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path: root/src/game.cpp
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* Search user path for sounds (#5657)Louis Pearson2017-04-27
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* Rename Scripting API files for consistencyShadowNinja2017-04-25
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* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
| | | | | | | | | | | | * Fix various performance issues reported by cppcheck + code style (CI) * Make CI happy with code style on master * guiFileSelectMenu: remove useless includes * some performance fixes pointed by cppcheck * remove some useless casts * TextDest: remove unused setFormSpec function * Fix various iterator post-increment reported by cppcheck
* Fix various copy instead of const ref reported by cppcheck (#5615)Loïc Blot2017-04-19
| | | | * Also remove InventoryList::peekItem unused function * Fix some post increment to preincrement reported by cppcheck
* Tools: Fix tool digging speed limitHybrid Dog2017-04-19
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* Fix various variables passed by copy instead of const ref (#5610)Loïc Blot2017-04-19
| | | Pointed by cppcheck
* Android progressbar fix (#5601)Loïc Blot2017-04-16
| | | | | | | | | | | | | | | | | * Fix progressbar for Android Fixes #5599 Fixed #5403 * draw_load_screen: use texturesource this permits to unify texture loading code * scale progress bar * Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen * Remove two sanity checks pointed by @celeron55 * sfan5 comments + android ratio fixes
* Fix spacingEkdohibs2017-04-06
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* Fix problems when overriding the hand:Ekdohibs2017-04-06
| | | | | - If the hand can dig a node the item wielded can't, allow to dig it anyway. - Fix the API callbacks from setting the hand instead of the wielded item.
* Show media download progress in percent on progress screen (#5498)orwell962017-04-07
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* Change command prefix to "." and add "help" command.red-0012017-03-26
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* Some performance optimizations (#5424)Loïc Blot2017-03-22
| | | | | | | | | | | | | | | | | | | * Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
* Refactored client event if-else cascade to switch statementBen Deutsch2017-03-20
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* Refactor Game class (part 2) (#5422)Loïc Blot2017-03-19
| | | | | | | | | | | | | | * showPauseMenu is now part of game * remove many flags parameters passed to game functions, use the member. * rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM * updatePointedThing: remove pointer ref, we already have the pointer in rundata * move some attributes outside of VolatileRunFlags after renaming, to game class * rename statustext to m_statustext * make some const variables static * All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags * Expose GameUIFlags to client * Client now have GameUIFlags parameter and setters for other classes * Fix minimap show/hide in Lua because we now have access to the real flag
* Server list cleanupShadowNinja2017-03-18
| | | | This removes the hacky server_dedicated pseudo-setting.
* TOGGLE_CHAT keymap should togglechat not HUDLoic Blot2017-03-18
| | | | Fixes #5413
* Reduce memory & function cost of Game class functions (#5406)Loïc Blot2017-03-17
| | | | GameRunData is passed on many game functions, or one of its attributes whereas it's a member of the class. Remove it from functions arguments and call object directly from concerned functions. This will reduce a little bit the Game class loop usage & very little bit the memory usage (due to non creation of pointer/references)
* [CSM] Fix minimap problems (#5405)Loïc Blot2017-03-17
| | | This fixes issue #5404
* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
| | | | | | | | * Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
* [CSM] Add enable_client_modding param (default: false)nerzhul2017-03-13
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* [CSM] Add `on_punchnode` callbackred-0012017-03-13
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* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
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* [CSM] Add local formspecs. (#5094)red-0012017-03-13
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* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
| | | | | | * Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
* Fixes for colorwallmounted and colorfacedir nodesDániel Juhász2017-02-18
| | | | | | Correct node placement prediction for attached colorwallmounted nodes. Correct placement direction for colorfacedir and colorwallmounted nodes. Correct detatch mechanism for attached colorwallmounted nodes.
* Footsteps: Fix offset footstep and shallow water sound bugsparamat2017-02-12
| | | | | | | | | | | | | | | Fix footstep sounds coming from nodes to either side when walking on a 1 node wide row of nodebox slabs such as default:snow. Fix sand footsteps when swimming in 1 node deep water. Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()' to avoid using a horizontally-offset 'sneak node' for sounds. Sound is selected from the node BS * 0.05 below the player's feet, so that 1/16th slabs will play the slab sound but 1/32nd slabs will not. If the player is not 'touching ground' the node detection position is changed to BS * 0.5 below to preserve footstep sounds when landing after a jump or fall.
* Re-add halo highlight (#5130)Dániel Juhász2017-01-30
| | | | Due to a rebase mistake halo highlighting was disabled. This commit re-adds that feature.
* Add console height setting (#5136)Ezhh2017-01-30
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* Rename height to scale for openConsole() (#5139)Zeno-2017-01-29
| | | | | For Game::openConsole() and GUIChatConsole::openConsole() the parameter name 'height' is misleading because it's actually a percentage of the screen/window height.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * 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
* Improve getPointedThing() (#4346)Dániel Juhász2017-01-04
| | | | | | | | | | | | | | | | | | | * 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()).
* Irrlicht 1.9 supportsfan52016-12-26
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* Fix camera jumping on Android when panning past 0/360 markrubenwardy2016-12-12
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* View range: Set maximum to 4000 nodesRogier2016-12-12
| | | | The network protocol does not support larger than 255 mapblocks.
* Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11
| | | | | | | | Fixes #4878 Also remove an artificial viewing range reduction that (presumably) was added to compensate for miscomputed viewing ranges, and that doesn't seem to be needed any more (thanks to lhofhansl).
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
| | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
| | | This will only happen if the formname matches or if formname is "".
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-23
| | | This improves rendering performance by ~40%
* Halo: Highlight selected faceRealBadAngel2016-11-12
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* Cycle directly to nothing shown instead of showing the profiler graph againlhofhansl2016-11-04
| | | | Fix for previous commit.
* Add debug priv, and allow player to display the scene as wire-frame. (#4709)lhofhansl2016-11-04
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* Rename testsounds/ directory to sounds/ (#1984)Hugo Locurcio2016-10-30
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* Damage flash: Reduce maximum alpha. Avoid fade overloadparamat2016-10-21
| | | | | | | | | | | Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
* Revert changes to toggleNoClip and toggleFreeMoveLars Hofhansl2016-10-17
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* Don't use day light sky unless noclip and free_move are enabledLars Hofhansl2016-10-17
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
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* Don't use unordered maps for ProfilerGraph (fixes flickering)sfan52016-10-12
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