEngine is now better hiddenLoic Blot2021-05-03
| | | | | | | | | | * 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 engineLoic Blot2021-05-03
| | | | This permit cleaner access to meshCache and ensure we don't access to it from all the code
* refacto: add RenderingEngine::cleanupMeshCacheLoic Blot2021-05-03
| | | | 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 Blot2021-05-03
| | | | | | | | 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::loadMediaLoic Blot2021-05-03
|
* Enable cleanTransparent filter for mipmapping and improve its' algorithm ↵sfan52021-04-20
| | | | (#11145)
* Put torch/signlike node on floor if no paramtype2 (#11074)Wuzzy2021-04-20
|
* Add a key to toggle map block bounds (#11172)Seth Traverse2021-04-20
| | | | 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)sfan52021-04-18
| | | | | * Consistently set float precision for GLES * Enable DPI scaling on Windows+GLES
* Modifying fall damage via armor group (#11080)Wuzzy2021-04-11
| | | 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 countWuzzy2021-04-09
|
* Don't apply connection timeout limit to locally hosted serverssfan52021-04-05
| | | | fixes #11085
* Game: Scale damage flash to max HPSmallJoker2021-04-05
| | | | The flash intensity is calculated proportionally to the maximal HP.
* Reserve vectors before pushing and other code quality changes (#11161)sfan52021-04-05
|
* Sort out cURL timeouts and increase defaultsfan52021-04-02
|
* Irrlicht support code maintenancesfan52021-03-31
|
* Draw items as 2D images (instead of meshes) when possiblesfan52021-03-30
|
* Consistent title bar + render information in mainmenu (#10764)SmallJoker2021-03-30
|
* Fix wield image of plantlike_rooted (#11067)Wuzzy2021-03-30
|