| Commit message (Collapse) | Author | Age |
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- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
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rewritten
See: https://github.com/minetest/minetest/issues/1790
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a) Fix double tap for jump and show_debug
b) Revert changes to limitFps()... there is no verification that the new method was an issue, but going back to old method just in case
b.2) limitFps() no longer calls device->run() and also no longer has to be called immediately after a call to device->run()
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blobs
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Also shortens some related code and adds more parameters to string.split.
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Fix time of day persistence
Fix wield item being updated every frame causing small performance hit
Rename some classes and variables
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Updated: Incorporated feedback from 'kahrl'
Updated: Moved MinetestApp::boolToCStr() from game.cpp into string.h renaming it bool_to_cstr()
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See:
https://github.com/minetest/minetest/issues/1526
https://github.com/minetest/minetest/issues/793
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The following is a record of 31 commits before squashing:
Revert "Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism"
This reverts commit b49e5cfc7013cef7e9af79d17e04f7e7e4c377d4.
Basic reformatting with astyle
-- additional formatting will be modified, manually, as the need for it is encountered
Start "outlining" what a MinetestApp class might look like
Add MinetestApp::shutdown()
Converted class member functions to camelCase and created protos for new functions
First stage of connect to server done
Add get itemdefs/nodedefs/media code
Init clouds, camera, sky, init GUI, HUD
Input handling
Client events, camera, sound, draw
Fix wield hand getting stuck digging and add debug text back
Fix FPS
Added profiler graph back
Fix FPS issue
Need to work out what went wrong and clean up the copy/paste stuff
Annotate
Various:
Rewrote limitFps()
Limited scope of some variables
Jitter calcs
Reduce scope of objects
Move some stuff out of ::run and minor formatting cleanup
Scope reduction
Function splits
Removed old (broken) limitFps()
Added exception handling back
Fixed some formatting
Reverted commented out unit tests (uncommented them)
Slow clouds down on loading and media screens so the behaviour is like the original the_game()
Formatting/style (no functional changes)
Manually reapply upstream b49e5cf: Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism
Fixed silly errors on my part
Minor formatting cleanups
Removed strange differentiation in FPS limiting when loading
FPS limiting was done differently if cloud_menu_background was true, which does not make sense
Cleaning up
Add some comments
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Split up ModApiMapgen::l_register_decoration()
Define and make use of CONTAINS() and ARRLEN() macros
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(possible timeout)
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Set content to fallback on AddNode failure
Consider node list requests with no results as failed
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Since minetest has no mobs within the core anymore, I suppose these
settings and code should go. Any mod that uses `minetest.setting_getbool`
will work with no problem since the default return value is `false`.
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Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
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sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
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pause menu
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