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Add sound volume when unfocused setting #14083

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merged 10 commits into from Dec 10, 2023

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srifqi
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@srifqi srifqi commented Dec 7, 2023

Goal of the PR
This PR adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

How does the PR work?
This PR checks whether the game window is focused. If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Does it resolve any reported issue?
This PR tries to fix #14026.

Does this relate to a goal in the roadmap?
Yes, this PR tries to fix a UI/UX issue.

To do

This PR is Ready for Review.

How to test

  1. Play inside a world with music.
  2. Wait/trigger the music inside the world.
  3. Note the sound volume.
  4. Focus to another window. Make Minetest window unfocused.
  5. Notice that the sound volume is lower (depends on the set value).

Additional comments

This PR changes the volume instantly. Is it fine or should a smooth transition be added for the volume change?

I am not sure whether this new setting should be in the in-game volume change dialog.

I also found that the main menu music (the game theme music) does not respect sound_volume setting.

@Desour
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Desour commented Dec 7, 2023

I suggest to make sound_volume_unfocused a multiplier. Otherwise you could get into situations where you lower the volume in-game and unexpectedly get a higher volume once you unfocus the window.

I also found that the main menu music (the game theme music) does not respect sound_volume setting.

Good to know. The main menu sound is handled in GUIEngine, FYI, in case you want to fix this yourself while you're at it. :)

Edit: And you have to edit defaultsettings (or else it segfaults).

src/client/game.cpp Outdated Show resolved Hide resolved
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srifqi commented Dec 8, 2023

I suggest to make sound_volume_unfocused a multiplier. Otherwise you could get into situations where you lower the volume in-game and unexpectedly get a higher volume once you unfocus the window.

I was going to do that, but I changed my mind at the last minute. Now that you mentioned it, I checked the code of my reference game and I found that it is indeed a multiplier.

private Func<double, double, double> getAggregateFunction(AdjustableProperty type)
{
    switch (type)
    {
        default:
            return (a, b) => a * b; // <- This is for Volume and other values.

        case AdjustableProperty.Balance:
            return (a, b) => a + b;
    }
}

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srifqi commented Dec 8, 2023

The main menu sound is handled in GUIEngine

Done. :)


I might reorder/squash some commits later.

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Tested, works. Thanks! c:

Besides isWindowActive(), there's also isWindowFocused(). In SDL and X11 backends, active means focused and not minimized. I wasn't able to find out what it means in win32.
Sometimes we're using one function sometimes the other. I don't know how to get a minimized window with input focus, so both seem fine to me.

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This code is now duplicated between game.cpp and guiEngine.cpp:

minetest/src/client/game.cpp

Lines 3212 to 3230 in 9ebac40

bool mute_sound = g_settings->getBool("mute_sound");
if (mute_sound) {
sound_manager->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
if (!device->isWindowActive()) {
new_volume *= g_settings->getFloat("sound_volume_unfocused");
new_volume = rangelim(new_volume, 0.0f, 1.0f);
}
sound_manager->setListenerGain(new_volume);
}

bool mute_sound = g_settings->getBool("mute_sound");
if (mute_sound) {
m_sound_manager->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
if (!device->isWindowActive()) {
new_volume *= g_settings->getFloat("sound_volume_unfocused");
new_volume = rangelim(new_volume, 0.0f, 1.0f);
}
m_sound_manager->setListenerGain(new_volume);
}

Could this code please be moved to a common function?

@grorp grorp added the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Dec 8, 2023
This function controls sound volume based on window state.
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srifqi commented Dec 8, 2023

I wasn't able to find out what it means in win32.

Differences:

  1. CIrrDeviceWin32::isWindowActive() calls GetActiveWindow() (active window attached to the calling thread's message queue).
  2. CIrrDeviceWin32::isWindowFocused() calls GetFocus() (keyboard focus).

While the documentation says,

Use the GetForegroundWindow function to retrieve the handle to the window with which the user is currently working.

Irrlicht sets the Minetest window as active and foreground simultaneously (code):

// set this as active window
if (!ExternalWindow)
{
	SetActiveWindow(HWnd);
	SetForegroundWindow(HWnd);
}

Hence I chose to use isWindowActive(). CMIIW.

@srifqi
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srifqi commented Dec 8, 2023

This code is now duplicated between game.cpp and guiEngine.cpp:

I created a helper function sound_control_by_window() inside src/client/sound.h.

Regarding the ISoundManager * parameter, since std::unique_ptr would not allow passing itself to another function and the pointed data never becomes owned by the helper function (the helper function only modifies the pointed data), the raw pointer is passed instead.

@srifqi srifqi removed the Action / change needed Code still needs changes (PR) / more information requested (Issues) label Dec 8, 2023
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This PR seems like a good solution to #14026.

I created a helper function sound_control_by_window() inside src/client/sound.h.

Now I'm getting lots of these warnings:

In file included from /mt/src/client/sound/sound_openal.h:22,
                 from /mt/src/client/sound/sound_openal.cpp:24:
/mt/src/client/sound.h:190:13: warning: 'void sound_control_by_window(Settings*, ISoundManager*, irr::IrrlichtDevice*)' defined but not used [-Wunused-function]
  190 | static void sound_control_by_window(Settings *settings, ISoundManager *sound_mgr, irr::IrrlichtDevice *device) {
      |             ^~~~~~~~~~~~~~~~~~~~~~~
[ 38%] Building CXX object src/CMakeFiles/minetest.dir/gui/guiEngine.cpp.o
In file included from /mt/src/client/sound.cpp:20:
/mt/src/client/sound.h:190:13: warning: 'void sound_control_by_window(Settings*, ISoundManager*, irr::IrrlichtDevice*)' defined but not used [-Wunused-function]
  190 | static void sound_control_by_window(Settings *settings, ISoundManager *sound_mgr, irr::IrrlichtDevice *device) {
      |             ^~~~~~~~~~~~~~~~~~~~~~~
[ 38%] Building CXX object src/CMakeFiles/minetest.dir/gui/guiFormSpecMenu.cpp.o
In file included from /mt/src/client/sound/sound_manager_messages.h:22,
                 from /mt/src/client/sound/sound_manager.h:29,
                 from /mt/src/client/sound/proxy_sound_manager.h:22,
                 from /mt/src/client/sound/proxy_sound_manager.cpp:20:
/mt/src/client/sound/../sound.h:190:13: warning: 'void sound_control_by_window(Settings*, ISoundManager*, irr::IrrlichtDevice*)' defined but not used [-Wunused-function]
  190 | static void sound_control_by_window(Settings *settings, ISoundManager *sound_mgr, irr::IrrlichtDevice *device) {
      |             ^~~~~~~~~~~~~~~~~~~~~~~
[ 38%] Building CXX object src/CMakeFiles/minetest.dir/network/clientpackethandler.cpp.o
In file included from /mt/src/client/sound/sound_manager_messages.h:22,
                 from /mt/src/client/sound/sound_manager.h:29,
                 from /mt/src/client/sound/sound_manager.cpp:25:
/mt/src/client/sound/../sound.h:190:13: warning: 'void sound_control_by_window(Settings*, ISoundManager*, irr::IrrlichtDevice*)' defined but not used [-Wunused-function]
  190 | static void sound_control_by_window(Settings *settings, ISoundManager *sound_mgr, irr::IrrlichtDevice *device) {
      |             ^~~~~~~~~~~~~~~~~~~~~~~

etc.

A solution would be to make sound_control_by_window non-static and move its implementation to sound.cpp.

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Desour commented Dec 8, 2023

Now I'm getting lots of these warnings:

AFAIK, one should mark inline functions in headers with inline, and inline functions in cpp files static (or use an unnamed namespace). static produces one function for each translation unit, while inline allows to surpass the ODR, by assuming that all definitions are the same, and makes the linker unify them.

Anyway, this function doesn't need to be inlined.
(Also, I wouldn't pass g_settings around.)

The function is not static.
The settings parameter is removed. Global g_settings is used instead.
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srifqi commented Dec 9, 2023

Now I'm getting lots of these warnings:

Thank you for noticing it. I must have missed that.


Also, I wouldn't pass g_settings around.

Oh, that is true. I forgot that g_settings is a global variable.

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LGTM

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srifqi commented Dec 9, 2023

I changed the helper function a little.

@SmallJoker SmallJoker merged commit 55fafb7 into minetest:master Dec 10, 2023
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srifqi commented Dec 11, 2023

Thank you for the merge.

@srifqi srifqi deleted the sound_volume_unfocused branch December 11, 2023 00:00
kawogi pushed a commit to kawogi/minetest that referenced this pull request Dec 19, 2023
This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
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Music should stop when changing window
4 participants