aboutsummaryrefslogtreecommitdiff
path: root/src/game.cpp
Commit message (Collapse)AuthorAge
* Initial Gamepad supportest312016-06-03
| | | | | | | Adds initial ingame gamepad support to minetest. Full Formspec support is not implemented yet and can be added by a later change.
* Input related generalisationsest312016-06-03
| | | | | * Move key types into own file * Use Generalized input methods in game.cpp
* Add colored text (not only colored chat).Ekdohibs2016-05-31
| | | | | Add documentation, move files to a proper place and avoid memory leaks. Make it work with most kind of texts, and allow backgrounds too.
* Colored chat working as expected for both freetype and non-freetype builds. ↵TriBlade92016-05-31
| | | | @nerzhul improvements * Add unit tests * Fix coding style * move guiChatConsole.hpp to client/
* Tell irrlicht if we handle a key or not.est312016-05-26
| | | | | | | | | We can remove the function in MtNativeActivity now as it serves precisely that purpose: to tell irrlicht that we handled the esc key. TODO for later: * Perhaps try to find a more performant container than KeyList
* Escape more strings: formspecs, item descriptions, infotexts...Ekdohibs2016-04-24
| | | | | | Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
* Add option to disable entity selectionboxes. (#3992)TriBlade92016-04-14
| | | | Setting only loaded once, default value is to enable them.
* Fix connected nodes' selection boxes.Auke Kok2016-03-21
| | | | | | | This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* Add Android chat formShadowNinja2016-03-02
|
* Unlock cursor when opening consoleShadowNinja2016-03-02
|
* Use the console instead of a dedicated window when pressing keymap_chat/cmdEsteban I. Ruiz Moreno2016-03-02
| | | | keymap_console opens a full window for chat history browsing.
* Fix getting pointed nodeRealBadAngel2016-02-22
| | | | | Fixes #3719 Closes #3753
* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-21
|
* Move object nametags to cameraRealBadAngel2016-02-18
|
* Use proper variable types for uniform sampler layersRealBadAngel2016-02-14
|
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
|
* Show infotext with description for item entitiesRealBadAngel2016-01-18
|
* New 3D Mode: PageflipDalai Felinto2016-01-09
| | | | | | | | | | | | | | | | The pageflip mode requires a stereo quadbuffer, and a modern graphic card. Patch tested with NVidia 3D Vision. The mini-map is not drawn, but that's what is done for topbottom and sidebyside modes as well. Also most of the time the user would prefer the HUD to be off. That's for the user to decide though, and toggle it manually. Finally, the interocular distance (aka eye separation) is twice as much as the "3d_paralax_strength" settings. I find this a strange design decision. I didn't want to chance this though, since it's how the other 3d modes interpret this settings.
* Fix client crashing when connecting to serverest312015-12-30
| | | | | | | | | | | | | My commit e2d54c9f9275e4f77ec33be8054621d42945f7a4 "shutdown when requested from lua in singleplayer too" broke minetest's feature to connect to servers. The client crashed after the connection init was complete. Thanks to @sofar for reporting the bug. Fixes #3498.
* shutdown when requested from lua in singleplayer tooest312015-12-29
| | | | | | | Before, minetest.request_shutdown didn't shut down singleplayer instances or server instances from the server tab. This commit fixes this. Fixes #3489.
* Android: Implement Autohiding button bars to cleanup screenSapier2015-12-18
|
* Android: Fix pressed buttons not beeing cleared on opening menuSapier2015-12-17
|
* Add on_secondary_use when right clicking an item in the airAlex Ford2015-12-02
|
* Add a status text for autorunAmaz2015-11-15
|
* Add support for audio feedback if placing node failedBlockMen2015-11-07
|
* Speed up saving of profiling data by 27xgregorycu2015-11-02
| | | | | | | | | | | | | | On Windows Release x64 bit build this changes: ProfilerGraph::put 1.68% -> 0.061% ProfilerGraph::draw 12% -> 17.% So yes, there is a tradeoff between saving profiling data (executed always) and drawing the profiler graph (executed very rarely). But usually you don't have the profiler graph open.
* WoW-style AutorunDuane Robertson2015-10-29
| | | | | This allows the player to toggle continuous forward with a key (F by default), so we don't have to hold down the forward key endlessly.
* Fix on_rightclick() being called directly after placing nodeBlockMen2015-10-24
| | | | fixes https://github.com/minetest/minetest_game/issues/537
* Remove wstrgettextest312015-10-18
| | | | | | | Everywhere where wstrgettext was used, its output was converted back to utf8. As wstrgettext internally converts the return value from utf8 to wstring, it has been a waste. Remove the function, and use strgettext instead.
* Refactor loggingShadowNinja2015-10-14
| | | | | | | | | - Add warning log level - Change debug_log_level setting to enumeration string - Map Irrlicht log events to MT log events - Encapsulate log_* functions and global variables into a class, Logger - Unify dstream with standard logging mechanism - Unify core.debug() with standard core.log() script API
* Hide minimap if it has been disabled by serverest312015-09-01
|
* Change i++ to ++iDavid Jones2015-08-25
|
* minimap: Add ability to disable from serverkwolekr2015-08-13
|
* game.cpp: Update cached settingsest312015-08-13
|
* Optional reconnect functionalityest312015-07-23
| | | | | | Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
* Fix relief mapping issuesRealBadAngel2015-07-16
|
* Make serialization error message translatableKahrl2015-07-14
| | | | Also don't show "probably running a different version" message in simple singleplayer mode
* Settings: pass name to callbacks by referenceest312015-07-09
| | | | Spare some copies.
* Use UTF-8 instead of narrowest312015-07-08
| | | | | Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
* Clean-up Minimap codekwolekr2015-07-08
| | | | | | | | | | | - Fixed race conditions - Fixed null dereference - Fixed out-of-bounds array access - MinimapMapblock is now allocated and added to update queue only when enabled - Removed dependency on LocalPlayer - Fixed code style - Simplified expressions and program logic - Cleaned minimap object interfaces
* Add minimap featureRealBadAngel2015-06-27
|
* Make attached objects visible in 3rd person viewest312015-06-20
|
* Use utf-8 in formspecsIlya Zhuravlev2015-06-13
|
* (Android) Only simulate holding down fast key if fast_move is toggled to trueCraig Robbins2015-05-29
|
* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* ANDROID: Do not limit situations where fast is enabledCraig Robbins2015-05-15
| | | | Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
* Fix connection speed unit namesShadowNinja2015-05-06
|
* Revert the upper-case PROJECT_NAME nonsense that was part of #2402sfan52015-04-27
|
* Fix player pitch and yaw not being set properlyKevin Ott2015-04-26
|