| Commit message (Collapse) | Author | Age |
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fixes #12657
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Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
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This commit clarifies the maximal length of the serialized strings.
It will avoid accidental use of serializeString() when a larger string can be expected.
Removes unused Wide String serialization functions
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Update Android.mk
Remove 'src/client' from include_directories
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Improve codestyle.
Add clarifying comments.
Use 'movement_gravity' setting and physics override instead of hardcoded value.
Halve number of particles in final 'node dug' burst.
Avoid extremely small, near-invisible particles.
Increase velocity to increase number emerging from within a cubic node.
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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* Particles: Move spawner code to a separate fucntion
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* Fix attached particle spawners far from spawn
When far from spawn, attached particle spawners
did not spawn particles.
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* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
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Last modernization fixes
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* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
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* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
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* 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
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thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.
Add thread_local to undersampling calculation too.
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Previously, every particle was rendered by (even if not actually visible to)
the client regardless of distance. This significantly reduced client FPS.
Acts clientside, particle spawners are always sent to clients, but each
particle is checked for distance from the player.
As with 'add particle' the distance limit is set to 'max block send distance'
as this determines how far a client can see.
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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* 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
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Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
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This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
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Adds the particle option `collision_removal = bool`
Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.
We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.
Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.
Documentation is adjusted accordingly.
An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.
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Use a proper switch with breaks.
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* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
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Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
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* 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.
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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
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JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
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tile.hpp to src/client/
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- Fixes particle draworder
- Fixes nodehighlighting
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This reverts commit c09d026f0561ee3c6db821a7e193716f724a0e4a.
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union member
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their spawners
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Use tables for adding particles, deprecate former way.
separate particles(pawner) definition, add default values, work with no
arguments
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