| Commit message (Collapse) | Author | Age |
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* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -> applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders
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The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.
Reverting this commit is highly recommended to proceed in development.
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Reset override material properties before applying the color filter.
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Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering.
Does not fully fix anaglyph 3d mode.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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It's often useful to know where the map block boundaries are for doing server admin work and the like.
Adds three modes: single mapblock, range of 5, and disabled.
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Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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Adds new object crosshair base pack texture
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The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes #8939.
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This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
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Update Android.mk
Remove 'src/client' from include_directories
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* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
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* Clean draw_*() arguments
* Split rendering core
* Add anaglyph 3D
* Interlaced 3D
* Drop obsolete methods
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