| Commit message (Collapse) | Author | Age |
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* Make hud_get return aligment and offset.
* Return size aswell.
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Also remove the unit test that tests the removed algorithms.
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* Account for walking speed in vertical dir
* Avoid undefined behaviour due to division-by-zero
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* Add minetest.bulk_set_node call + experimental mod unittest
* Optimize set_node function to prevent triple lookup on contentfeatures
Do only one lookup for old, and try to merge old and new lookup if node is same than previous node
* Add benchmark function + optimize vector population to have real results
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The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
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Reverted from commit 19960e26c672c6337f8c6ffbe27f2c6bca49750c
(* [CSM] add screenshot api lua)
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Already removed by a latter step in CSM init so this just saves on pointless work.
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Fixes #6894
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Fixes #6939
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* Make InputHandler own the key cache
* Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp
* Move RandomInputHandler::step definition into cpp file
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create_formspec_menu)
* Move profilergraph to dedicated files
* Move nodePlacementPrediction to Game class
* Rename create_formspec_menu to GUIFormSpecMenu::create
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standard input
Joystick input is a RealInputHandler only usage, make it intelligent and handle the joystick with keyboard direct.
This permits to remove many getters in game which should be owned by RealInputHandler
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* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
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'get biome data' returns biome id, heat and humidity.
Clean up nearby lines in lua_api.txt.
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Fixes commit 792752997c5ae2aaa4f54d0a2e2af2a96d7d1e9f.
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* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
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This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a.
See #6907
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Other changes:
* Add GameUI clarification comment
* Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related
* Properly init GameUI::Flags
* Move toggleChat toggleHud & toggleProfiler to GameUI
* Add gameui.cpp to LINT whitelist
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showStatusTextSimple to GameUI class
Other enhancements:
* Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
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Other enhancements:
* Move update_profiler_gui to Game class
* Move updateChat to Game class
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GameRunData::statustext_time to GameUI class
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
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Game::infotext to GameUI class
Other enhancements:
* Drop unused GameRunData::time_of_day
* Little GameUI::update code path optimizations
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StaticText
Other enhancements:
* C++ friendlyness for addStaticText() -> move to static StaticText::add()
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Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them
Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
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Add 'vertical blend' parameter to biome registration that defines how
many nodes above the biome's 'y max' limit the blend will extend.
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* Fix Wstringop-overflow warning from util/srp.cpp
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* [CSM] Don't load the IO library.
* Rename the function to match the Lua API function name and add a missing `const`
* Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
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Allows more control over shape of floatland mountain terrain.
Terrain shape is unchanged.
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The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
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