749 Commits

Author SHA1 Message Date
Lars Müller
077627181e Allow rotating entity selectionboxes (#12379) 2022-10-30 16:53:14 +01:00
lhofhansl
b829231992 Fix incorrect culling introduced by ##12710 (#12887) 2022-10-28 09:52:54 -07:00
x2048
88820cd31c Shadow list improvements (#12898)
* Remove redundant checks when attaching SM texture to entities.
  Some of the checks were broken, leading to crashes when shadow intensity is set to 0
* Avoid memory leak in shadow casters list when wield mesh changes item stacks
2022-10-26 22:26:09 +02:00
Jude Melton-Houghton
b38ffdec27 Implement vector and node conversion in Lua (#12609)
Co-authored-by: sfan5 <sfan5@live.de>
2022-10-18 18:01:44 -04:00
SmallJoker
5d8a4917c5 LocalPlayer: Fix sneaking on nodes with large collisionboxes (#12626) 2022-10-17 07:56:04 -04:00
Jude Melton-Houghton
9676364c1f Optimize lighting calculation (#12797) 2022-10-09 10:50:26 -04:00
x2048
1e96403954 Use legacy call when rendering to a single texture
Fixes depth buffer in when undersampling > 1
2022-10-04 21:02:42 +02:00
sfan5
525fc3833c Implement tool use sounds 2022-09-30 14:02:14 +02:00
sfan5
bbdb1929c6 Clean up Game::handleDigging() and some related parts 2022-09-30 14:02:14 +02:00
Muhammad Rifqi Priyo Susanto
13a8948edd Improve double tap for jump detection (#12793) 2022-09-30 14:02:06 +02:00
x2048
9df79a4b2d Bloom (#12791)
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29 20:34:05 +02:00
Muhammad Rifqi Priyo Susanto
3978b9b8ed Add crosshair support for Android (#7865)
If enabled, a crosshair will be shown to select object.
This will give Android players a way to play like they play on desktop.
On third-person back camera mode, player is forced to use crosshair.
On third-person front camera mode, player is unable to select anything.

Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
2022-09-29 20:30:33 +02:00
DS
0251b01da6 Pause shader animation timer in singleplayer pause menu (#12766)
Co-authored-by: sfan5 <sfan5@live.de>
2022-09-27 16:23:07 -04:00
pecksin
6ac38aa2c8 Restore and enhance bouncy behavior (#11939) 2022-09-27 16:22:36 -04:00
Wuzzy
3f801bc096 Fix liquid drawtype faces sometimes not rendering (#12807)
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2022-09-26 19:27:47 -04:00
Jude Melton-Houghton
f4a01f3a5d Avoid duplication of mod metadata in memory (#12562)
Co-authored-by: sfan5 <sfan5@live.de>
2022-09-26 17:03:43 -04:00
Tobias Frost
7069d99aa6 Fix two spelling mistakes
Co-authored-by: Tobias Frost <tobi@debian.org>
2022-09-25 13:45:27 +02:00
Lars Müller
1317cd12d7 Fix formula used for acceleration (#12353) 2022-09-20 10:55:51 +02:00
DS
11905a6db6 Rename a variable in localplayer.h, resolves a TODO 2022-09-20 10:55:11 +02:00
DS
c9ed059d91 Client map: do frustum culling via planes (#12710) 2022-09-18 15:28:53 +02:00
Wuzzy
1d04903c19 Add paramtype2s for 4 horizontal rotations and 64 colors (#11431)
4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits.
It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir).

color4dir is like colorfacedir, but you get 64 colors instead of only 8.
2022-09-16 13:18:55 +02:00
sfan5
c607bee19e Allow looped animation to be used safely with old clients
fixes #12657
2022-09-10 12:21:29 +02:00
DS
643971c948 Add documentation of sun/moon orientation/scale differences (#12145) 2022-09-06 11:21:55 +01:00
Herman Semenov
038da00e79 Code optimizations / refactor (#12704)
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
Co-authored-by: sfan5 <sfan5@live.de>
2022-09-06 11:21:09 +01:00
x2048
ff6dcfea82 Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-09-06 08:25:18 +02:00
x2048
464043b8ab Convert entity glow value to color space before adding to the light 2022-09-04 16:00:13 +02:00
rubenwardy
2d10fa7867 Prevent loading a world with unresolved dependencies (#12542) 2022-08-19 12:31:36 +01:00
x2048
8c29c4f620 Use Sky class to obtain directional light source position for shadows (#12662)
* Also remove unused Sky::getSkyBodyOrbitTilt method

Fixes misalignment of sun position and shadow direction at high tilt values.
2022-08-17 16:30:05 +02:00
x2048
aa2fdc6ef6 Limit force shadow update to urgent blocks (#12692) 2022-08-14 20:29:20 +02:00
x2048
d1cbb4bd8a Reduce the use of porting::getTimeMs() when rendering frames (#12679)
* Avoid calling TimeTaker too frequently in renderMapXXX
* Calculate animation timer once per frame
* Remove code that breaks rendering frame at 2000ms

Co-authored-by: sfan5 <sfan5@live.de>

Co-authored-by: sfan5 <sfan5@live.de>
2022-08-13 22:33:26 +02:00
SmallJoker
c8ee755c05 Physics overrides: Move values to a common struct (#12591)
Co-authored-by: sfan5 <sfan5@live.de>
2022-08-12 10:17:02 +01:00
ROllerozxa
eb49b6d85c Disable dynamic shadow dropdown on OGLES2 (#12637)
Co-authored-by: sfan5 <sfan5@live.de>
2022-08-04 20:42:43 +02:00
sfan5
f22d40975e Switch MeshUpdateQueue to better data structure 2022-08-02 11:58:26 +02:00
sfan5
4c1ef1b72b Ratelimit MeshUpdateQueue::cleanupCache() runs 2022-08-02 11:58:26 +02:00
ROllerozxa
de509d05e6 Fix Android blank screen (#12604)
Hardcode the variables to 0 on Android
2022-07-31 15:18:04 +02:00
SmallJoker
c14b7536a4 HUD: Fix wrong minimum scale since 051181f
Caused by wrong interpretation of the settingtypes.txt format
2022-07-31 14:57:19 +02:00
rubenwardy
a871115889 Fix some warnings (#12615) 2022-07-30 12:51:23 +01:00
sfan5
6611d7e1ee Allow direction keys with autoforward again
This was unintentionally removed in commit 1d69a23.
fixes #12048
2022-07-29 10:19:23 +02:00
x2048
70c54abc2a Restore flags texture to fix interlaced stereo mode (#12560) 2022-07-19 20:26:57 +02:00
x2048
b270a46e53 Offset cuboid origin after scaling the cuboid. (#12558)
This avoids the problem of offset nodes with visual_scale > 1.
2022-07-19 10:48:00 +02:00
Lars Müller
d400a98ef0 Fix automatic rotate for attached entities (#12392) 2022-07-17 14:45:57 +01:00
x2048
7b6c4bf2e0 Remove workaround for normals not matching winding order (#12460)
Co-authored-by: sfan5 <sfan5@live.de>
2022-07-17 14:45:42 +01:00
rubenwardy
06de82fd86 Refactor ModConfiguration 2022-07-14 22:12:54 +01:00
Dmitry Kostenko
6df69f9b5b Make BlendMode::alpha the fallback for unknown future blend modes 2022-07-13 22:45:05 +02:00
Lexi Hale
20bd6bdb68 Animated particlespawners and more (#11545)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
2022-07-13 11:57:12 +02:00
SmallJoker
e51f474613 Sounds: Various little improvements (#12486)
Use SimpleSoundSpec where reasonable (OpenAL)
Ensure the sound IDs do not underflow or get overwritten -> loop in u16
Proper use of an enum.
2022-07-09 22:32:24 +02:00
SmallJoker
051181fa6e Enforce limits of settings that could cause buggy behaviour (#12450)
Enforces the setting value bounds that are currently only limited by the GUI (settingtypes.txt).
2022-07-09 22:32:08 +02:00
x2048
7c261118e0 Release shadow mapping resources when not needed (#12497) 2022-07-09 22:26:39 +02:00
Vincent Robinson
f7bcf7fa46 FormSpec: 9-slice images, animated_images, and fgimg_middle (#12453)
* FormSpec: 9-slice images and animated_images

* Add fgimg_middle; clean up code

* Address issues, add tests

* Fix stupid error; bump formspec version

* Re-add image[] elements without a size
2022-07-03 08:52:26 -04:00
Wuzzy
142928e944 Allow to set maximum star opacity at daytime (#11663) 2022-07-02 19:57:48 +01:00