- Player passwords
- All textures first searched from texture_path
- Map directory ("map") has been renamed to "world" (just rename it to load an old world)
+- Mouse inversion (invert_mouse)
2011-04-24:
- Smooth lighting with simple ambient occlusion
#keymap_special1 = KEY_KEY_E
#keymap_print_debug_stacks = KEY_KEY_P
+#invert_mouse = false
+
# The desired FPS
#wanted_fps = 30
g_settings.setDefault("free_move", "false");
g_settings.setDefault("continuous_forward", "false");
g_settings.setDefault("fast_move", "false");
+ g_settings.setDefault("invert_mouse", "false");
// Server stuff
g_settings.setDefault("enable_experimental", "false");
core::list<float> frametime_log;
float damage_flash_timer = 0;
+
+ bool invert_mouse = g_settings.getBool("invert_mouse");
/*
Main loop
else{
s32 dx = input->getMousePos().X - displaycenter.X;
s32 dy = input->getMousePos().Y - displaycenter.Y;
+ if(invert_mouse)
+ dy = -dy;
//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
/*const float keyspeed = 500;