Commit Graph

199 Commits (e98d421aff046a2d9a9b87516779603dc170b209)

Author SHA1 Message Date
Maksim Gamarnik bcf249297c Merge last Minetest commits 2015-11-10 20:29:00 +02:00
Maksim Gamarnik 919be490f9 Update
Sync all Minetest commits
2015-11-10 13:49:24 +02:00
ShadowNinja 29e8adeadc Use warningstream for log messages with WARNING
Remove DTIME macro and its uses, too
2015-10-14 01:36:48 -04:00
David Jones 9d1284b324 Change i++ to ++i 2015-08-25 18:33:52 -04:00
RealBadAngel 5f0aa06221 Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
Maksim Gamarnik 9247f32e0e LGPL 2.1 to 3.0 on all files 2015-08-14 01:26:28 +03:00
RealBadAngel b82d4913a2 Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA 2015-08-05 22:52:32 +02:00
RealBadAngel 35f96637dc Add wielded (and CAOs) shader 2015-07-21 23:56:41 +02:00
RealBadAngel dd9ca2e7ed Fix relief mapping issues 2015-07-16 15:36:48 +02:00
RealBadAngel 4f2ca3ba1c Add new leaves style - simple (glasslike drawtype) 2015-07-08 11:20:07 +02:00
RealBadAngel a8393b2887 Minimap update 2015-06-28 12:17:36 +02:00
RealBadAngel 15bbb593e4 Add minimap feature 2015-06-27 03:42:01 +02:00
rubenwardy 6666d8ab42 Add texture overriding 2015-05-31 23:21:17 +10:00
rubenwardy 2fe20c59bb Add texture overriding 2015-05-19 21:27:07 +02:00
kwolekr ab896a72b3 NodeResolver: Remove NodeResolveMethod
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-05-13 17:01:16 +10:00
kwolekr 2d8c101372 NodeDefManager: Improve const-correctness of interfaces
- Add ability to explicitly reset NodeResolve state (useful for unittesting)
- Remove non-essential NodeResolve methods modifying state from INodeDefManager
- Add const qualifier to NodeDefManager and ContentFeatures serialize
2015-05-13 17:01:02 +10:00
kwolekr 3c1ae54646 Tests: Add NodeResolver unittests
Minor misc. NodeResolver cleanups
Prefix faux content type constants for testing with t_ to avoid
confusion or name collisions
2015-05-13 17:00:53 +10:00
kwolekr e8fb94705c NodeResolver: Remove NodeResolveMethod
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-05-07 02:36:01 -04:00
kwolekr 2766bcbb51 NodeDefManager: Improve const-correctness of interfaces
- Add ability to explicitly reset NodeResolve state (useful for unittesting)
- Remove non-essential NodeResolve methods modifying state from INodeDefManager
- Add const qualifier to NodeDefManager and ContentFeatures serialize
2015-05-05 16:52:06 -04:00
kwolekr 127b35ba69 Tests: Add NodeResolver unittests
Minor misc. NodeResolver cleanups
Prefix faux content type constants for testing with t_ to avoid
confusion or name collisions
2015-05-05 12:00:36 -04:00
kwolekr 737d4078c9 Schematics: Refactor NodeResolver and add NodeResolveMethod
NodeResolver name lists now belong to the NodeResolver object instead of
the associated NodeDefManager.  In addition to minimizing unnecessary
abstraction and overhead, this move permits NodeResolvers to look up nodes
that they had previously set pending for resolution.  So far, this
functionality has been used in the case of schematics for
serialization/deserialization.
2015-04-16 16:27:05 -04:00
Craig Robbins 0731f9ed2a Move globals from main.cpp to more sane locations
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
2015-04-01 23:04:25 +10:00
Aaron Suen b7263a190f Move texture_min_size even further down the pipe. Now, textures are 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. 2015-03-31 16:56:33 +10:00
kwolekr 67a32d0c03 Revert "Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp"
This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver
list clearing
2015-03-20 18:41:26 -04:00
est31 f9986b360a Finer progress bar updates when initializing nodes
The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
2015-03-15 22:01:52 +10:00
Craig Robbins 27791ee1aa For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
Loic Blot 5e4c5bfb4f Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
2015-03-05 15:36:20 +01:00
Loic Blot 188c15c3d8 Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/ 2015-03-05 11:59:40 +01:00
kwolekr 07dc5f4f34 NodeDef: Clear NodeResolver related entries too in clear() 2015-01-04 22:39:57 -05:00
kwolekr bcf72f8481 NodeResolver: Perform callback immediately if node registration phase finished
Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
kwolekr 0dbb71c92b Remove freezemelt (the remainder of proller nonsense) 2015-01-04 03:30:10 -05:00
kwolekr 0c9a04e1d6 Add support back for resolving group names in NodeResolver 2014-12-29 23:15:53 -05:00
kwolekr b68dcb323d Set fallback content if resolving content vector requires everything 2014-12-27 22:20:04 -05:00
kwolekr 2aa53ba603 Redefine NodeResolver interface and replace with callback mechanism 2014-12-27 02:12:21 -05:00
unknown 9297cec8b5 Change TileSpec::frames to be std::vector not std::map
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Anton 420b5ec08c Use std::string::empty() instead of size() where applicable 2014-12-12 15:16:24 -05:00
kwolekr 4a03418de2 NodeResolver: Fix some comments and use const references for params 2014-12-12 14:21:41 -05:00
kwolekr 1eaec9ee22 NodeResolver: Fix cancelNode and cancelNodeList 2014-12-11 00:41:54 -05:00
RealBadAngel dbab810924 Recalculate normals for mesh #0. Fix for issue #1902. 2014-12-05 01:05:18 +01:00
Craig Robbins 47d1207aa8 Optimise functions from CNodeDefManager and VoxelManipulator
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ShadowNinja 7474ee6393 Fix wallmounted mesh rotations 2014-11-19 16:17:54 -05:00
RealBadAngel b015b62dad Add option to enable mesh caching, add wallmounted for meshes. 2014-10-29 08:37:33 +01:00
kwolekr 442f1d4390 Add NodeResolver documentation
Set content to fallback on AddNode failure
Consider node list requests with no results as failed
2014-10-28 02:23:45 -04:00
kwolekr 4f31a0ef47 Add NodeResolver and clean up node name -> content ID resolution system 2014-10-26 23:55:45 -04:00
RealBadAngel 8ddf8a4022 Recalculate normals for cached meshes.
Check if mesh is here before adding to meshcollector.

Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
Kahrl 64c514df4e Fix some indentation in nodedef.cpp 2014-10-20 16:11:38 +02:00
Kahrl 722951d2b1 Fix memory leak caused by mesh nodes (and nodeboxes) 2014-10-20 16:11:00 +02:00
RealBadAngel 983201a10b Custom collision boxes node property. 2014-10-19 20:48:21 +02:00
RealBadAngel 1c09928344 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
kwolekr a429c60f02 Fix special tile backspace culling 2014-10-03 11:20:29 -04:00
RealBadAngel d3da481c8d Fix broken plantlike drawtype. 2014-10-03 15:33:32 +02:00
kwolekr f2697f667e Fix misc. style issues 2014-10-03 03:49:06 -04:00
kwolekr c0f52dc35e Clean up nodedef.cpp 2014-10-03 03:21:08 -04:00
BlockMen e25777936f Add optional framed glasslike drawtype 2014-10-02 11:35:15 +02:00
TriBlade9 2d6eb3d2f3 Add firelike drawtype 2014-09-21 15:50:27 -04:00
ShadowNinja dbf9e444b1 Split settings into seperate source and header files
This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
RealBadAngel 4569853cff Allow use all 6 faces for special tiles.
Protocol version bump.
2014-08-25 12:47:06 +02:00
RealBadAngel ff1e7d78c9 Speedup mapblock_mesh 2014-07-17 22:28:14 +02:00
sfan5 aa1f637b86 Fix errors/warnings reported by valgrind 2014-07-06 16:33:02 +02:00
RealBadAngel 068b1ca61d Unite nodes shaders.
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00
RealBadAngel c18af13697 Shaders rework. 2013-12-03 18:55:25 +01:00
kwolekr ea3c3fb481 Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues 2013-11-29 20:54:04 -05:00
BlockMen b131a282ba Add support for different drowning damage and allow drowning in other nodetypes 2013-08-06 17:49:39 +02:00
proller f4d5ac656f Leveled nodebox backward compatibility 2013-08-02 00:50:58 +04:00
proller cdb2b82262 Weather support 2013-07-27 23:21:48 +04:00
PilzAdam 5d02ca8efd Bump protocol version 2013-07-20 21:25:21 +02:00
PilzAdam 6f29410895 Add liquid_range to nodedef 2013-07-20 20:41:17 +02:00
Kahrl 03631ae5f7 Change ContentFeatures array to a vector 2013-07-14 23:06:31 +02:00
proller 0d55518108 Leveled nodebox 2013-07-13 22:13:24 +04:00
Kahrl 46340cbbe0 Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture 2013-07-02 03:03:10 +02:00
PilzAdam 942228a796 Add drowning 2013-06-19 15:47:00 +00:00
RealBadAngel 1fcf9cc367 Add new drawtype GLASSLIKE_FRAMED 2013-04-24 21:45:18 -04:00
kwolekr c94faffbf8 Add option to use texture alpha channel 2013-04-23 22:15:51 -04:00
khonkhortisan 0b676b0163 unkn own block -> unkn own node 2013-04-05 15:57:39 +02:00
kwolekr 7d2ff1cb8e Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixes 2013-03-30 21:24:37 -04:00
kwolekr c5bb0c6ba2 Optimize CNodeDefManager::getIds 2013-03-30 19:14:42 -04:00
PilzAdam 3e3bcee5be Move rightclickable to the proper place 2013-03-23 23:15:30 +01:00
Jürgen Doser 2f65f08a9c Include backface_culling flag in serialization format for TileDefs
This way flowing liquids actually show the backface when specified to
do so. Without this, TileDefs where by default initialized with
backface_culling = true and never set otherwise.

For backwards compatibility, an old client connected to a new server,
or a new client connected to an old server will behave like before
i.e., backface_culling is always true.
2013-03-23 23:10:47 +01:00
Sfan5 3fab3825aa Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam 269f01224b Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
Jeija d077333a77 Disable placement prediction for nodes that use on_rightclick 2013-02-19 20:02:40 +01:00
Jürgen Doser b8c81cd515 Disable backface culling for drawtype plantlike and only draw 2 faces instead of 4
This way, plants actually show the real backface on their back side,
i.e., the front face mirrored around the vertical axis, instead of
showing the front face on both sides. This looked weird when the
texture was not symmetrical around the vertical axis.
2013-02-10 12:45:25 +01:00
kwolekr 6df7f001e5 The new mapgen, noise functions, et al. 2013-01-21 21:41:33 +02:00
Perttu Ahola a3d07efffd Fix tile MaterialType to make sense and make lava surface be shader'd lower like water 2012-12-02 02:59:15 +02:00
Perttu Ahola f098fda683 Support serialization of protocol 13 ContentFeatures 2012-11-29 22:08:25 +02:00
Perttu Ahola 0bc42f55a5 Proper versioning of new network-serialized stuff 2012-11-26 09:49:31 +02:00
Perttu Ahola 15f498600c Update ContentFeatures serialization format now as PROTOCOL_VERSION was changed 2012-11-25 21:11:45 +02:00
MirceaKitsune ec0544b5de Fix more things I forgot for attached players. Such players will now properly see themselves moving when attached, and the server will read their position accordingly
Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
2012-11-25 19:14:24 +02:00
MirceaKitsune cb16082adb Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments 2012-11-25 19:14:22 +02:00
Perttu Ahola 16f2e7c5cc Fix unnecessary network protocol incompatibility in ContentFeatures 2012-11-08 20:43:32 +02:00
Ilya Zhuravlev 0933c02893 Add liquid_renewable property. 2012-09-07 20:48:12 +04:00
Matthew I ffc11a4d8c Fix black display inside opaque water
Opaque water's solidness was being set to 2, like a normal node.
When you swim, it is treated like a solid block, and the display
goes black.  Setting it to 1 like transparent water allows you to
see.

It looks somewhat awkward when you swim, look up, and see an opaque
wall of water (the surface), but there isn't much that can be done
about it.  If you made the water transparent so it looked good,
it would defeat the purpose :) .
2012-08-31 17:50:12 +03:00
Perttu Ahola 2c7babb397 Fix map deserialization and remove old serialization code 2012-07-23 08:18:39 +03:00
Perttu Ahola 11cec0ed01 Increment protocol version 2012-06-17 17:49:12 +03:00
Kahrl 05d8ea0ebb Custom boxy nodes (stairs, slabs) and collision changes 2012-06-17 16:34:39 +03:00
Perttu Ahola ec937ecdd8 Properly and efficiently use split utility headers 2012-06-17 02:40:36 +03:00
Perttu Ahola 92b131d6d1 Node texture animation 2012-06-16 16:47:28 +03:00
Perttu Ahola 3946557a18 Node placement client-side prediction 2012-06-10 12:46:48 +03:00
Perttu Ahola 2068ff4505 Add after_destruct and cache the existence of on_construct, on_destruct and after_destruct for quick skipping when a node does not have them 2012-06-05 23:51:37 +03:00
Perttu Ahola e70b6545b1 Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors 2012-06-05 18:54:07 +03:00