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94 commits

Author SHA1 Message Date
sfan5
f2b1cc3e61
Fix situation around aabbox3d default constructor (#15586)
Co-authored-by: JosiahWI <41302989+JosiahWI@users.noreply.github.com>
2024-12-29 14:36:30 +01:00
sfan5
c00129360e Remove unused pos_max_d 2024-11-12 10:52:46 +01:00
sfan5
9a44d835d6 Remove redundant CollisionInfo::plane 2024-11-12 10:52:46 +01:00
sfan5
f916f5de78 Add basic unit tests for collisionMoveSimple 2024-11-12 10:52:46 +01:00
SmallJoker
4bb9c8c61b
Revert "Fix collisions with long dtime, in particular with bouncing" (#15400)
This reverts commit cb6c8eb2f0.
2024-11-10 13:20:30 +01:00
sfence
d849d51c2d
Replace licensing text in headers (LGPLv2.1) (#15321) 2024-10-28 15:57:39 +01:00
Erich Schubert
cb6c8eb2f0
Fix collisions with long dtime, in particular with bouncing (#15029) 2024-10-26 17:39:45 +02:00
sfan5
37095f3e49 Change the preprocessor macro that differs server/client builds 2024-10-16 19:39:59 +02:00
SmallJoker
8109563a02
LocalPlayer: Restore 2u height sneak jump (#15015)
Fix 1: Do not consider LocalPlayer's CAO in the collision data.
Fix 2: work around the "aabbox3d::intersectsWithBox" edge-case.
2024-08-26 21:23:12 +02:00
sfence
df8a600b22
Fix glitch through ceiling with Sneak Glitch (#14332) 2024-05-21 17:52:54 +02:00
Lars Müller
5c187363b2
Fix some clang compiler warnings (#14654)
* Fix some clang compiler warnings

* Get rid of sdl_supports_primary_selection

* Fix draw2DImage hiding overloaded virtual function
2024-05-15 19:56:25 +02:00
grorp
af8cb63292
Add object's own position for each collision to moveresult (#14608) 2024-05-05 13:28:59 +02:00
sfan5
2e89529eef Optimize env access and structs in collisionMoveSimple 2024-05-03 16:28:29 +02:00
sfan5
92d03f3832 Trivially optimize iteration order in loops
Due to how node data is stored iterating X last provides better cache locality.
2024-05-03 16:28:29 +02:00
sfan5
c8e46749a4 Change some profiler values to microseconds 2024-04-23 19:03:35 +02:00
sfan5
bc4ab8b99e General code refactoring/improvements in server, treegen and connection 2024-03-20 16:37:32 +01:00
lhofhansl
a98200bb4c
Avoid movement jitter (#13093)
This allows the client and server to agree on the position of objects and attached players even when there is lag.
2023-12-10 19:12:37 +01:00
SmallJoker
ecd6d61697
Revisit F6 statistics formatting (#13126) 2023-01-16 20:16:23 +01:00
lhofhansl
55804c56e9
Report collisionMoveSimple for client and server. (#13105) 2023-01-07 16:31:31 -08:00
Jude Melton-Houghton
e832cee1e6
Avert collision static detection rounding error (#12822) 2022-09-30 06:31:24 -04:00
Lars Müller
1317cd12d7
Fix formula used for acceleration (#12353) 2022-09-20 10:55:51 +02:00
ShadowNinja
7993909fab Spacing fixes 2022-04-08 14:55:21 +01:00
pecksin
5d0b18a0d0
Use absolute value for bouncy in collision (#11969)
* use abs(bouncy) in collision
* test case for negative bouncy
* send abs(bouncy) to old clients
2022-02-16 17:06:00 -05:00
sfan5
0fc51db772 Add missing sao->isGone() checks
fixes #9883
2020-05-18 23:23:25 +02:00
TheTermos
6ef7ad09bb
Collision detection - #9343 follow-up (#9764)
* truncate speed to prevent inf result

* code styling

* change truncate() input parameters
2020-05-14 19:28:27 +02:00
sfan5
b6b80f55c8 Expose collided objects in moveresult
closes #9787
2020-05-06 14:03:52 +02:00
sfan5
5cbe8437a8
Swap out -ffast-math for a safe subset of optimization flags (#9682)
It caused more trouble than its worth.
fixes #3943, fixes #5330
2020-04-16 10:23:48 +02:00
Loïc Blot
e8ac5a31cf
Optimize get_objects_inside_radius calls (#9671)
* Optimize getObjectsInsideRadius calls

our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.

This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
2020-04-16 08:25:48 +02:00
Loic Blot
6d43736172 Move serveractiveobject & unitsao
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
2020-04-11 16:07:17 +02:00
TheTermos
3ad5388c6d
Collision various fixes (#9343) 2020-04-08 22:45:05 +02:00
SmallJoker
d5c4412536
Revert collision tweaks #9365 and #9327 (#9591)
This reverts commit df74d369a3.
This reverts commit 908e762479.

Restores the original collision detection bugs to release 5.2.0 prior the large collision detection fix.
2020-04-04 21:27:23 +02:00
TheTermos
df74d369a3
Collision detection tweak #2 (#9365) 2020-02-13 20:13:07 +01:00
TheTermos
908e762479 Collision temporary fix for issue #6886 2020-01-27 19:30:11 +01:00
SmallJoker
539f016c1b
Better F6 profiler (#8750)
Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
2019-08-13 19:56:55 +02:00
Jozef Behran
86d7f84b89 Merge pull request #8776 from osjc/FixGetNode
Finish getNode cleanup
2019-08-10 19:45:44 +02:00
SmallJoker
e40be619f2
Add disable_jump to liquids and ladders (#7688)
Remove second nodedef check by improving the colliding node detection
Also remove the 2nd check in old_move, correct standing node a bit
2019-06-10 13:00:35 +02:00
Quentin Bazin
5f1cd555cd Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
2018-11-28 20:01:49 +01:00
Ben Deutsch
93bccb3490 Client-side autojump. Remove Android-only stepheight autojump (#7228)
Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.

Includes setting and key change GUI element for enabling and
disabling this feature.
2018-11-22 21:47:15 +00:00
SmallJoker
ee63b94f2c Prevent objects from colliding with own child attachments (#7610)
Also, use a better distance calculation for 'collide with objects'.
Fixes the issue of a vehicle occasionally colliding with its own driver,
causing one of the velocity components to be set to zero.
2018-08-05 21:28:41 +01:00
Loïc Blot
a90d27e1e2
Optimize a little bit isBlockInSight, adjustDist & collisions (#7193)
* Use constexpr + unroll some calculations to cache definitively some calculations
* Unroll some calls in collision code & use a constref instead of a copy in one occurence
2018-04-04 00:43:08 +02:00
Loïc Blot
67a4cb7d8a Fix various clang-tidy reported performance-type-promotion-in-math-fn 2018-04-03 18:16:17 +02:00
paramat
6c9df2ffa7 CollisionMoveSimple: Collide with 'ignore' nodes 2018-02-26 17:21:45 +00:00
Dániel Juhász
3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00
Jens Rottmann
9d8cb510b3 Change BS constant from implicit double to float (#6286)
the BS constant
implicitly promotes all position calculations it is used in to double even
though positions (= v3f) are only meant to be floats.

There are many, many similar occurrences everywhere, but I'm not willing to
hunt down all; I only fixed the little part I'm already familiar with.
2017-08-20 19:37:55 +02:00
Loïc Blot
c738d1eeab clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)
* clientobject, clouds, collision, clientsimpleobject: code modernization

* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
2017-08-17 20:23:54 +02:00
Jens Rottmann
248a1a8d65 Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.

The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
2017-08-05 12:38:11 +02:00
Jens Rottmann
0c893ea123 Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:

Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.

Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.

Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
2017-08-05 12:38:11 +02:00
Loïc Blot
76be103a91 C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16 11:25:52 +02:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* 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
2017-01-09 20:39:22 +01:00
Loic Blot
98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00