RealBadAngel
b44da4916a
Cleanup selection mesh code, add shaders for halo and selection boxes
2016-02-08 03:57:42 -05:00
Auke Kok
735e3b7059
Backface culling: Ignore setting in tiledef from old servers.
...
Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.
To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.
In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578 . Fortunately that's only 2
commits back at this point.
We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.
This was tested against various pub servers, including 0.4.13 and
0.4.12.
Fixes #3598
2016-01-23 16:33:24 +01:00
Auke Kok
882a89d65a
Allow per-tiles culling.
...
Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.
Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:
tiles = {{ name = "tex.png", backface_culling = true }},
Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.
I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.
No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
2016-01-20 00:36:48 +00:00
paramat
0bbbc6e13d
Liquids: Flow into and destroy 'floodable' nodes
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Add new node property 'floodable', default false
Define "air" as floodable = true in C++ and lua
2016-01-07 05:57:19 +00:00
ShadowNinja
96cc5b34fe
Use warningstream for log messages with WARNING
...
Remove DTIME macro and its uses, too
2015-10-14 01:36:48 -04:00
David Jones
34b7a147dc
Change i++ to ++i
2015-08-25 18:33:52 -04:00
RealBadAngel
8b8d17b22b
Remove use of engine sent texture tiling flags - theyre no longer needed
2015-08-20 02:41:40 +02:00
RealBadAngel
3295f3c401
Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA
2015-08-05 22:52:32 +02:00
RealBadAngel
60350699c7
Add wielded (and CAOs) shader
2015-07-21 23:56:41 +02:00
RealBadAngel
655fc6010f
Fix relief mapping issues
2015-07-16 15:36:48 +02:00
RealBadAngel
39439cbd3d
Add new leaves style - simple (glasslike drawtype)
2015-07-08 11:20:07 +02:00
RealBadAngel
b160f8dfe7
Minimap update
2015-06-28 12:17:36 +02:00
RealBadAngel
ffd16e3fec
Add minimap feature
2015-06-27 03:42:01 +02:00
rubenwardy
603297cc35
Add texture overriding
2015-05-19 21:27:07 +02:00
kwolekr
656575b59d
NodeResolver: Remove NodeResolveMethod
...
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-05-07 02:36:01 -04:00
kwolekr
633af58a05
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
b45df9d6a7
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
479f38973e
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
9527984dbc
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
db32e6c5aa
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
26153bab7d
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
e4f7c92cff
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
ced6d20295
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
9749d9fee6
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
0d1eedcccc
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
091594e26e
NodeDef: Clear NodeResolver related entries too in clear()
2015-01-04 22:39:57 -05:00
kwolekr
cd4d213ae0
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
6fdb32361a
Remove freezemelt (the remainder of proller nonsense)
2015-01-04 03:30:10 -05:00
kwolekr
c6df2bc42c
Add support back for resolving group names in NodeResolver
2014-12-29 23:15:53 -05:00
kwolekr
08d259cf41
Set fallback content if resolving content vector requires everything
2014-12-27 22:20:04 -05:00
kwolekr
b67f37f27e
Redefine NodeResolver interface and replace with callback mechanism
2014-12-27 02:12:21 -05:00
unknown
1e8e700ee6
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
10e0cf8b2c
Use std::string::empty() instead of size() where applicable
2014-12-12 15:16:24 -05:00
kwolekr
2c9bbe2736
NodeResolver: Fix some comments and use const references for params
2014-12-12 14:21:41 -05:00
kwolekr
c07f15e910
NodeResolver: Fix cancelNode and cancelNodeList
2014-12-11 00:41:54 -05:00
RealBadAngel
a648120d54
Recalculate normals for mesh #0 . Fix for issue #1902 .
2014-12-05 01:05:18 +01:00
Craig Robbins
d406ac994b
Optimise functions from CNodeDefManager and VoxelManipulator
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CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ShadowNinja
da0f1e5497
Fix wallmounted mesh rotations
2014-11-19 16:17:54 -05:00
RealBadAngel
dd4c21c180
Add option to enable mesh caching, add wallmounted for meshes.
2014-10-29 08:37:33 +01:00
kwolekr
4a3592ff9a
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
d274cbfce6
Add NodeResolver and clean up node name -> content ID resolution system
2014-10-26 23:55:45 -04:00
RealBadAngel
d221917170
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
9029a34cc6
Fix some indentation in nodedef.cpp
2014-10-20 16:11:38 +02:00
Kahrl
ae375cc322
Fix memory leak caused by mesh nodes (and nodeboxes)
2014-10-20 16:11:00 +02:00
RealBadAngel
e5652cb75c
Custom collision boxes node property.
2014-10-19 20:48:21 +02:00
RealBadAngel
0066bd77d2
Add meshnode drawtype.
2014-10-18 16:42:23 +02:00
kwolekr
173beeee65
Fix special tile backspace culling
2014-10-03 11:20:29 -04:00
RealBadAngel
0920f55eb4
Fix broken plantlike drawtype.
2014-10-03 15:33:32 +02:00
kwolekr
37d3c3d328
Fix misc. style issues
2014-10-03 03:49:06 -04:00
kwolekr
01ce57ade5
Clean up nodedef.cpp
2014-10-03 03:21:08 -04:00
BlockMen
f48f686930
Add optional framed glasslike drawtype
2014-10-02 11:35:15 +02:00
TriBlade9
9a685a4f2e
Add firelike drawtype
2014-09-21 15:50:27 -04:00
ShadowNinja
6bc4cad0ed
Split settings into seperate source and header files
...
This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
RealBadAngel
e66bb9b864
Allow use all 6 faces for special tiles.
...
Protocol version bump.
2014-08-25 12:47:06 +02:00
RealBadAngel
f0db6c4423
Speedup mapblock_mesh
2014-07-17 22:28:14 +02:00
sfan5
eadde1e741
Fix errors/warnings reported by valgrind
2014-07-06 16:33:02 +02:00
RealBadAngel
6c98fd6658
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
2330267d22
Shaders rework.
2013-12-03 18:55:25 +01:00
kwolekr
747bc40840
Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues
2013-11-29 20:54:04 -05:00
BlockMen
7b13d119ed
Add support for different drowning damage and allow drowning in other nodetypes
2013-08-06 17:49:39 +02:00
proller
0e89bca173
Leveled nodebox backward compatibility
2013-08-02 00:50:58 +04:00
proller
3aedfac968
Weather support
2013-07-27 23:21:48 +04:00
PilzAdam
46d1d70e4c
Bump protocol version
2013-07-20 21:25:21 +02:00
PilzAdam
413f0d0353
Add liquid_range to nodedef
2013-07-20 20:41:17 +02:00
Kahrl
112dbba7c4
Change ContentFeatures array to a vector
2013-07-14 23:06:31 +02:00
proller
9733dd5b5e
Leveled nodebox
2013-07-13 22:13:24 +04:00
Kahrl
8161ab573f
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
2013-07-02 03:03:10 +02:00
PilzAdam
53066024f6
Add drowning
2013-06-19 15:47:00 +00:00
RealBadAngel
625a4c2e66
Add new drawtype GLASSLIKE_FRAMED
2013-04-24 21:45:18 -04:00
kwolekr
770305e28d
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
khonkhortisan
1586cdac53
unkn own block -> unkn own node
2013-04-05 15:57:39 +02:00
kwolekr
c517215bcf
Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixes
2013-03-30 21:24:37 -04:00
kwolekr
414f0275cf
Optimize CNodeDefManager::getIds
2013-03-30 19:14:42 -04:00
PilzAdam
ab57fdac44
Move rightclickable to the proper place
2013-03-23 23:15:30 +01:00
Jürgen Doser
dacc8cdb3a
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
6d0ea26c2d
Update Copyright Years
2013-02-24 20:15:24 +01:00
PilzAdam
497ff1ecd6
Change Minetest-c55 to Minetest
2013-02-24 18:49:03 +01:00
Jeija
365c169b43
Disable placement prediction for nodes that use on_rightclick
2013-02-19 20:02:40 +01:00
Jürgen Doser
6b1420a58a
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
11afcbff69
The new mapgen, noise functions, et al.
2013-01-21 21:41:33 +02:00
Perttu Ahola
3e07c5bf82
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
23913f26cd
Support serialization of protocol 13 ContentFeatures
2012-11-29 22:08:25 +02:00
Perttu Ahola
4fa4340b95
Proper versioning of new network-serialized stuff
2012-11-26 09:49:31 +02:00
Perttu Ahola
c8acc373c1
Update ContentFeatures serialization format now as PROTOCOL_VERSION was changed
2012-11-25 21:11:45 +02:00
MirceaKitsune
4d656963e4
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
ba3fd63e29
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
0709918bd8
Fix unnecessary network protocol incompatibility in ContentFeatures
2012-11-08 20:43:32 +02:00
Ilya Zhuravlev
926830e0df
Add liquid_renewable property.
2012-09-07 20:48:12 +04:00
Matthew I
1d7408a7b8
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
fd845f27f5
Fix map deserialization and remove old serialization code
2012-07-23 08:18:39 +03:00
Perttu Ahola
7039dfafd6
Increment protocol version
2012-06-17 17:49:12 +03:00
Kahrl
1575448b1a
Custom boxy nodes (stairs, slabs) and collision changes
2012-06-17 16:34:39 +03:00
Perttu Ahola
d0ea6f9920
Properly and efficiently use split utility headers
2012-06-17 02:40:36 +03:00
Perttu Ahola
fd1135c7af
Node texture animation
2012-06-16 16:47:28 +03:00
Perttu Ahola
6a0388bb4b
Node placement client-side prediction
2012-06-10 12:46:48 +03:00
Perttu Ahola
3a0562bebc
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
037b259197
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
Kahrl
704782c95b
WIP node metadata, node timers
2012-06-03 22:31:00 +03:00
Perttu Ahola
280e1a2512
Allow group:groupname in ABM definition and implement minetest.hash_node_position()
2012-03-31 12:30:11 +03:00
Perttu Ahola
f01c988094
Some serialization version stuff
2012-03-25 18:45:27 +03:00