Commit Graph

2956 Commits

Author SHA1 Message Date
kwolekr
360660947b LuaSettings: Sanitize setting name strings 2014-11-30 19:01:54 -05:00
Kahrl
16781da4f9 Fix segfault at exit caused by non grabbed font 2014-11-30 23:21:14 +01:00
kwolekr
175b7a28e5 settings: Add setting groups and multiline entries 2014-11-30 16:11:21 -05:00
sapier
39162de15a Make hud use fontengine too
Fix non coding style conforming glb_fontengine to g_fontengine
Fix fonts never been deleted due to grabbed to often
2014-11-30 18:06:54 +01:00
Zefram
d1d6a97b1c Scale form elements consistently
The ratios between the sizes of form elements, including text, is now
fixed, aside from variations caused by rounding.  This makes form layout
almost fully predictable, and particularly independent of player's
screen size.  The proportions of non-text elements are the traditional
proportions.

For compatibility, the way in which element positions and sizes are
specified remains unchanged, in all its baroqueness, with one exception.
The exception is that the position of a label[] element is now defined
in terms of the vertically center of the first line of the label,
rather than the bottom of the first line of the label.  This change
allows a label to be precisely aligned with button text or an edit box,
which are positioned in a centering manner.  Label positioning remains
consistent with the previous system, just more precisely defined.

Make multi-line label[] elements work properly.  Previously the code set
a bounding rectangle assuming that there would be only a single line,
and as a result a multi-line label would be cut somewhere in the middle
of the second line.  Now multi-line labels not only work, but have
guaranteed line spacing relative to inventory slots, to aid alignment.

Incidentally fix tabheader[] elements which were being constrained to
the wrong width.

Given an unusually large form, in variable-size mode, the form rendering
system now chooses a scale that will fit the entire form on the screen,
if that doesn't make elements too small.  Fixed-size forms, including the
main menu, are have their sizes fixed in inch terms.  The fixed size for
fixed-size forms and the preferred and minimum sizes for variable-size
forms all scale according to the gui_scaling parameter.
2014-11-30 17:50:09 +01:00
sapier
dceb9f7d60 Implement proper font handling 2014-11-30 17:50:09 +01:00
kwolekr
25945dc539 noise: Throw exception on noise allocation failure 2014-11-29 16:52:45 -05:00
SmallJoker
a3e019c4f6 Fix MSVC compiling error (argc/argv not available to pass to init_gettext)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-29 22:31:40 +10:00
Craig Robbins
edb125837c Fix regression with command line --go option 2014-11-28 22:48:46 +10:00
Ciaran Gultnieks
77137a92cf Don't corrupt stepheight when setting other properties 2014-11-26 20:02:48 +01:00
Kahrl
264d740c9d Wield: always obey anisotropic_filter setting, not just for hi res textures 2014-11-26 19:54:04 +01:00
Kahrl
571ba5d9c5 EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below
This is not optimal as it will cause minor graphical glitches for
Irrlicht 1.7 users, but at least it fixes the build.
2014-11-26 19:17:50 +01:00
Sokomine
9f9279008c added enable_build_where_you_stand option
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-27 01:07:11 +10:00
Kahrl
ec5188a49a Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
This should fix #1844. Thanks to oleastre for making the first version
of this commit (#1848).
2014-11-26 15:17:17 +01:00
rubenwardy
8df8554fce Only set the camera update keymap when using a debug build
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-26 21:53:01 +10:00
Kodexky
9aaf67ebe0 Fix Android main menu crash, and user data directory check.
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-26 18:11:08 +10:00
Calinou
1c9f05d792 Increase step smoothing to fit 1:1 stairs (works well on slabs too)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-26 17:28:02 +10:00
Craig Robbins
26cf98ccfc Fix client "double saving" simple singleplayer local maps 2014-11-26 00:49:54 +10:00
KodexKy
5413ed1195 Fixes for Android build errors. Enable sensor landscape rotation.
Fix typo in Android Makefile ndk path.
Fix touchscreen parts of game.cpp to work after Zeno's refactor.
Fix isdigit and isspace overload conflict with Android Irrlicht in string.h
Enable sensor landscape rotation in Android Manifiest.
Add mapgen v5 to Android build.
Fix Makefile not checking leveldb.

Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-25 13:28:51 +10:00
RealBadAngel
0164483310 Port createForsythOptimizedMesh from Irrlicht 1.8
Mesh rotation helpers.
2014-11-23 00:51:08 +01:00
Craig Robbins
21464639b3 Fix regression with USE_REDIS (refactor_main) 2014-11-23 01:12:25 +10:00
Craig Robbins
d6cc0d8223 refactor main.cpp 2014-11-23 00:27:02 +10:00
Craig Robbins
cb2d467665 Fix smooth lighting (ambient occlusion)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 21:58:00 +10:00
Pavel Puchkin
f7f24d1470 Fix compiling if no endian.h found
f7d6509 introduces error when no endian.h found in the system.

Since "CHECK_INCLUDE_FILE" returns empty string instead of "0", when
"cmake_config.h" is generated it has "#define CMAKE_HAVE_ENDIAN_H " line.
Later we have "#define HAVE_ENDIAN_H CMAKE_HAVE_ENDIAN_H" in the
"config.h", an thus "HAVE_ENDIAN_H" is also empty sting. Because of
this, "#if HAVE_ENDIAN_H" is incorrect preprocessor directive.

Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 21:56:38 +10:00
Rafael Reilova
f7d65091f8 serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000()
nodemetadata.cpp, nodetimer.cpp
	optimzation: simpler deserialize node position method

staticobject.cpp:
	cleanup: use util/serialize.h inlines instead of its own de/serialization

serialize.cpp:
	minor optimization/cleanup: avoid generation of unneeded string temporary

CMakeLists.txt, cmake_config.h.in: detection of endian.h

config.h: added HAVE_ENDIAN_H

Commits due to feedback squashed

Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-21 22:33:48 +10:00
Craig Robbins
d406ac994b Optimise functions from CNodeDefManager and VoxelManipulator
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
Craig Robbins
ea404979e1 Optimise getTileInfo()
getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
2014-11-21 14:56:45 +10:00
paramat
fcdb1a8fc2 Mgv5 1 up 1 down overgeneration for biome surface continuity 2014-11-20 23:13:09 -05:00
paramat
d39887dadd Mgv5 get ground level at point function. Fast spawn player version 2014-11-20 21:07:20 -05:00
ShadowNinja
c4e393deea Simplify loading of Android version of menu 2014-11-20 15:37:20 -05:00
Kodexky
b9bc8dadb2 Fix raillike bug (currently manifests itself on Android), and minor improvement to readability.
NB: Minor edits to patch made by Zeno- (int to short and minor formatting)
2014-11-20 15:41:59 +10:00
ShadowNinja
b1965ac209 Clean up rollback 2014-11-19 16:21:59 -05:00
ShadowNinja
da0f1e5497 Fix wallmounted mesh rotations 2014-11-19 16:17:54 -05:00
sfan5
9d69436052 Add (optional) client-side saving of server map to disk 2014-11-19 15:11:23 +01:00
Kahrl
55e4c35eaf Remove unused rangelim function (the macro still exists) 2014-11-19 10:19:52 +01:00
Craig Robbins
f0a8f655c0 Fix double free bug when server is shut down
Thanks @oleastre
2014-11-15 22:33:52 +10:00
kwolekr
8831703428 Fix NoisePerlin3DEased return value 2014-11-14 21:19:46 -05:00
kwolekr
8d3a68f343 Fix warnings and other misc. minor changes 2014-11-14 03:07:12 -05:00
Craig Robbins
5b8855e83c Remove most exceptions from getNode() (and variants) 2014-11-14 18:05:34 +10:00
SmallJoker
874109c520 Add option 'eased' to NoiseParams
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-13 23:06:38 +10:00
kwolekr
b57478b93b Fix compilation under some Linux distributions 2014-11-13 00:16:37 -05:00
kwolekr
c3ad08708f Mapgen v7: Fix uninitialized spflags
Mapgen v5: Fix minor style issue
2014-11-12 23:58:50 -05:00
kwolekr
fc9521874c Add eased 3d point-value noise functions 2014-11-12 23:49:45 -05:00
kwolekr
7616537bc0 Add Generator Element Management framework
Add BiomeManager, OreManager, DecorationManager, and SchematicManager
2014-11-12 23:02:41 -05:00
RealBadAngel
f25cc0dbae Wielded fixes. Add shaders support. 2014-11-13 03:51:04 +01:00
Craig Robbins
45ebaa3524 Fix profiler values not being updated (F6) and not being logged 2014-11-11 20:58:57 +10:00
Kahrl
0adadba218 Serverlist: announce mg_name from map_meta.txt instead of minetest.conf 2014-11-10 22:27:10 +01:00
Zeno-
a1e9732407 Merge pull request #1825 from Zeno-/control_key_cache
Create faster key cache for main game loop (client)
2014-11-10 19:12:25 +10:00
Craig Robbins
987e565eeb Create faster key cache for main game loop (client) 2014-11-10 12:26:19 +10:00
paramat
10a47b7fee Tune cave noise scales to 6. Fix blobs spflag, now enabled. Update conf.example 2014-11-09 20:21:39 -05:00
Kahrl
9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
2014-11-08 23:11:57 +01:00
Craig Robbins
cc8d7b8640 Stop inserting empty lines at end of minetest.conf file each time it is rewritten
See: https://github.com/minetest/minetest/issues/1790
2014-11-08 21:57:52 +01:00
Craig Robbins
1c21e391ed Fix regressions and minor improvements in refactor_the_game
a) Fix double tap for jump and show_debug
b) Revert changes to limitFps()... there is no verification that the new method was an issue, but going back to old method just in case
b.2) limitFps() no longer calls device->run() and also no longer has to be called immediately after a call to device->run()
2014-11-08 21:40:11 +01:00
paramat
92981b2fee Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, blobs 2014-11-08 21:37:26 +01:00
RealBadAngel
d0be27415e Speed up removing a node (less block mesh updates). 2014-11-08 21:04:30 +01:00
SmallJoker
c40e993ce4 Replace setting unlimited_player_transfer_distance with player_transfer_distance 2014-11-08 14:56:09 +01:00
Craig Robbins
96fcca4ea0 Address issues related to refactoring the_game
Fix time of day persistence
Fix wield item being updated every frame causing small performance hit
Rename some classes and variables
2014-11-03 13:57:56 +01:00
Kahrl
817e3a6c64 Fix regression: mouse wheel couldn't scroll from last hotbar item to first 2014-11-02 21:59:56 +01:00
Craig Robbins
43bf4324d5 Cleanup and (mostly) document util/string.h and (very) minor refactoring
Updated: Incorporated feedback from 'kahrl'
Updated: Moved MinetestApp::boolToCStr() from game.cpp into string.h renaming it bool_to_cstr()
2014-11-02 18:07:20 +01:00
Kahrl
8040806f22 Include mg_decoration.h, mg_ore.h from emerge.cpp to fix warnings 2014-11-02 17:52:30 +01:00
Craig Robbins
209c0dd1af Fix unit tests failing if IPv6 not available
See:
https://github.com/minetest/minetest/issues/1526
https://github.com/minetest/minetest/issues/793
2014-11-02 02:27:26 -05:00
Craig Robbins
dfd15fd1d9 Modified dtime calculation method in limitFps() 2014-11-02 02:20:06 +01:00
Craig Robbins
429ecb2b94 Refactor the_game() to make it more understandable and maintainable.
The following is a record of 31 commits before squashing:

Revert "Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism"

This reverts commit b49e5cfc7013cef7e9af79d17e04f7e7e4c377d4.

Basic reformatting with astyle
-- additional formatting will be modified, manually, as the need for it is encountered

Start "outlining" what a MinetestApp class might look like

Add MinetestApp::shutdown()

Converted class member functions to camelCase and created protos for new functions

First stage of connect to server done

Add get itemdefs/nodedefs/media code

Init clouds, camera, sky, init GUI, HUD

Input handling

Client events, camera, sound, draw

Fix wield hand getting stuck digging and add debug text back

Fix FPS

Added profiler graph back

Fix FPS issue
Need to work out what went wrong and clean up the copy/paste stuff

Annotate

Various:
Rewrote limitFps()
Limited scope of some variables

Jitter calcs

Reduce scope of objects

Move some stuff out of ::run and minor formatting cleanup

Scope reduction

Function splits

Removed old (broken) limitFps()

Added exception handling back

Fixed some formatting

Reverted commented out unit tests (uncommented them)

Slow clouds down on loading and media screens so the behaviour is like the original the_game()

Formatting/style (no functional changes)

Manually reapply upstream b49e5cf: Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism

Fixed silly errors on my part
Minor formatting cleanups

Removed strange differentiation in FPS limiting when loading
FPS limiting was done differently if cloud_menu_background was true, which does not make sense

Cleaning up

Add some comments
2014-11-02 02:18:25 +01:00
kwolekr
9e811a92e7 Split up mapgen.cpp 2014-11-01 13:16:23 -04:00
kwolekr
db25f75337 Fix erroneous lua_pop parameter 2014-10-30 16:23:48 -04:00
kwolekr
f0ae2da89e Fix uninitialized variable warning 2014-10-30 02:53:20 -04:00
kwolekr
6b4307791a mapgen: Resolve nodes in ctor rather than makeChunk 2014-10-30 02:29:37 -04:00
kwolekr
03f3f958ed Check minetest.hud_change() parameters on conversion (Fix #1714) 2014-10-30 00:12:12 -04:00
Craig Robbins
6c9bbb0360 Fix bug introduced by me (Zeno) 2014-10-29 08:54:16 +01:00
RealBadAngel
dd4c21c180 Add option to enable mesh caching, add wallmounted for meshes. 2014-10-29 08:37:33 +01:00
Craig Robbins
813c088c1c Added names colours and refactored parseColorString() 2014-10-29 03:10:59 -04:00
kwolekr
1cb6ea6346 Refactor decoration-related code
Split up ModApiMapgen::l_register_decoration()
Define and make use of CONTAINS() and ARRLEN() macros
2014-10-29 01:56:37 -04:00
PenguinDad
7c6da2f384 Fix various indentation issues 2014-10-28 15:37:58 -04:00
Craig Robbins
6396712ec4 Fix #1733: An unhandled exception occurred: GetPeer: Peer not found (possible timeout) 2014-10-28 13:39:23 -04:00
kwolekr
4a3592ff9a 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
bc28ca0636 Prevent invalid memory access under failure conditions 2014-10-28 00:18:53 -04:00
kwolekr
6ddf458504 Change license of noise implementation to Simplified BSD 2014-10-27 21:17:07 -04:00
kwolekr
b994a7af13 Add support for eased 3d noise 2014-10-27 02:02:38 -04:00
kwolekr
d274cbfce6 Add NodeResolver and clean up node name -> content ID resolution system 2014-10-26 23:55:45 -04:00
Kahrl
b49e5cfc70 Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism 2014-10-24 21:14:48 +02:00
Pavel Puchkin
73bf791fe1 Remove remenants of mob code
Since minetest has no mobs within the core anymore, I suppose these
settings and code should go. Any mod that uses `minetest.setting_getbool`
will work with no problem since the default return value is `false`.
2014-10-23 20:54:33 -04:00
RealBadAngel
7e34621b1d Fix broken plantlike drawtype. 2014-10-22 21:15:31 +02:00
David Thompson
fd5eaae2ba Search for subgames using $MINETEST_SUBGAME_PATH. 2014-10-22 21:05:14 +02:00
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
Craig Robbins
076c5ee223 Various uninitialised variable fixes
sky.cpp: m_bgcolor.getAlpha() was being used before initialised

mesh related: m_highlight_mesh_color was being used uninitialised
2014-10-19 15:33:08 +02:00
Craig Robbins
fe8ef1be59 Move buttons upwards to accommodate for new configure keys button in the
pause menu
2014-10-18 17:30:17 +02:00
RealBadAngel
0066bd77d2 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
Kahrl
d1ccc64e1e Make sure PRECISION_SECONDS corresponds to the integer 0 2014-10-09 11:40:33 +02:00
Kahrl
26495da94a Fix unit reported by TimeTaker (was always ms) 2014-10-09 11:15:03 +02:00
Craig Robbins
914f850d31 Fix use of unitialized variables in mouse button handling 2014-10-08 14:56:29 -04:00
Mushiden
7b548cd2b5 Add in-game key change menu 2014-10-07 17:24:09 -04:00
ShadowNinja
741df993ff Fix object reference pushing functions when called from coroutines 2014-10-07 16:37:45 -04:00
BlockMen
28438bba27 Add [colorize modifier 2014-10-05 16:49:52 +02:00
kwolekr
173beeee65 Fix special tile backspace culling 2014-10-03 11:20:29 -04:00
RealBadAngel
b9cb196d49 Bugfix: dont highlight (0,0,0) when theres no node pointed. 2014-10-03 16:03:14 +02:00
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