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* Fix procession ordering issue in content_caosfan52021-05-30
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* Fix cloud fog being broken for high cloudsWuzzy2021-05-29
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* Fix client crash on when con::PeerNotFoundException is thrown (#11286)savilli2021-05-24
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* 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
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* fix: some code tidy about includes & irr namespacesLoic Blot2021-05-03
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* refacto: remove get_gui_env & draw_load_screen from RenderingEngine singletonLoic Blot2021-05-03
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* fix: don't use RenderingEngine singleton when it's possibleLoic Blot2021-05-03
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* 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
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* 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
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* 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
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* 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
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* 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
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* Sort out cURL timeouts and increase defaultsfan52021-04-02
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* Irrlicht support code maintenancesfan52021-03-31
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* Draw items as 2D images (instead of meshes) when possiblesfan52021-03-30
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* Consistent title bar + render information in mainmenu (#10764)SmallJoker2021-03-30
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* Fix wield image of plantlike_rooted (#11067)Wuzzy2021-03-30
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* Degrotate support for mesh nodes (#7840)Vitaliy2021-03-30
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* Replace fallback font nonsense with automatic per-glyph fallback (#11084)sfan52021-03-29
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* Fix attached-to-object sounds having a higher reference distanceDesour2021-03-23
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* Restore minimal normal texture support (for minimap shading)Vitaliy2021-03-21
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* Scale mouse/joystick sensitivity depending on FOV (#11007)Elias Åström2021-03-19
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* GUIScene: Clear depth buffer + replace deprecated clearZBuffer callsJean-Patrick Guerrero2021-03-16
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* Fix deprecated calls with Irrlicht 1.9Jean-Patrick Guerrero2021-03-16
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* Enable Irrlicht debug logging with --tracesfan52021-03-12
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* Avoid unnecessary copies during media/mesh loadingsfan52021-03-12
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* Handle mesh load failure without crashingsfan52021-03-12
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* Restore Irrlicht 1.9 supportsfan52021-03-09
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* Use place_param2 client-side for item appearance & prediction (#11024)sfan52021-03-09
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* Clean up ClientEvent hudadd/hudchange internalssfan52021-03-06
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* Pause animations while game is paused (#10658)Vitaliy2021-03-05
| | | Pauses all mesh animations while game is paused.
* Keep mapblocks in memory if they're in range (#10714)hecks2021-02-26
| | | Some other minor parts of clientmap.cpp have been cleaned up along the way
* Fix hud_change and hud_remove after hud_add (#10997)savilli2021-02-26
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* Use "Aux1" key name consistently everywhereWuzzy2021-02-24
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