| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
| |
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
|
|
|
| |
Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
|
|
|
| |
Last modernization fixes
|
|
|
|
| |
* remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty)
* this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
|
|
|
|
|
|
|
|
|
| |
* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
|
|
|
|
|
|
|
|
|
| |
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.
Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
|
|
|
|
|
|
|
|
| |
* Fix render order of overlays
* Use C++11 loops
* Fix time_t
|
|
|
|
|
|
|
|
|
|
| |
* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions
C++11 introduced the possibility to define the default values directly in class definitions, do it on current code
Also remove some unused attributes
* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed
* More constructor cleanups + some variables removal
* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
|
|
|
|
| |
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Improved getPointedThing()
The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.
* Cleanup, code move
This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
|
| |
|
|
|
|
| |
Instead of redefining them everywhere.
|
| |
|
| |
|
|
|
|
|
| |
Remove unnecessary code.
Use '/ 2.0f' because endoff is a float.
|
|
|
|
|
| |
'endoff', the maximum diagonal of a mapblock, was incorrectly calculated.
Half this value for the centre point of the mapblock.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
|
|
|
|
|
| |
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
|
|
|
|
|
| |
All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
|
|
|
|
| |
These names are reserved for the compiler/library implementations.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
|
|
|
|
| |
NDEBUG is defined), replace those usages with persistent alternatives
|
|
|
|
|
|
|
| |
std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
|
| |
|
|
|
|
|
|
| |
Map::timerUpdate and ServerMap::save().
This will speedup the loop reading into those functions
|
| |
|
| |
|
|
|
|
|
| |
NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
|
| |
|
|
|
|
| |
Add (experimental) support for topbottom as well as sidebyside 3d mode
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|