Maksim Gamarnik
bcf249297c
Merge last Minetest commits
2015-11-10 20:29:00 +02:00
Maksim Gamarnik
919be490f9
Update
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Sync all Minetest commits
2015-11-10 13:49:24 +02:00
ShadowNinja
29e8adeadc
Use warningstream for log messages with WARNING
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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
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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
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- 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
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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
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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
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- 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
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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
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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
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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
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"
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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
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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
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* 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
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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
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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
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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
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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