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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-24 21:35:21 +02:00
Commit Graph

1319 Commits

Author SHA1 Message Date
sfan5
8654e16725 Disable shadow force updates with performance_tradeoffs 2025-02-26 12:22:06 +01:00
sfan5
eb8b449817 Fix shadow performance regression due to force update
broken by: b861f0c5c5
2025-02-26 12:22:06 +01:00
sfan5
42a35cec83 Allow looking straight up or down 2025-02-26 12:21:57 +01:00
sfan5
ee9258cefd Clean up some packet-related code 2025-02-26 12:21:57 +01:00
grorp
5e89371ecd TouchControls: touch_use_crosshair, dig/place simulation refactoring (#15800)
-   get rid of simulated mouse events for digging/placing, use keyboard events
    instead
    -   consistent with other simulated events, less code, no need for a
        pointer position
    -   more correct: touch controls no longer break if you have custom
        dig/place keybindings set
-   move reading of "touch_use_crosshair" setting from Game to TouchControls
2025-02-25 13:19:44 -05:00
sfan5
d12ce68e64 Show unknown object visuals using unknown_object.png sprite 2025-02-22 16:19:04 +01:00
sfan5
83fd837d75 Clean up TileLayer::applyMaterialOptions 2025-02-22 16:19:04 +01:00
sfan5
27bbe3a873 CAO 'node' visual (#15683) 2025-02-22 16:19:04 +01:00
sfan5
5a8720a484 Change material sharing for CMeshSceneNode 2025-02-22 16:19:04 +01:00
sfan5
ba62808fe8 Basic camera control API (#15796) 2025-02-19 18:45:45 +01:00
Desour
138111a542 Don't use fps_max_unfocused for server step time on non-singleplayer main-menu-hosted servers
It's unreasonable to change server step time when the hosting user unfocuses their window.
(m_is_paused is already not set if it's not singleplayer.)
2025-02-15 18:21:01 +01:00
Desour
191cb117f9 Don't use fps_max_unfocused for the pause menu
Nowadays, we have things like buttons that change appearance on hover, or scoll bars
in the pause menu. These do not work fine with low fps.
2025-02-15 18:21:01 +01:00
Desour
2c50066c16 Keep the game paused in pause menu settings
The button_exit[]s were replaced by regular button[]s, to avoid a very short unpause when you
click the btn_settings (probably because it uses ClientEvent stuff).
2025-02-14 16:31:57 +01:00
sfan5
0fa56a9f7c Revert "Prefer GL3 driver over legacy GL driver"
This reverts commit 9f52f84f2b
and ded8c25e34.
2025-02-04 12:19:18 +01:00
sfan5
88b007907a Enable relative mouse mode on Android (#15750)
fixes #15727
2025-02-04 12:19:09 +01:00
cx384
a8c4c55d58 Document that object properties colors field is unused (#15685) 2025-02-02 19:04:18 +01:00
wrrrzr
f17498b049 Delete irrlichttypes_extrabloated.h (#15723)
Co-authored-by: cx384 <cx384@proton.me>
2025-02-01 13:41:51 +01:00
sfan5
45c5ef8798 Restrict relative mouse mode to Wayland users (#15697) 2025-01-26 19:16:46 +01:00
sfan5
b861f0c5c5 Fix shadow flicker on camera offset update (#15709) 2025-01-25 10:47:52 +01:00
grorp
41dfac96c1 Add setting callbacks for Camera and TouchControls (#15700) 2025-01-24 16:50:51 +01:00
sfan5
b5e084c9a5 Update github URL references (#15705) 2025-01-24 16:50:39 +01:00
SFENCE
af3f696423 Code style fixes. 2025-01-21 16:29:12 +01:00
Lars Müller
547e1476bb Allow overriding fonts via media files (#15606)
Co-authored-by: sfan5 <sfan5@live.de>
2025-01-19 20:42:40 +01:00
grorp
eeb6cab4c4 In-game settings menu using separate Lua environment (#15614) 2025-01-19 13:07:04 -05:00
sfan5
a262be6a47 Move camera offset to consistent point in game loop
fixes #10027
2025-01-19 18:39:32 +01:00
sfan5
e5f276ecee Apply some minor code cleanups 2025-01-19 18:39:32 +01:00
sfan5
94239153b5 Fix map rendering glitches on camera offset update
(regression)
2025-01-19 18:39:32 +01:00
Lars Müller
8719a816e7 Fix CMatrix<T>::getScale returning negative scale (#15687) 2025-01-18 00:27:27 +01:00
sfan5
cf074dd271 Cache grouped sparse buffers (#15594)
continuation of #15531
2025-01-14 23:40:57 +01:00
DS
2bfcd45b35 Fix always waving semitransparent liquid regression 2025-01-13 09:39:20 +01:00
sfan5
636a734d78 Resolve some quirks with (wield) item meshes for nodes (#15654) 2025-01-13 09:39:06 +01:00
sfan5
2cdf3af1b8 Reduce size of SMaterial struct 2025-01-12 14:49:25 +01:00
Hanicef
be75e42d77 Improve sleep accuracy on FPS limiter (#15648) 2025-01-12 14:49:13 +01:00
chmodsayshello
d4a6df3389 Add chat console scrollbar (#15104) 2025-01-12 14:49:01 +01:00
lhofhansl
d15214af52 Remove shadow direction quantization, increase shadow update frames instead (#15665)
* This removes shadow direction quantization and defaults shadow_update_frames to 16 instead.
2025-01-11 16:41:50 -08:00
Desour
d044c27b5f MeshMakeData: Explain members, and add grid size and minimap flag 2025-01-11 16:43:37 +01:00
Desour
c0ce918d77 Meshgen: Handle enable_water_reflections like smooth_lighting 2025-01-11 16:43:37 +01:00
Desour
9a60b83061 Rename meshgen lighting variables 2025-01-11 16:43:37 +01:00
Desour
7ba5973108 Get rid of MapblockMeshGenerator::cur_node.light 2025-01-11 16:43:37 +01:00
Desour
c4bfa65201 Fix black plantlike_rooted without smoothlighting
There was code to take the light of the node above, but the color was not updated.
To reproduce, don't set paramtype="light", (i.e. not what all the devtest nodes do).
2025-01-11 16:43:37 +01:00
Desour
6a1b4a93c7 MapblockMeshGenerator: Move unsmooth lighting color out of useTile, and instead compute it once per node 2025-01-11 16:43:37 +01:00
Desour
3becbda0aa Get rid of MapblockMeshGenerator::cur_node.scale 2025-01-11 16:43:37 +01:00
Desour
a14b8d0976 Get rid of MapblockMeshGenerator::cur_node.tile
There is more than one tile per node, so it shouldn't be stored like this.
This makes MapblockMeshGenerator less stateful.
2025-01-11 16:43:37 +01:00
Desour
cbc074feb5 Remove the unnecessary MeshCollector::append overload 2025-01-11 16:43:37 +01:00
sfan5
e5542e5b02 Remove or restrict some client settings (#15633) 2025-01-08 10:56:45 +01:00
sfan5
41f7031e49 Fix reduced bloom at 10 bits
forgotten in eb8beb335e
2025-01-08 10:56:28 +01:00
DS
431c5c8b36 Fix wireframe mode in opengl3 driver (#15626)
`GL_LINES` isn't suitable, because it makes lines between pairs of 2 vertices,
not loops around 3 vertices.
Support for OpenGL ES isn't simple, as it has no `glPolygonMode`. And showing broken
wireframe (i.e. with `GL_LINES`) would cause confusion.
2025-01-06 19:39:17 +01:00
sfan5
06f39e1915 Fix missing bounding box for CAO 'wielditem' visual 2025-01-05 16:30:53 +01:00
sfan5
5b14c03301 Use polygon offset to fix z-fighting for overlay tiles 2025-01-05 16:30:53 +01:00
DS
4c4918b154 Fix show_debug setting causing inconsistency between debug control and shown debug info 2025-01-05 13:20:21 +01:00