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path: root/src/game.cpp
Commit message (Expand)AuthorAge
* CSM: Don't create the client script environment if CSM is disabled (#7874)Paramat2018-11-24
* Client-side autojump. Remove Android-only stepheight autojump (#7228)Ben Deutsch2018-11-22
* Move touchscreen input handling to base GUIModalMenu classstujones112018-10-29
* Damage flash/hurt tilt: Make shorter to reduce player blindness (#7399)Paramat2018-08-29
* Play damage sound on player death (#7679)Paramat2018-08-28
* Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22
* Server: move shutdown parts to a specific shutdown state object (#7437)Loïc Blot2018-06-13
* Stop autoforward on BACKWARD key-press (#7417)tukkek2018-06-06
* Fix more GCC 8.1 warnings ...Loïc Blot2018-05-28
* Camera: Improve subpixel movement (#7319)SmallJoker2018-05-12
* Fix invisible chat error messages (#7289)Vincent Glize2018-05-01
* [clang-tidy] Promote some performance-* as a coding error (#7194)Loïc Blot2018-04-04
* Fix last performance-type-promotion-in-math-fn problemsLoic Blot2018-04-04
* Client eventmanager refactor (#7179)Loïc Blot2018-03-30
* Add formspec theming using prepended stringsAndrew Ward2018-03-28
* Cleanup sound manager class (#7158)Loïc Blot2018-03-24
* Global initialization of sound using SoundManagerGlobal (#7063)nOOb31672018-03-23
* Android build fixes for c++11stujones112018-03-11
* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
* Switch F3 to use 'enable_fog' settingThomasMonroe3142018-02-08
* [CSM] HUD Fix not updating server HUDs caused by 4f688d5SmallJoker2018-01-26
* 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 refactor [2/X]: Various moves (profilergraph, nodePlacementPrediction, ...Loic Blot2018-01-20
* Game/Input refactor [1/X]: make RealInputHandler handle joystick inputs with ...Loic Blot2018-01-20
* 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
* Add check to pause game on lost window focusrubenwardy2017-12-26
* Zoom: Add 'disabled by game or mod' messageparamat2017-12-14
* Minimap messages: Improve 'disabled by server' messageparamat2017-12-14
* CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)Loïc Blot2017-12-11
* F5 debug info: Add colons, use lowercase except for FPS and RTTThomasMonroe3142017-12-10
* F5 Debug info: More compact, return to 2 linesparamat2017-11-27
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Rewrite rendering engine (#6253)Vitaliy2017-10-31
* Allow overriding tool capabilities through itemstack metadataraymoo2017-10-29
* don't pass g_settings around, and use it directlyEsteban I. RM2017-10-17
* Implement #6096Esteban I. RM2017-10-17
* [CSM] Add callback on open inventory (#5793)Vincent Glize2017-10-02
* game.cpp: remove dead code for proto v25 compat (#6481)Loïc Blot2017-09-30
* Server: affect bind_addr on constructor instead of start() (#6474)Loïc Blot2017-09-28
* Add mute setting (toggled by the mute key and in the volume menu) (#6415)DTA72017-09-26
an>m_env; private: // Used for creating objects based on type static std::map<u16, Factory> m_types; }; struct DistanceSortedActiveObject { ClientActiveObject *obj; f32 d; DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d) { obj = a_obj; d = a_d; } bool operator < (const DistanceSortedActiveObject &other) const { return d < other.d; } }; #endif