Server selections are now always correct (no more arbitrarily changing selections if the order of the serverlist changes) and consistent with the address + port in the sidebar.
- The editor is accessible via the pause menu and the settings menu.
- Buttons can be moved via drag & drop.
- Buttons can be added/removed. The grid menu added by #14918 is used to show
all buttons not included in the layout.
- Custom layouts are responsive and adapt to changed screen size / DPI /
hud_scaling.
- The layout is saved as JSON in the "touch_layout" setting.
This lets modders avoid alpha blending rendering bugs as well as potential (future) performance issues.
The appropriate blend modes are also used for node dig particles.
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Co-authored-by: sfan5 <sfan5@live.de>
- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".
Here's a comment I wrote about the workaround:
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Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO
This is currently necessary for a working depth buffer in the following cases:
- post-processing disabled, undersampling enabled
(addUpscaling specifies no depth texture)
- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
(populateSideBySidePipeline specifies no depth texture)
- post-processing disabled, 3d_mode = interlaced
(probably, can't test since it's broken)
(populateInterlacedPipeline specifies no depth texture)
With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.
This workaround was added in 1e9640395468beb53f70303ef6b7aa72e395b7b4 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940
This workaround should be replaced by explicitly configuring depth
textures where needed.
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New parameter 'content padding'. When specified, the scrollbar
max value is calculated automatically. This aims to reduce manual
calculation functions.