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Gate disabling of fog or camera update behind 'debug' priv
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@ -381,7 +381,8 @@ crosshair_alpha (Crosshair alpha) int 255 0 255
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[**Fog]
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# Whether to fog out the end of the visible area.
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# Whether to fog out the end of the visible area. This option only works
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# with the 'debug' privilege.
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enable_fog (Fog) bool true
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
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@ -2507,10 +2508,10 @@ keymap_toggle_chat (Chat toggle key) key KEY_F2
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# Key for toggling the display of the large chat console.
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keymap_console (Large chat console key) key KEY_F10
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# Key for toggling the display of fog.
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keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
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# Key for toggling the display of fog. Only usable with 'debug' privilege.
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keymap_toggle_fog (Fog toggle key) key KEY_F3
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# Key for toggling the camera update. Only used for development
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# Key for toggling the camera update. Only usable with 'debug' privilege.
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keymap_toggle_update_camera (Camera update toggle key) key
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# Key for toggling the display of debug info.
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@ -818,7 +818,6 @@ protected:
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private:
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struct Flags {
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bool force_fog_off = false;
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bool disable_camera_update = false;
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};
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@ -1899,8 +1898,10 @@ void Game::updateDebugState()
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}
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if (!has_basic_debug)
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hud->disableBlockBounds();
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if (!has_debug)
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if (!has_debug) {
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draw_control->show_wireframe = false;
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m_flags.disable_camera_update = false;
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}
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// noclip
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draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
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@ -2466,12 +2467,18 @@ void Game::toggleMinimap(bool shift_pressed)
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void Game::toggleFog()
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{
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bool fog_enabled = g_settings->getBool("enable_fog");
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g_settings->setBool("enable_fog", !fog_enabled);
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if (fog_enabled)
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m_game_ui->showTranslatedStatusText("Fog disabled");
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else
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bool flag;
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// do not modify setting if no privilege
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if (!client->checkPrivilege("debug")) {
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flag = true;
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} else {
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flag = !g_settings->getBool("enable_fog");
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g_settings->setBool("enable_fog", flag);
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}
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if (flag)
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m_game_ui->showTranslatedStatusText("Fog enabled");
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else
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m_game_ui->showTranslatedStatusText("Fog disabled");
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}
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@ -2525,8 +2532,9 @@ void Game::toggleDebug()
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void Game::toggleUpdateCamera()
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{
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m_flags.disable_camera_update = !m_flags.disable_camera_update;
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if (m_flags.disable_camera_update)
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auto &flag = m_flags.disable_camera_update;
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flag = client->checkPrivilege("debug") ? !flag : false;
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if (flag)
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m_game_ui->showTranslatedStatusText("Camera update disabled");
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else
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m_game_ui->showTranslatedStatusText("Camera update enabled");
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@ -4222,7 +4230,8 @@ void Game::updateClouds(float dtime)
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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this->clouds->update(camera_node_position, this->sky->getCloudColor());
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if (this->clouds->isCameraInsideCloud() && this->m_cache_enable_fog) {
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bool enable_fog = this->m_cache_enable_fog || !client->checkPrivilege("debug");
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if (this->clouds->isCameraInsideCloud() && enable_fog) {
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// If camera is inside cloud and fog is enabled, use cloud's colors as sky colors.
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video::SColor clouds_dark = this->clouds->getColor().getInterpolated(
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video::SColor(255, 0, 0, 0), 0.9);
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@ -4282,7 +4291,7 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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/*
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Fog
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*/
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if (this->m_cache_enable_fog) {
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if (this->m_cache_enable_fog || !client->checkPrivilege("debug")) {
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this->driver->setFog(
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fog_color,
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video::EFT_FOG_LINEAR,
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@ -172,10 +172,11 @@ void set_default_settings()
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settings->setDefault("keymap_toggle_block_bounds", "");
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settings->setDefault("keymap_toggle_hud", "KEY_F1");
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settings->setDefault("keymap_toggle_chat", "KEY_F2");
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settings->setDefault("keymap_toggle_fog", "KEY_F3");
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#ifndef NDEBUG
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settings->setDefault("keymap_toggle_fog", "KEY_F3");
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settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
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#else
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settings->setDefault("keymap_toggle_fog", "");
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settings->setDefault("keymap_toggle_update_camera", "");
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#endif
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settings->setDefault("keymap_toggle_debug", "KEY_F5");
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