Commit Graph

434 Commits

Author SHA1 Message Date
Auke Kok
e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
ShadowNinja
9dd38cf968 Add Android chat form 2016-03-02 23:23:31 -05:00
ShadowNinja
3edb7575a1 Unlock cursor when opening console 2016-03-02 23:23:31 -05:00
Esteban I. Ruiz Moreno
effa24737d Use the console instead of a dedicated window when pressing keymap_chat/cmd
keymap_console opens a full window for chat history browsing.
2016-03-02 23:23:31 -05:00
RealBadAngel
9961185550 Fix getting pointed node
Fixes #3719
Closes #3753
2016-02-22 15:54:32 +01:00
RealBadAngel
b2aabdfe07 Camera: remove auto tune FPS, single view range setting 2016-02-21 18:18:13 +01:00
RealBadAngel
c3b279750e Move object nametags to camera 2016-02-18 16:43:29 +01:00
RealBadAngel
cfc8e44759 Use proper variable types for uniform sampler layers 2016-02-14 10:01:30 +01:00
RealBadAngel
b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
RealBadAngel
87291ea44a Show infotext with description for item entities 2016-01-18 17:21:41 +00:00
Dalai Felinto
9943ae3f1a New 3D Mode: Pageflip
The pageflip mode requires a stereo quadbuffer, and a modern graphic
card. Patch tested with NVidia 3D Vision.

The mini-map is not drawn, but that's what is done for topbottom and
sidebyside modes as well.

Also most of the time the user would prefer the HUD to be off. That's
for the user to decide though, and toggle it manually.

Finally, the interocular distance (aka eye separation) is twice as much
as the "3d_paralax_strength" settings. I find this a strange design
decision. I didn't want to chance this though, since it's how the other
3d modes interpret this settings.
2016-01-09 16:52:29 +01:00
est31
a142e4f4b2 Fix client crashing when connecting to server
My commit

e2d54c9f9275e4f77ec33be8054621d42945f7a4 "shutdown when requested from lua in singleplayer too"

broke minetest's feature to connect to servers. The client crashed
after the connection init was complete.

Thanks to @sofar for reporting the bug.

Fixes #3498.
2015-12-30 00:50:50 +01:00
est31
e2d54c9f92 shutdown when requested from lua in singleplayer too
Before, minetest.request_shutdown didn't shut down
singleplayer instances or server instances from the server tab.

This commit fixes this. Fixes #3489.
2015-12-29 00:40:22 +01:00
Sapier
06632205d8 Android: Implement Autohiding button bars to cleanup screen 2015-12-18 20:35:54 +01:00
Sapier
6a7e1667f6 Android: Fix pressed buttons not beeing cleared on opening menu 2015-12-17 20:43:25 +01:00
Alex Ford
97908cc656 Add on_secondary_use when right clicking an item in the air 2015-12-02 02:18:44 +00:00
Amaz
e664abeb88 Add a status text for autorun 2015-11-15 13:42:31 +01:00
BlockMen
2a12579fab Add support for audio feedback if placing node failed 2015-11-07 13:23:38 +01:00
gregorycu
5c3546e459 Speed up saving of profiling data by 27x
On Windows Release x64 bit build this changes:

ProfilerGraph::put
1.68% -> 0.061%

ProfilerGraph::draw
12% -> 17.%

So yes, there is a tradeoff between saving profiling data
(executed always) and drawing the profiler graph (executed very rarely).
But usually you don't have the profiler graph open.
2015-11-02 13:25:21 +01:00
Duane Robertson
b6dfae0221 WoW-style Autorun
This allows the player to toggle continuous forward with a key (F by default),
so we don't have to hold down the forward key endlessly.
2015-10-29 21:48:57 +01:00
BlockMen
127b9aed09 Fix on_rightclick() being called directly after placing node
fixes https://github.com/minetest/minetest_game/issues/537
2015-10-24 12:18:57 +02:00
est31
6b0cae5a9d Remove wstrgettext
Everywhere where wstrgettext was used, its output was converted back
to utf8. As wstrgettext internally converts the return value
from utf8 to wstring, it has been a waste. Remove the function, and
use strgettext instead.
2015-10-18 02:29:06 +02:00
ShadowNinja
2139d7d45f Refactor logging
- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
2015-10-14 01:03:54 -04:00
est31
0903190ba2 Hide minimap if it has been disabled by server 2015-09-01 19:00:33 +02:00
David Jones
34b7a147dc Change i++ to ++i 2015-08-25 18:33:52 -04:00
kwolekr
be9024a397 minimap: Add ability to disable from server 2015-08-13 15:05:48 -04:00
est31
a670ecfde4 game.cpp: Update cached settings 2015-08-13 20:05:53 +02:00
est31
3b50b2766a Optional reconnect functionality
Enable the server to request the client to reconnect.

This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
2015-07-23 07:38:13 +02:00
RealBadAngel
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
Kahrl
b30e8d8ec6 Make serialization error message translatable
Also don't show "probably running a different version" message in simple singleplayer mode
2015-07-14 19:01:33 +02:00
est31
cb8978fb1d Settings: pass name to callbacks by reference
Spare some copies.
2015-07-09 08:25:17 +02:00
est31
b0784ba871 Use UTF-8 instead of narrow
Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places.
Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
2015-07-08 10:12:44 +02:00
kwolekr
e234d8b378 Clean-up Minimap code
- Fixed race conditions
- Fixed null dereference
- Fixed out-of-bounds array access
- MinimapMapblock is now allocated and added to update queue only when enabled
- Removed dependency on LocalPlayer
- Fixed code style
- Simplified expressions and program logic
- Cleaned minimap object interfaces
2015-07-08 01:50:31 -04:00
RealBadAngel
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
est31
40226e5274 Make attached objects visible in 3rd person view 2015-06-20 02:59:53 +02:00
Ilya Zhuravlev
b6387b4e0f Use utf-8 in formspecs 2015-06-13 19:49:55 +02:00
Craig Robbins
addf3ee165 (Android) Only simulate holding down fast key if fast_move is toggled to true 2015-05-29 22:59:21 +10:00
kwolekr
da34a2b33e Replace instances of std::map<std::string, std::string> with StringMap
Also, clean up surrounding code style
Replace by-value parameter passing with const refs when possible
Fix post-increment of iterators
2015-05-19 16:10:49 -04:00
Craig Robbins
99cf53c908 ANDROID: Do not limit situations where fast is enabled
Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
2015-05-15 13:22:07 +10:00
ShadowNinja
d720fd5644 Fix connection speed unit names 2015-05-06 15:41:37 -04:00
sfan5
4ea5a96fff Revert the upper-case PROJECT_NAME nonsense that was part of #2402 2015-04-27 16:24:49 +02:00
Kevin Ott
400c6087b6 Fix player pitch and yaw not being set properly 2015-04-26 23:36:05 +10:00
est31
f1a41e4f77 Disable connection timeout for singleplayer and server tabs
In worlds with many mods we can easily reach timeout, waiting for the server to start.
2015-04-19 19:58:21 +02:00
SmallJoker
5f0b36b8b7 10s timeout when connecting to server 2015-04-17 10:40:48 +02:00
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
Craig Robbins
ff924ef0dc On Android enable always fast
Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping.
Still requires fast move to be toggled on (and fast priv)
2015-03-30 00:40:12 +10:00
ShadowNinja
30075467b8 Change error_message from wstring to string
This removes a lot of narrow/wide conversions where a wide string was never used.
2015-03-27 20:24:04 -04:00
ShadowNinja
93fcab952b Clean up and tweak build system
* Combine client and server man pages.
  * Update unit test options and available databases in man page.
  * Add `--worldname` to man page.
  * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
  * Disable server build by default on all operating systems.
  * Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
  * Enable LevelDB, Redis, and FreeType detection by default.
  * Remove the `VERSION_PATCH_ORIG` hack.
  * Add option to search for and use system JSONCPP.
  * Remove broken LuaJIT version detection.
  * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
  * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
  * Clean up style of CMake files.
2015-03-27 15:00:48 -04:00
Craig Robbins
34c5a5b377 Minor cleanup: game.cpp
* Sort includes
* Remove unnecessary includes
* Ensure the parameter name for GameRunData is consistent for class member functions
2015-03-17 17:07:39 +10:00
est31
e4f7c92cff Finer progress bar updates when initializing nodes
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