ENABLE_GLES predates forking Irrlicht. Its primary use was to distinguish Irrlicht-ogles from upstream version as Minetest could be compiled with either.
That's not necessary anymore and gets in the way sometimes.
If still uses u32, m_screensize will yield a big value (underflow) when used as a subtrahend.
ETIE_MOVED is allowed to be run if joystick's ID is available and virtual joystick is fixed.
Add .0f for some float values.
* refactoring(StaticObjectList): don't expose m_active and m_stored anymore
This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper
* refactoring(MapBlock): reduce a bit exposed m_active_blocks variable
* refactoring: MapBlock::m_node_timers is now private
We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock.
It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning
* refactoring(Server): fix duplicated function for add/remove node
* refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code
* refactoring(ShadowRenderer) + perf: code quality + increase performance
* All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug
* Drop clientmap lookup from shadowrendered, just use directly its
pointer and forbid to push it in the generic list
* Reduce memory pressure on the renderShadowObject by preventing
deallocating and reallocating multiple vectors on each node
* refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects
It's not complete as some parts of the code are pretty nested, but it's better than before :)
* fix: better working on new functions & drop unwanted 2 lines
Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
If enabled, a crosshair will be shown to select object.
This will give Android players a way to play like they play on desktop.
On third-person back camera mode, player is forced to use crosshair.
On third-person front camera mode, player is unable to select anything.
Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
This feature is enabled by default for non-Android release builds. Package
maintainers may use -DENABLE_UPDATE_CHECKER=0 to disable it.
Co-authored-by: rubenwardy <rw@rubenwardy.com>
Co-authored-by: sfan5 <sfan5@live.de>
Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.
Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.
The old registration confirmation dialog is removed in
favour of the new dialog.
Fixes#8138
The length check used < rather than <=, disabling the check when the formspec version
matches the client's FORMSPEC_API_VERSION.
Additionally, it was possible to have fewer parts than required if the formspec version
was greater than the client's FORMSPEC_API_VERSION.
If enabled in minetest.conf, provides colored, clickable (middle-mouse or ctrl-left-mouse) weblinks in chat output, to open the OS' default web browser.
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects
Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
* No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped)
* RenderingEngine::get_timer_time is now non static
* RenderingEngine::draw_menu_scene is now non static
* RenderingEngine::draw_scene is now non static
* RenderingEngine::{initialize,finalize} are now non static
* RenderingEngine::run is now non static
* RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access
It's often useful to know where the map block boundaries are for doing server admin work and the like.
Adds three modes: single mapblock, range of 5, and disabled.
The only valid usecase for these is interfacing with OS APIs
that want a locale/OS-specific multibyte encoding.
But they weren't used for that anywhere, instead UTF-8 is pretty
much assumed when it comes to that.
Since these are only a potential source of bugs and do not fulfil
their purpose at all, drop them entirely.
Remove old defaults system
Introduce priority-based fallback list
Use new functions for map_meta special functions
Change groups to use end tags
Unittest changes:
* Adapt unittest to the new code
* Compare Settings objects
The commit caused Shift-Clicking issues on Linux due to another Irrlicht bug where
KeyInput.Shift released keys do not trigger OnEvent()
MacOS users should build using a recent Irrlicht 1.8 development version.
See also: https://sourceforge.net/p/irrlicht/patches/321/
Formspec element to display models, written by @kilbith, rebased and tweaked.
Co-authored-by: Jean-Patrick Guerrero <jeanpatrick.guerrero@gmail.com>
Co-authored-by: sfan5 <sfan5@live.de>
Run unused functions reported by cppcheck
This change removes a few (but not all) unused functions.
Some unused helper functions were not removed due to their complexity and potential of future use.