forked from Mirrorlandia_minetest/minetest
add_stuff
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@ -83,6 +83,22 @@
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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[Enhancements]
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[*Rendering]
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# Enable minimap everywhere
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# Disable if you think this is cheating
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force_minimap (Force minimap) bool false
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# Enable full brightness for great visibility in the dark
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# Disable if you think this is cheating
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full_brightness (Full brightness) bool false
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[*Scripting]
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# Enable client-side mods without restrictions
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# Disable if you think this is cheating
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force_csm (Force client-side mods) bool false
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[Controls]
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[Controls]
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[*General]
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[*General]
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@ -256,9 +272,6 @@ connected_glass (Connect glass) bool false
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# Disable for speed or for different looks.
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# Disable for speed or for different looks.
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smooth_lighting (Smooth lighting) bool true
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smooth_lighting (Smooth lighting) bool true
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# Enable full brightness for great visibility in the dark
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# Disable if you think this is cheating
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full_brightness (Full brightness) bool false
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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# at the expense of minor visual glitches that do not impact game playability.
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@ -12,6 +12,28 @@
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# Further documentation:
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# Further documentation:
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# https://wiki.minetest.net/
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# https://wiki.minetest.net/
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#
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# Enhancements
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#
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## Rendering
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# Enable full brightness for great visibility in the dark
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# Disable if you think this is cheating
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# type: bool
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# full_brightness (Full brightness) bool false
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# Enable minimap everywhere
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# Disable if you think this is cheating
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# type: bool
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# force_minimap (Force minimap) bool false
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## Scripting
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# Enable client-side mods without restrictions
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# Disable if you think this is cheating
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#force_csm (Force client-side mods) bool false
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#
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#
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# Controls
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# Controls
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#
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#
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@ -187,11 +209,6 @@
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# type: bool
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# type: bool
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# smooth_lighting = true
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# smooth_lighting = true
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# Enable full brightness for great visibility in the dark
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# Disable if you think this is cheating
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# type: bool
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full_brightness (Full brightness) bool false
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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# at the expense of minor visual glitches that do not impact game playability.
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# type: bool
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# type: bool
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@ -2460,16 +2460,16 @@ void Game::toggleMinimap(bool shift_pressed)
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mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
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mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
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mapper->nextMode();
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mapper->nextMode();
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m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
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m_game_ui->m_flags.show_minimap = mapper->getModeDef().type != MINIMAP_TYPE_OFF;
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MINIMAP_TYPE_OFF;
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}
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// <--
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// <--
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// End of 'not so satifying code'
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// End of 'not so satifying code'
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if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
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if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
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(hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
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(hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
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m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
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m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
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else
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else
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m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
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m_game_ui->showTranslatedStatusText(
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"Minimap currently disabled by game or mod");
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}
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}
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}
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void Game::toggleFog()
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void Game::toggleFog()
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@ -199,6 +199,8 @@ void set_default_settings()
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settings->setDefault("connected_glass", "false");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("full_brightness", "false");
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settings->setDefault("full_brightness", "false");
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settings->setDefault("force_minimap", "false");
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settings->setDefault("force_csm", "false");
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settings->setDefault("performance_tradeoffs", "false");
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settings->setDefault("performance_tradeoffs", "false");
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settings->setDefault("lighting_alpha", "0.0");
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settings->setDefault("lighting_alpha", "0.0");
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settings->setDefault("lighting_beta", "1.5");
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settings->setDefault("lighting_beta", "1.5");
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@ -43,9 +43,6 @@ static LightingParams params;
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float decode_light_f(float x)
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float decode_light_f(float x)
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{
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{
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if (params.full_brightness){
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return 1.0f;
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}
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if (x >= 1.0f) // x is often 1.0f
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if (x >= 1.0f) // x is often 1.0f
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return 1.0f;
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return 1.0f;
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x = std::fmax(x, 0.0f);
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x = std::fmax(x, 0.0f);
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@ -63,11 +60,16 @@ float decode_light_f(float x)
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// Initialize or update the light value tables using the specified gamma
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// Initialize or update the light value tables using the specified gamma
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void set_light_table(float gamma)
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void set_light_table(float gamma)
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{
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{
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const bool full_brightness = g_settings->getBool("full_brightness");
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if (full_brightness) {
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for (size_t i = 0; i <= LIGHT_SUN; i++) {
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light_LUT[i] = 255;
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}
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return;
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}
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// Lighting curve bounding gradients
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// Lighting curve bounding gradients
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const float alpha = rangelim(g_settings->getFloat("lighting_alpha"), 0.0f, 3.0f);
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const float alpha = rangelim(g_settings->getFloat("lighting_alpha"), 0.0f, 3.0f);
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const float beta = rangelim(g_settings->getFloat("lighting_beta"), 0.0f, 3.0f);
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const float beta = rangelim(g_settings->getFloat("lighting_beta"), 0.0f, 3.0f);
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const bool full_brightness = g_settings->getBool("full_brightness");
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params.full_brightness = full_brightness;
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// Lighting curve polynomial coefficients
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// Lighting curve polynomial coefficients
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params.a = alpha + beta - 2.0f;
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params.a = alpha + beta - 2.0f;
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params.b = 3.0f - 2.0f * alpha - beta;
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params.b = 3.0f - 2.0f * alpha - beta;
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@ -1287,8 +1287,14 @@ void Client::handleCommand_HudSetFlags(NetworkPacket* pkt)
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player->hud_flags &= ~mask;
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player->hud_flags &= ~mask;
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player->hud_flags |= flags;
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player->hud_flags |= flags;
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const bool force_minimap = g_settings->getBool("force_minimap");
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if (force_minimap){
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player->hud_flags = player->hud_flags | HUD_FLAG_MINIMAP_VISIBLE | HUD_FLAG_MINIMAP_RADAR_VISIBLE;
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}
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else {
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m_minimap_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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m_minimap_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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bool m_minimap_radar_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
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bool m_minimap_radar_disabled_by_server =
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!(player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
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// Not so satisying code to keep compatibility with old fixed mode system
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// Not so satisying code to keep compatibility with old fixed mode system
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// -->
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// -->
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@ -1300,12 +1306,13 @@ void Client::handleCommand_HudSetFlags(NetworkPacket* pkt)
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m_minimap->setModeIndex(0);
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m_minimap->setModeIndex(0);
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// If radar has been disabled, try to find a non radar mode or fall back to 0
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// If radar has been disabled, try to find a non radar mode or fall back to 0
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if (m_minimap && m_minimap_radar_disabled_by_server
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if (m_minimap && m_minimap_radar_disabled_by_server &&
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&& was_minimap_radar_visible) {
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was_minimap_radar_visible) {
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while (m_minimap->getModeIndex() > 0 &&
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while (m_minimap->getModeIndex() > 0 &&
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m_minimap->getModeDef().type == MINIMAP_TYPE_RADAR)
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m_minimap->getModeDef().type == MINIMAP_TYPE_RADAR)
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m_minimap->nextMode();
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m_minimap->nextMode();
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}
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}
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}
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// <--
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// <--
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// End of 'not so satifying code'
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// End of 'not so satifying code'
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}
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}
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@ -1611,8 +1618,14 @@ void Client::handleCommand_FormspecPrepend(NetworkPacket *pkt)
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void Client::handleCommand_CSMRestrictionFlags(NetworkPacket *pkt)
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void Client::handleCommand_CSMRestrictionFlags(NetworkPacket *pkt)
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{
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{
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const bool force_csm = g_settings->getBool("force_csm");
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if(force_csm) {
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m_csm_restriction_flags = 0;
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m_csm_restriction_noderange = 4294967295;
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}
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else {
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*pkt >> m_csm_restriction_flags >> m_csm_restriction_noderange;
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*pkt >> m_csm_restriction_flags >> m_csm_restriction_noderange;
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}
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// Restrictions were received -> load mods if it's enabled
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// Restrictions were received -> load mods if it's enabled
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// Note: this should be moved after mods receptions from server instead
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// Note: this should be moved after mods receptions from server instead
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loadMods();
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loadMods();
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