Commit Graph

3879 Commits

Author SHA1 Message Date
est31 4c654557ec Clientiface: remove "value is dummy" from docs
Commit

6a1670dbc3 "Migrate to STL containers/algorithms."

has replaced core::map<T, bool> with std::set<T>, but didn't update
the accompanying comment saying "value is dummy". This happened at
two places.
2016-02-16 23:58:30 +01:00
RealBadAngel 08517244f7 Mapblock mesh: Eliminate meshgen lags 2016-02-16 08:23:32 +00:00
RealBadAngel 7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
Loic Blot 3a74b84007 Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
RealBadAngel cfc8e44759 Use proper variable types for uniform sampler layers 2016-02-14 10:01:30 +01:00
RealBadAngel c17c40a0f5 Formspec: fix broken irrlicht 1.7 build
Fixes #3701.
2016-02-13 22:19:01 +01:00
RealBadAngel 5ca48a35a6 Formspec: recreate item_image_button pressed state for its image and label 2016-02-13 02:35:52 +01:00
est31 bd43933828 Remove unused 'm_selection_active' field
Thanks @ExcaliburZero for noticing. Fixes #3698.
2016-02-13 01:46:12 +01:00
nerzhul fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
Loic Blot 24b312cc08 Drop luaentity_common.h which is not included anywhere 2016-02-11 14:34:34 +01:00
RealBadAngel 9357294cfc Use single box for halo mesh 2016-02-11 13:11:25 +01:00
RealBadAngel c1044b9a4a Set proper GLSL pixel shader version 2016-02-11 09:47:25 +01:00
RealBadAngel f253ff9f1a Dump shader programs on compile errors 2016-02-11 07:13:07 +01:00
Kahrl b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
Auke Kok 47464c9344 Fix backface culling when connecting to new servers.
Introduce a new contentfeatures version (8). When clients
connect using v27 protocol version, they can assume that
the tiledef.backface_culling is trustable, but if clients
connect to servers providing contentfeatures version 7,
then the v27 clients know that backface culling settings
provided by the server in tiledefs are bogus for mesh,
plantlike, firelike or liquid drawtype nodes.

thanks to hmmmm, est31, nerzhul.

Tested on new client - new server, new client - old server
old client - new server.
2016-02-10 00:10:51 +01:00
Loic Blot ba8fa9e889 Fix inverted conditions in shader.cpp 2016-02-09 23:50:37 +01:00
Loic Blot 4e3fe460e3 shader.cpp: don't test twice if shader programs are present
Also use string::empty method, it is better than comparing with empty strings.
2016-02-09 23:19:19 +01:00
RealBadAngel baa7c8f8ad FormSpec: Add StaticTextSpec and superimpose over item image buttons 2016-02-09 03:03:55 -05:00
RealBadAngel eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
Kahrl 180893e79d Remove ClientMap::m_camera_mutex
All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
2016-02-09 07:16:00 +00:00
paramat 4adbd69a37 FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
2016-02-09 07:14:45 +00:00
RealBadAngel 38e7122600 Use inventory_image in the first place for inventory item mesh 2016-02-08 23:13:19 +01:00
RealBadAngel b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
est31 16c7008771 small drawItemStack cleanup
-> Replace the three bool params with an enum
-> Add struct for the static content, leads to less repetition
-> cache enable_animations setting
2016-02-08 00:35:24 +01:00
RealBadAngel 6cd2b3b445 Use meshes to display inventory items 2016-02-07 19:51:55 +01:00
RealBadAngel bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
Duane Robertson 99c905c563 Mgvalleys: fix riverbeds below sea level
Stop riverbeds from forming plateaus under sea. Minor corrections to
random lava/water placement.
2016-02-02 06:37:22 +00:00
paramat 0a8af88147 Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
2016-02-02 06:37:01 +00:00
Duane Robertson 80c7612e76 Mgvalleys: use standard caves
Replace simple caves with V5 caves, adding unpredictable water and lava
settings and massive caves based on subterrain. Remove fast terrain mode
and accompanying settings. Remove superfluous temperature/humidity
settings. Remove lava/water height setting. Fix errors in humidity
handling and remove humidity_break_point setting. Move cave noises to
generateCaves. Fix minor formatting/naming issues and use
MYMAX/MYMIN/myround.
2016-01-31 22:31:25 +00:00
Pavel Puchkin 83583aa2d5 Fix OSX building issue caused by ad884f2 2016-01-29 10:54:50 -05:00
est31 4e93ba06a7 Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
2016-01-29 15:53:54 +01:00
Auke Kok 4ac1e9bccb Clocksource: use a better clock if available.
clock_gettime() is a far better clock than gettimeofday().

Even better than clock_gettime() is that you can select either
CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer
high precision time. And the _RAW variant will never roll back
due to NTP drift or daylight savings, or otherwise.

I've adjusted this code to select the right clock method auto-
matically based on what's available in the OS. This means that
if you're running a very old linux version, MacOS or other,
you will automatically get the best clocksource available.

I've tested all Linux clocksources by selectively compiling and
running a 10k+ timer test suite. In all cases I confirmed that
the 3 POSIX Linux clocksources worked properly, and were
selected properly.

I've modified the OS X compile path to use the high-res clock
source for all time functions, but I can't confirm it works or
that it compiles.

As for WIN32, I confirmed that the used clocksource is indeed
a Monotonic clocksource, so good news: that code section appears
to be exactly what it should be.
2016-01-29 00:58:08 -05:00
est31 860d70bd0e Don't print whole json data buffer to errorstream on error
`errorstream` must not be overly verbose as clientside it is directly printed
onto the ingame chat window. These days, the serverlist can contain > 200k bytes,
so better print it to warningstream if the data buffer is too long.
2016-01-28 23:53:58 +01:00
Auke Kok 735e3b7059 Backface culling: Ignore setting in tiledef from old servers.
Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.

To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.

In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578. Fortunately that's only 2
commits back at this point.

We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.

This was tested against various pub servers, including 0.4.13 and
0.4.12.

Fixes #3598
2016-01-23 16:33:24 +01:00
RealBadAngel 52eea79928 Fix texture tear issue 2016-01-23 06:01:57 +01:00
est31 e50c784e2c Fix C++11 compilability
Previous commits broke it... :(
2016-01-23 05:45:29 +01:00
paramat 0459eca8eb Liquid flow: Prevent water spreading on ignore 2016-01-20 00:37:00 +00:00
Auke Kok 882a89d65a Allow per-tiles culling.
Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.

Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:

    tiles = {{ name = "tex.png", backface_culling = true }},

Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.

I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.

No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
2016-01-20 00:36:48 +00:00
kwolekr 9f988e3b96 EmergeManager: Do not queue duplicate block requests 2016-01-19 04:18:06 -05:00
Kahrl b67eab3b00 Fix Settings::remove() always returning true 2016-01-19 10:15:01 +01:00
RealBadAngel 87291ea44a Show infotext with description for item entities 2016-01-18 17:21:41 +00:00
Duane Robertson eb6e2c11b1 Correct overflowing rivers in Valleys mapgen. 2016-01-18 17:21:13 +00:00
RealBadAngel 13e7589fec Fix wield item glitch 2016-01-18 17:20:53 +00:00
Duane Robertson 752d820206 Prevent spawning in rivers with valleys mapgen. Remove unecessary whitespace. 2016-01-16 13:05:03 +00:00
sfan5 a58c0f458d Make ItemStack:set_count(0) clear the item stack
fixes minetest/minetest_game#786
2016-01-15 13:44:45 +01:00
Kahrl da686160c3 Make all mesh manipulators in mesh.cpp work with any vertex type
cloneMesh() has to use a switch in order to create a different
mesh buffer type depending on vertex type. (Credit: the new cloneMesh
was written by RealBadAngel.)

To avoid repetitive code, all other methods use getVertexPitchFromType()
to automatically adapt the indexing to the vertex type at runtime.
2016-01-15 04:18:32 +01:00
Duane Robertson 3c6b2ffb10 Add Valleys mapgen. 2016-01-14 05:04:29 +00:00
paramat b4cbcaea26 Mgv7/flat/fractal: Place biome top node on tunnel entrance floor 2016-01-14 04:43:50 +00:00
paramat 8fc8cb819b Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
2016-01-11 01:32:20 +00:00
paramat 3e0ea3c6ed Mgflat: Set blank default spflags. Unhide 2016-01-10 04:07:47 +00:00