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* Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)rubenwardy2022-01-31
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* Disable dynamic shadows for the 5.5.0 releaseSmallJoker2022-01-29
| | | | | | | | | 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.
* Fix consistency of sky sun/moon texture behavioursfan52022-01-22
| | | | Also cleans up related code somewhat.
* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* refacto: protect some RenderingEngine::get_scene_managerLoic Blot2021-05-03
| | | | | * protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky
* Don't reseed stars when changing star countWuzzy2021-04-09
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* Reserve vectors before pushing and other code quality changes (#11161)sfan52021-04-05
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* Restore Irrlicht 1.9 supportsfan52021-03-09
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* Cleanup shader generation code (#10663)Vitaliy2020-12-19
| | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
* Return star color calculation to what it previously wassfan52020-11-26
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* Fix stylenumzero2020-11-26
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* Provide fallback star color for GLES 2 with MT shaders disablednumzero2020-11-26
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* Sky: support GLES2numzero2020-11-26
| | | | IrrLicht built-in shader is broken, have to write my own
* Replace TriangleFan as poorly supportednumzero2020-11-26
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* Reuse seed when updating starsnumzero2020-11-26
| | | | | The only currently relevant parameter is scale which can now be changed without resetting stars position
* Store stars in a single static mesh buffernumzero2020-11-26
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* Value copy / allocation optimizations mostly in server, SAO and serialize codesfan52020-05-27
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* Color gradient for default and 'regular' type sky (#9502)TheTermos2020-05-09
| | | | | | | | | * add regular sky gradient * add regular sky gradient * Update sky.cpp * change default day sky colors
* Sky API: Rename *_tint to fog_*_tint for consistencySmallJoker2020-05-05
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* Fix star visilibity and documentation (since 946c03c6)Jordan Snelling2020-03-08
| | | | | | | Fix memory leak (unused allocation) Fix star rendering Rename sky color struct Fix stars on android Remove extraneous .data() from android star draw
* set_sky improvements, set_sun, set_moon and set_starsJordach2020-03-05
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* Increase star count to 1000 and decrease radius slightly (#9307)lhofhansl2020-01-16
| | | | | * Increase star count to 1000 and decrease radius slightly. * Adjust star width.
* Unify OpenGL ES supportsfan52019-08-04
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* Sky: Refactor of moon and sun drawing (#8683)Methacrylon2019-07-30
| | | Split sun and moon render parts from the main render function.
* Draw all horizons and sky base, in front of stars (#7932)Paramat2018-12-06
| | | | | Move star draw to before sun glow texture draw and before sun draw, not currently essential but the logical order. Will be necessary if a 'no far ground' option is added, to draw stars behind the sun.
* Draw stars behind the moon (#7928)Paramat2018-12-02
| | | This time correctly, by resetting the 'material' to '1' after moon draw.
* Slightly alter star appearence time and full brightness time (#7921)Paramat2018-12-02
| | | | | | | | | At sunset: Stars first appear slightly later, at the time the sun disappears over the horizon, this fixes seeing dark stars in front of the sun horizon glow texture. Stars reach full brightness slightly earlier at time 20000, not so excessively long after sunset. The above behaviour is also applied at sunrise, but of course, time-inverted.
* Fix sky bugs when using sun or moon textures (#7918)Paramat2018-12-01
| | | | Reverts the render order change of commit ce2d33eb97238e2e050d065a8f0838749a0b31d0
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
Update Android.mk Remove 'src/client' from include_directories