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path: root/src/client/tile.h
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* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112018-06-03
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* Reorder TileLayer. (#5638)Auke Kok2017-04-29
| | | | | | | | | | | | | | Despite the split of TileSpec into TileDef and TileLayer, the TileLayer struct is still 66 bytes large, and doesn't fit in a single cacheline. I'm moving the color member to cacheline 2, in the hope that it is less used and the compiler loads all the hot members in a single cacheline instead. Only color sits now in cacheline 2, all the other members are in cacheline 1. Note: is_color is probably rarely set, most nodes will likely not use hardware coloring, but this may change in the future. Ideally, this class is shrunk to 64 bytes.
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Reorder TileSpec. (#5591)Auke Kok2017-04-18
| | | | Put accessed members that are needed by updateFastFaceRow() all in the same cacheline.
* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Move TileAnimation code to seperate filesfan52017-01-02
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* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* tileable flags are needed also without shaders because of filtersRealBadAngel2015-08-20
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* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
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* Fix tiling issues for PLANTLIKE and FIRELIKE with FSAARealBadAngel2015-08-05
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Add minimap featureRealBadAngel2015-06-27
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* Clean scaling pre-filter for formspec/HUD.Aaron Suen2015-04-01
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* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
tile.hpp to src/client/