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.
This sends the following header to a remote media server:
Referer: minetest://<server_name>:port
This was verified with CTF and the Minetest Public Remove Media
server. If the servername was a plain IPv6 address it will
contain `:` characters and will be encapsulated in `[]` to
be a valid URI.
* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
The reverted commit 968ce9af598024ec71e9ffb2d15c3997a13ad754
is suspected (through the use of bisection) of causing network slowdowns.
Revert for now as we are close to release.
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues.
Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
* Fix a crash on Android with Align2Npot2
glGetString can be NULL. If stored in a string it triggers a SIGSEGV.
Instead do a basic strstr and verify the pointer
* Better Align2Npot2 check (+ performance)
The fallback code shouldn't be needed and is a remnant of the GET
method that old media servers use. Clients using it are likely
to just waste bandwidth and having to download the media again
through the normal transfer from server method. The most reliable
method is to get all missing textures therefore from the server
directly and not spam the remote media server with 404s.
Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a
client was still able to add CSM code to 'builtin' to bypass that
restriction, because 'builtin' is not yet verified.
Until server-sent CSM and verifying of 'builtin' are complete, make
'LOAD_CLIENT_MODS' disable the loading of builtin.
Clarify code comments and messages to distinguish between client-side
modding and client-side scripting. 'Scripting' includes 'builtin',
'modding' does not.
Move star draw to before sun glow texture draw and before sun draw,
not currently essential but the logical order. Will be necessary if
a 'no far ground' option is added, to draw stars behind the sun.
At sunset:
Stars first appear slightly later, at the time the sun disappears over the horizon,
this fixes seeing dark stars in front of the sun horizon glow texture.
Stars reach full brightness slightly earlier at time 20000, not so excessively long
after sunset.
The above behaviour is also applied at sunrise, but of course, time-inverted.
In pitch fly mode, you fly to the exact direction you are pointing at, using the forward key. Other move directions are also pitched accordingly.
It allows smoother and more complex movements.
Can be enabled/disabled by L key by default (set keymap_pitchfly in minetest.conf)
Adding support for _NET_WM_PID as defined in Extended Window Manager Hints
Move verbose messaging to setupXorgTopLevelWindow method as Xorg messages should only occur when running in Xorg env.
Irrlicht returns the XDisplay as a void* and XWindow as an unsigned long so reinterpret those as the appropriate type. Also fixed a spaces for tab formating issue
Fix 3 warnings reported by GCC 8.1 of the following type
```src/client/gameui.cpp:191:43: warning: « void* memset(void*, int, size_t) » effacement d'un objet du type non trivial « struct GameUI::Flags »; use assignment or value-initialization instead [-Wclass-memaccess]
memset(&m_flags, 0, sizeof(GameUI::Flags));
```
* Drop EventManager from GameDef & do some client cleanups
* EventManager is only used by Client. Don't expose it on Server & GameDef for nothing
* Drop Client::event() in favor of direct calls to getEventManager
* Cleanup some event put from new + put to put(new)
* MtEvent: add Type(u8) enum
* This will enhance event performance & ensure stricter type
* Drop MtEvent::checkIs (unused)
* clang-tidy reported fixes
* Code style
* Move event_manager.h to the client directory as it's only used by client
Add EventManager unittests + switch to unordered_map as order is not important here
Drop a unused function
* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
* Make InputHandler own the key cache
* Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp
* Move RandomInputHandler::step definition into cpp file
Joystick input is a RealInputHandler only usage, make it intelligent and handle the joystick with keyboard direct.
This permits to remove many getters in game which should be owned by RealInputHandler
* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them
Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
* Fix HP transport + some double <-> float problems
TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network
* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams
* Fix connection unittests container
* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
* Cleanup network headers
* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder
* More work
* Network code cleanups
* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection
* Format fixes
* Remove socket.cpp socket.h from clang-format whitelist
* Also fix NetworkPacket code style & make it under clang-format
* Code modernization: subfolders
Modernize various code on subfolders client, network, script, threading, unittests, util
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
* 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