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* CMakeLists use the source_group command to improve look and feel when generat...nOOb31672018-02-23
* CMakeLists pass windows sources (manifest and resource file) to executable ta...nOOb31672018-02-23
* Registration dialog: Larger text field with scrollbars (#7047)SmallJoker2018-02-23
* Find nodes in area (under air): Raise volume limit and document itparamat2018-02-21
* Vertical biome blend: Tune blend patternsparamat2018-02-20
* Dungeons: Add Y limits in all mapgensparamat2018-02-20
* Mitigate formspec exploits by verifying that the formspec was shown to the us...red-0012018-02-18
* Check argument types inside MetaDataRef Lua API (#7045)sfan52018-02-18
* Remove legacy chat network code. (#6954)red-0012018-02-17
* Render copyright notice: Fix name spelling (#7042)Vitaliy2018-02-15
* Add `on_auth_fail` callback (#7039)red-0012018-02-15
* Dungeons: Avoid generation in multiple liquid nodes and 'airlike'paramat2018-02-13
* map.cpp: Initialize NodeNeighbor, set NeighborType to u8 & cleanupLoic Blot2018-02-11
* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
* Position entity nametags relative to selection-box (#7031)stujones112018-02-10
* Fix 'Change Keys' menu crash caused by 501f936SmallJoker2018-02-09
* Switch F3 to use 'enable_fog' settingThomasMonroe3142018-02-08
* Include alpha channel reference in MaterialTypeParamstujones112018-02-08
* Move `setlocale` from Lua to C++.red-0012018-02-08
* Add main_menu_style settingPorygonZRocks2018-02-08
* Make hud_get return aligment, offset and size. (#7006)lisacvuk2018-02-04
* Remove unused light updating codeDániel Juhász2018-02-04
* Refine movement anticheat again (#7004)sfan52018-02-02
* Fix liquid bottoms not being renderednumber Zero2018-01-30
* Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)Loïc Blot2018-01-30
* Apply physics overrides correctly during anticheat calculations (#6970)sfan52018-01-28
* [CSM] HUD Fix not updating server HUDs caused by 4f688d5SmallJoker2018-01-26
* Fix issues with earlier CSM HUD commit (#6940)red-0012018-01-26
* Disable fall damage when "immortal" group set (#6946)lisacvuk2018-01-23
* CSM: Remove screenshot APIred-0012018-01-23
* [CSM] Don't Load the package library (#6944)red-0012018-01-22
* Change include from "cmake_config.h" to "config.h"Wayward One2018-01-21
* [CSM] Remove `on_connect` callback (#6941)red-0012018-01-21
* [CSM] Add functions to create particles and particlespawners. (#6072)red-0012018-01-20
* 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
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
* Biomes: Add 'get heat', 'get humidity', 'get biome data' APIsparamat2018-01-16
* Load a texturepack from the 'textures' subfolder of a gamered-0012018-01-16
* Mapgen folder: Update and improve copyright information of filesparamat2018-01-15
* Registration confirmation dialog: Fix grammarMuhammad Rifqi Priyo Susanto2018-01-13
* Add confirmation on new player registration (#6849)Muhammad Rifqi Priyo Susanto2018-01-13
* Revert "Add an active object step time budget #6721"Lars Hofhansl2018-01-12
* Forget to fix non freetype build in StaticTextLoic Blot2018-01-12
* Fix ambient occlusion and dark lines at mapblock bordersnumber Zero2018-01-12
* Fix off-by-one in log output line length (#6896)Pedro Gimeno2018-01-09
* Fix buffer parameter not working in LuaPerlinNoiseMap::l_getMapSlice()Pedro Gimeno2018-01-08
* Fix naming conventions of noise userdatarubenwardy2018-01-07
nimation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item, u16 playeritem); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(); private: // Scene manager and nodes scene::ISceneManager* m_smgr; scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; scene::IMeshSceneNode* m_wieldnode; u8 m_wieldlight; // draw control MapDrawControl& m_draw_control; IGameDef *m_gamedef; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_added_busytime; s16 m_added_frames; f32 m_range_old; f32 m_busytime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; //dummymesh for camera irr::scene::IAnimatedMesh* m_dummymesh; // Animation when changing wielded item f32 m_wield_change_timer; scene::IMesh *m_wield_mesh_next; u16 m_previous_playeritem; std::string m_previous_itemname; }; #endif