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* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-091-3/+3
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-101-0/+1
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* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-211-11/+2
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* Minimap: show player markersRealBadAngel2016-02-191-0/+3
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* Move object nametags to cameraRealBadAngel2016-02-181-2/+28
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-211-1/+0
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* Change error_message from wstring to stringShadowNinja2015-03-271-1/+1
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-051-1/+1
| | | | tile.hpp to src/client/
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-071-2/+0
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-071-0/+8
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-9/+5
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add support for interlaced polarized 3d screenssapier2014-05-181-4/+21
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Add support for dpi based HUD scalingsapier2014-04-271-1/+1
| | | | | | Add support for (configurable) multiline hotbar Improved screensize handling Add userdefined gui scale by BlockMen
* Fix all warnings reported by clangSfan52014-04-151-2/+1
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* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-121-0/+2
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* Add third person viewBlockMen2014-04-121-1/+4
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* Fix rendering glitches when far from the center of the mapNovatux2014-03-041-0/+8
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* Fix and improve view range tunerPerttu Ahola2013-08-031-6/+6
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* Add a little animation when changing the wielded itemPilzAdam2013-05-201-1/+7
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-111-0/+2
| | | | velocity the surface is hit with.
* fix mesh leak in camera classsapier2013-04-071-0/+3
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* Update Copyright YearsSfan52013-02-241-1/+1
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* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
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* Optimize headersPerttu Ahola2012-06-171-1/+1
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-171-1/+1
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-051-4/+4
| | | | GPLv2/later, by agreement of major contributors
* c55sound continuedPerttu Ahola2012-03-241-2/+5
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-101-1/+2
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* Page up and down change the minimum viewing rangeKahrl2012-02-011-9/+0
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-121-49/+5
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-031-8/+1
| | | | modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
* Fix structs being declared as classesGiuseppe Bilotta2011-12-011-1/+1
| | | | | | Some compilers complain when a class is declared as a struct or vice versa. Fix by making sure that the correct tag is used both in declaration and definition.
* GameDef compilesPerttu Ahola2011-11-291-2/+2
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-291-1/+2
| | | | node/tool/item/whatever types
* Header file tweaking; mainly for speedPerttu Ahola2011-10-121-0/+3
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* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵Kahrl2011-09-211-0/+3
| | | | and refactored some other code into calls of that
* Create a separate scene manager for the wielded tool. This fixes the ↵Kahrl2011-09-211-6/+7
| | | | glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).
* Digging animationKahrl2011-09-201-8/+11
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* Wielded tool updates, leaves and glass work nowKahrl2011-09-191-1/+6
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-191-2/+3
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* Added sprite extruderKahrl2011-09-191-2/+64
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* This looks more like MC view bobbing, but still not even closeKahrl2011-09-181-2/+2
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* Made wielded tool move slightly (and smoothly) during view bobbing. Making ↵Kahrl2011-09-151-2/+13
| | | | the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
* View bobbing is slower in the water.Kahrl2011-09-151-0/+2
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* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-081-6/+7
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* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-081-0/+141
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.