Commit Graph

224 Commits

Author SHA1 Message Date
sfan5
83229921e5 Rework use_texture_alpha to provide three opaque/clip/blend modes
The change that turns nodeboxes and meshes opaque when possible is kept,
as is the compatibility code that warns modders to adjust their nodedefs.
2021-01-29 17:34:41 +01:00
sfan5
edd8c3c664 Drop never documented 'alpha' property from nodedef
Includes minimal support code for practical reasons.
We'll need it for a slightly different purpose next commit.
2021-01-29 17:34:41 +01:00
Wuzzy
7f25823bd4
Allow "liquid" and "flowingliquid" drawtypes even if liquidtype=none (#10737) 2021-01-21 00:51:24 +01:00
sfan5
74762470b2 Fix some minor code issues all over the place 2020-12-24 13:44:54 +01:00
Vitaliy
ccbf8029ea
Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-12-19 20:57:10 +01:00
Lars
ed22260822 Remove all bump mapping and parallax occlusion related code. 2020-10-17 13:09:16 -07:00
SmallJoker
947466ab28 (se)SerializeString: Include max length in the name
This commit clarifies the maximal length of the serialized strings.
It will avoid accidental use of serializeString() when a larger string can be expected.

Removes unused Wide String serialization functions
2020-10-01 09:52:59 +02:00
sfan5
fff0393187
Render nodeboxes with opaque material if possible (#10122) 2020-08-12 11:52:50 +02:00
Hugues Ross
93ecc589bc
Implement override.txt support for special tiles (#10140)
Add override targets for all special_tiles entries in node definitions, allowing texture packs to replace these textures. This makes overrides work properly with a variety of drawtypes.

The targets are named special1 through special6, covering the the current length of the special_tiles array.
2020-08-04 20:12:47 +02:00
sfan5
c6422e0872
Remove std::shared_ptr use in TileLayer (#10090) 2020-07-10 12:11:44 +02:00
sfan5
0e698e63b3 Fix autoscale_mode segfault if tile doesn't have texture
closes #9965
2020-06-01 21:19:35 +02:00
Vitaliy
82e4137893
Cache liquid alternative IDs (#8053) 2020-05-20 22:52:10 +01:00
Wuzzy
c94d37827d
Rework functionality of leveled nodes (#9852)
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2020-05-19 21:08:37 +02:00
sfan5
2062c80e21 Allow ObjDefManager instances to be cloned 2020-05-05 19:26:59 +02:00
Hugues Ross
5cf6318117
Refactor texture overrides and add new features (#9600)
* Refactor texture overrides, and add new features:

- Texture overrides can support multiple targets in one line
- Texture override files can have comment lines
- Item images/wield images can be overridden

* Formatting changes

* Address soime feedback

- Pass vectors by const reference
- Log syntax errors as warnings
- Remove 'C' prefix from TextureOverrideSource

* Simplify override target checks with an inline helper function

* make linter happy

* Apply feedback suggestions

Co-Authored-By: rubenwardy <rw@rubenwardy.com>

* Remove remaining != 0 checks

* Update copyright notice

Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
2020-04-14 20:41:29 +02:00
sfan5
de73f989eb
Overall improvements to log messages (#9598)
Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
2020-04-08 20:13:23 +02:00
Beha
2f879e8bbd Clear old item groups when they are overridden. (#8753)
This fixes overridden items keeping their old groups in the group to
items mapping even after their groups have been changed in lua.
It also prevents a more widespread issue where overriding an item
will add its content ID *twice* to the mapping, resulting in odd
behaviour in features such as ABMs.
2019-08-12 19:18:52 +02:00
David G
40dadecb6e override.txt: Fix crash due to CRLF endings (#8439) 2019-05-25 18:01:55 +02:00
Paramat
42e1a12714
Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.
2019-03-27 00:18:43 +00:00
SmallJoker
bba4563d89 Proselytize the network. Use IEEE F32 (#8030)
* Proselytize the network. Use IEEE F32
* Remove unused V2F1000 functions
2019-01-03 17:04:26 +01:00
Quentin Bazin
5f1cd555cd Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
2018-11-28 20:01:49 +01:00
you
22df02d25b Fix missing ignore textures (#7326) 2018-05-20 14:51:50 +02:00
Paramat
0e554706ac
Node resolver: Make error on fallback optional, disable for mapgen aliases 2018-04-20 20:26:30 +01:00
Dániel Juhász
3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00
Thomas--S
f3b9d87076 Connected Nodeboxes: Add disconnected boxes
The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.

* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
2018-01-03 04:05:21 +00:00
Esteban I. Ruiz Moreno
2efccb3536 Add missing? include 2017-10-26 20:35:32 +02:00
Vitaliy
75320e7e88 Real global textures (#6105)
* Real global textures

* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
2017-10-15 09:34:14 +02:00
Kahrl
17fd5fe935 Make INodeDefManager::getIds return a vector, not a set 2017-09-12 19:31:46 +02:00
Auke Kok
5b3fbf9cf7 Implement client node dig prediction
Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
2017-09-11 20:54:20 +02:00
Loic Blot
35a4082727
Pushing typo fix introduced in b7ee608e70f8e031e3e01c9672bedb16efa648b8 2017-08-29 20:21:14 +02:00
SmallJoker
b7ee608e70 Bump minimal protocol version to 36 (#6319)
* Bump minimal protocol version to 36
Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code

* Accept future serialisation versions
2017-08-29 19:26:55 +02:00
Loïc Blot
ae9b5e0098 Modernize code: very last fixes (#6290)
Last modernization fixes
2017-08-20 19:37:29 +02:00
Loïc Blot
1992db1395 Code modernization: src/n*, src/o* (#6280)
* Code modernization: src/n*, src/o*

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove unused IWritableNodeDefManager::clone()
* C++ STL header style
* Pointer constness in some functions
2017-08-19 11:30:46 +02:00
Loïc Blot
fd3afbced5 Optimize headers (part 2) (#6272)
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
2017-08-18 19:25:07 +02:00
Loïc Blot
3e50850260 TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26 20:12:48 +02:00
number Zero
ef285b2815 Add 'plantlike_rooted' drawtype
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
2017-07-11 01:02:22 +01:00
stujones11
6e5588c8e1 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-07-01 04:43:55 +01:00
Loïc Blot
b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Loïc Blot
4faaadc8d5 Cpp11 patchset 11: continue working on constructor style migration (#6004) 2017-06-18 19:55:15 +02:00
Rui
683ab3a154 Fix the serialization error by ff73c7a (#5964) 2017-06-11 21:20:50 +02:00
Rui
ff73c7a5da Sound: Add pitch option (#5960)
* Sound: Add pitch option
2017-06-11 13:58:26 +02:00
Loïc Blot
a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
Loïc Blot
ce9802266e Various code cleanup & little performance improvement on HTTP download (#5772)
* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
2017-05-20 08:15:56 +02:00
Dániel Juhász
75c393c915 Fix alpha for liquid nodes (#5494) 2017-05-19 07:46:10 +02:00
paramat
3342dcc4bc Shaders: Remove unused water surface shader
Also remove hardcoded MTGame node.

The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
2017-05-08 05:58:59 +01:00
Auke Kok
e21a1ab3bd Allow mesh and nodeboxes to wave like plants or leaves. (#3497)
We introduce a new value for "waving" - 2:

0 - waving disabled
1 - wave like a plant
2 - wave like a leave

Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.

For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.

I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.

Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.

Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
2017-04-28 20:11:43 +02:00
Loïc Blot
a7e131f53e Fix various points reported by cppcheck (#5656)
* Fix various performance issues reported by cppcheck + code style (CI)

* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function

* Fix various iterator post-increment reported by cppcheck
2017-04-25 10:21:42 +02:00
Dániel Juhász
1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Dániel Juhász
6f641df8a5 Only use palette if param_type2 is correct 2017-04-13 09:52:48 -07:00
Dániel Juhász
58d83a7bb2 Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.

In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.

Dropped itemstacks with different colors do not merge.
2017-04-08 18:39:15 -07:00