- Simulate rock falling from cliffs when water has removed\r
enough solid rock from the bottom\r
\r
+SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
+ stuff as simple flags/values\r
+ - Light?\r
+ - A building?\r
+ And at some point make the server send this data to the client too,\r
+ instead of referring to the noise functions\r
+ - Ground height\r
+ - Surface ground type\r
+ - Trees?\r
+\r
Gaming ideas:\r
-------------\r
\r
sectors that have very large amounts of blocks (on client)\r
- Is this necessary at all?\r
\r
-TODO: Flowing water animation\r
-\r
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
animating them is easier.\r
\r
SUGG: Option for enabling proper alpha channel for textures\r
+\r
+TODO: Flowing water animation\r
+\r
TODO: A setting for enabling bilinear filtering for textures\r
\r
TODO: Better control of draw_control.wanted_max_blocks\r
TODO: Move mineral to param2, increment map serialization version, add\r
conversion\r
\r
-TODO: Add a per-sector database to store surface stuff as simple flags/values\r
- - Light?\r
- - A building?\r
- And at some point make the server send this data to the client too,\r
- instead of referring to the noise functions\r
- - Ground height\r
- - Surface ground type\r
- - Trees?\r
-\r
TODO: Restart irrlicht completely when coming back to main menu from game.\r
- This gets rid of everything that is stored in irrlicht's caches.\r
\r
#include "keycode.h"\r
#include "tile.h"\r
\r
+#include "gettext.h"\r
+\r
// This makes textures\r
ITextureSource *g_texturesource = NULL;\r
\r
std::locale::global(std::locale("C"));\r
// This enables printing all characters in bitmap font\r
setlocale(LC_CTYPE, "en_US");\r
-\r
/*\r
Parse command line\r
*/\r
\r
// Create user data directory\r
fs::CreateDir(porting::path_userdata);\r
+\r
+ setlocale(LC_ALL, "");\r
+ bindtextdomain("minetest-c55", (porting::path_userdata+"/locale").c_str());\r
+ textdomain("minetest-c55");\r
\r
// Initialize debug streams\r
#ifdef RUN_IN_PLACE\r
\r
// Set device in game parameters\r
device = device;\r
+
+ // Set the window caption
+ device->setWindowCaption(L"Minetest [Main Menu]");
\r
// Create time getter\r
g_timegetter = new IrrlichtTimeGetter(device);\r