| Commit message (Collapse) | Author | Age |
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Do a check for valid num_files before doing
assert(!m_mesh_update_thread.IsRunning());
In particular, don't execute the assertion if all media has already
been received.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Also write something about rebuilding shaders to infostream in
Client::afterContentReceived()
|
| |
|
|
|
|
| |
Fixes a denial of service vulnerability, issue #784
|
| |
|
| |
|
|
|
|
| |
worlds not saving index
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
TextureSource has a list of textures to delete (m_texture_trash) so this
provides a proper, non-hacky way to delete RTT textures. Also, the prior,
hacky way of deleting them seems to be broken (see pull request #803).
To avoid header file clutter by repeating the same long list of
arguments over and over again, store the arguments of
generateTextureFromMesh in a struct called TextureFromMeshParams.
Also fix issue #782 (Only use bilinear (and others) on item textures
when settings allow it).
|
| |
|
| |
|
|
|
|
| |
mixing of lava and water in caves
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
light and liquid updates
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
back to map
|
| |
|
| |
|
| |
|
|
|
|
| |
lighting bug
|