c9655e54ce
Change some keys to be triggered once every key press ( #13883 )
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Those keys are below:
- KeyType::CAMERA_MODE
- KeyType::SCREENSHOT
- KeyType::TOGGLE_BLOCK_BOUNDS
- KeyType::TOGGLE_HUD
- KeyType::MINIMAP
- KeyType::TOGGLE_CHAT
- KeyType::TOGGLE_FOG
- KeyType::TOGGLE_DEBUG
- KeyType::TOGGLE_PROFILER
- KeyType::RANGESELECT
Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com >
2023-10-22 02:00:08 +07:00
62eb6cfed0
Extract updatePauseState from Game::run ( #13893 )
2023-10-18 20:17:30 +02:00
6026003508
Warn only once about positional stereo sounds ( #13895 )
2023-10-18 20:16:45 +02:00
12e98678f6
Particle cleanup ( #13394 )
2023-10-11 17:07:30 +02:00
7e678b5686
Prevent early respawns caused by up/down button in the death screen ( #13870 )
2023-10-09 17:13:33 +02:00
11ec75c2ad
ActiveObjectMgr fixes ( #13560 )
2023-10-09 17:13:04 +02:00
01d26c0e0e
Warn when ignoring bind_address
2023-10-05 17:29:49 +02:00
9ec40ce8e9
Enforce minimum for curl(_file_download)_timeout
2023-10-05 17:29:49 +02:00
8db4381304
MapblockMeshGenerator: Use more verbose member names ( #13244 )
2023-10-04 00:28:43 +02:00
33cc29bbda
Allow setting custom third person front view camera offset ( #13686 )
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Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com >
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com >
2023-10-02 13:44:03 +02:00
c90c545d33
Put the internal sound definitions into a new sound
namespace
2023-09-30 18:54:26 +02:00
bbc64a2eb5
Split sound_openal_internal into serval files
2023-09-30 18:54:26 +02:00
606215fae9
Move sound_openal and sound_openal_internal into new src/client/sound directory
2023-09-30 18:54:26 +02:00
8fa2ea71ef
Move soundmanager into its own thread
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Fixes sound queues running empty on client step hiccups.
2023-09-26 22:10:57 +02:00
b0d5cedeb6
Fix missing initialization for m_game_focused
2023-09-24 16:46:18 +02:00
5109fa7eda
Fix crash when processing empty mesh buffers
2023-09-24 16:46:18 +02:00
ff87be6e5f
Remove unused "mNormal" uniform to fix crash on GLES2 with shaders
2023-09-24 16:46:05 +02:00
d57c936b08
Don't trigger a key event if a key with the same associated char was pressed ( #13773 )
2023-09-22 21:25:13 +02:00
c3114132d3
Improve readability and infos in verbose log ( #13828 )
2023-09-22 18:41:10 +02:00
e36b2226b9
Skip face culling in shadows for double-sided materials (e.g. plantlike) ( #13500 )
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* Skip face culling in shadows for double-sided materials (e.g. plantlike)
* Keep previous face culling for transparent surfaces e.g. water
2023-09-17 21:42:14 +02:00
a88e61c2cf
Improve UX when no game exists and drop default_game
( #13550 )
2023-09-17 18:45:28 +01:00
8ebaf753d3
New physics overrides ( #11465 )
2023-09-15 20:10:08 +02:00
2479d51cc6
Fix double-free of minimap textures
2023-09-13 15:27:07 +02:00
033128d8dc
Show better description to users when std::bad_alloc happens
2023-09-13 13:58:59 +02:00
4ef93fe25f
Allow place_param2 = 0 node placement predictions ( #13787 )
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The placement prediction value 0 was accidentally ignored
and made the clients fall back to automatic rotation based
on the node paramtype2 value.
This now changes the internal representation to properly
indicate the disabled state (e.g. 'nil' in Lua).
2023-09-13 13:57:57 +02:00
833c324498
Make the crosshair DPI-aware ( #13772 )
2023-09-11 18:59:32 +02:00
010d08f6a4
Fix -Wmissing-braces warnings in mapblock_mesh.cpp
2023-09-09 18:48:56 +02:00
7897450b27
Fix -Winconsistent-missing-override warnings
2023-09-09 18:48:56 +02:00
2ad4c9e0ce
Fix -Wunused-but-set-variable warnings
2023-09-09 18:48:56 +02:00
f080aa29b5
Remove usage of obsolete HighPrecisionFPU field
2023-09-01 12:46:36 +02:00
7b56daa236
Small setting-related fixes ( #13755 )
2023-08-27 20:18:41 +02:00
660151572f
Do not render objects that are invisble into the shadow map
2023-08-26 20:12:17 +02:00
f47b00426a
Revert "Get rid of guiroot"
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This reverts commit 45e7a80057
.
2023-08-24 22:14:44 +02:00
7e4dccb3b5
Revert "Get rid of global guienv variable"
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This reverts commit 16da954bd7
.
2023-08-24 22:14:44 +02:00
aea9242a96
Allow nodes to have their post_effect_color affected by lighting ( #13637 )
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Co-authored-by: DS <ds.desour@proton.me >
2023-08-24 20:16:36 +02:00
92b6ff4721
TouchScreenGUI: Fix only 9 hotbar slots being usable ( #13698 )
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Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com >
2023-08-24 17:45:51 +02:00
72ef90885d
Clean up texture filtering settings ( #13683 )
2023-08-24 10:50:47 +02:00
16da954bd7
Get rid of global guienv variable
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(It can already be accessed via the renderingengine.)
2023-08-14 18:13:47 +02:00
45e7a80057
Get rid of guiroot
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The guienvironment already provides a root gui element, we don't need to add another one.
(For CGUIEnvironment, the env itself is the root element.)
2023-08-14 18:13:47 +02:00
7e7aceb8c1
Replace all actual uses of irrlicht CGUIStaticText with our StaticText
2023-08-14 18:13:47 +02:00
53c594abe0
Introduce and start using microsecond sleep on Linux ( #13445 )
2023-07-22 17:19:49 +02:00
6f0d36c41a
Fixes and improvements
2023-07-20 22:15:47 +02:00
7473e4cafd
Expose all OpenGL filtering modes, use OpenGL names for them
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Because of a review comment on the Irrlicht PR by numberZero.
2023-07-20 22:15:47 +02:00
6bf63d4b41
Rename SMaterial::TextureLayer -> SMaterial::TextureLayers
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It's not the "texture layer" of the material, but an array of texture layers.
2023-07-20 22:15:47 +02:00
05ebe2418b
Rename E_MATERIAL_FLAG -> E_MATERIAL_PROP
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The enum values don't reference material flags, but material properties.
2023-07-20 22:15:47 +02:00
9bef3c136a
Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
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You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
2023-07-20 22:15:47 +02:00
307e380f30
Refactor the way you set material properties
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Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
2023-07-20 22:15:47 +02:00
128d22e6ee
GUI: Automatic scaling of checkboxes and scrollbars ( #13666 )
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Mainly helpful on high-DPI screens or when 'gui_scaling' is changed
2023-07-17 20:46:15 +02:00
9b310a6e6f
Decrease sneak margin to combat phasing through thin walls ( #13607 )
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A 1/16th-node-thick wall is 0.625 meters thick, and the previous margin of 0.1 meters meant that these walls could be phased through by sneaking against them. A margin lower than 0.625 prevents this.
2023-07-17 20:44:33 +02:00
3a47559e86
Fix some memory leaks and code style issues
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Maximum line length is 95 characters.
Some members' name are changed.
Struct initialisations use brace syntax; eliminating the usage of the memset function.
Iterations use for-each-loop instead of while-loop+iterator.
char * -> std::string
button_info * -> std::shared_ptr<button_info>
2023-07-14 21:00:29 +07:00