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random code cleaning, shouldn't affect anything
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4 changed files with 56 additions and 91 deletions
25
src/main.cpp
25
src/main.cpp
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@ -277,15 +277,13 @@ Doing now (most important at the top):
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placement and transfer
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* only_from_disk might not work anymore - check and fix it.
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* Check the fixmes in the list above
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* When sending blocks to the client, the server takes way too much
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CPU time (20-30% for single player), find out what it is doing.
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- Make a simple profiler
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=== Making it more portable
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* Some MSVC: std::sto* are defined without a namespace and collide
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with the ones in utility.h
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=== Features
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* Add mud underground
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* Make an "environment metafile" to store at least time of day
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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- Or maybe move content_features to material.{h,cpp}?
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@ -1794,7 +1792,7 @@ int main(int argc, char *argv[])
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//driver->setMinHardwareBufferVertexCount(50);
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scene::ISceneManager* smgr = device->getSceneManager();
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guienv = device->getGUIEnvironment();
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gui::IGUISkin* skin = guienv->getSkin();
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gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
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@ -2104,7 +2102,7 @@ int main(int argc, char *argv[])
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if(camera == NULL)
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return 1;
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//video::SColor skycolor = video::SColor(255,90,140,200);
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//video::SColor skycolor = video::SColor(255,166,202,244);
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video::SColor skycolor = video::SColor(255,120,185,244);
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@ -2113,6 +2111,23 @@ int main(int argc, char *argv[])
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// Just so big a value that everything rendered is visible
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camera->setFarValue(100000*BS);
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/*
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Lighting test code. Doesn't quite work this way.
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The CPU-computed lighting is good.
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*/
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/*
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smgr->addLightSceneNode(NULL,
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v3f(0, BS*1000000, 0),
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video::SColorf(0.3,0.3,0.3),
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BS*10000000);
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smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
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scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
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v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
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*/
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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