| Commit message (Collapse) | Author | Age |
|
|
|
|
|
| |
This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755
and meant to fix prevent the view becoming black when jumping into a
ceiling, this no longer happens today.
|
|
|
|
| |
bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Quantize light frustum calculations
Reduces shadow flicker
* Fix function name to match conventions
|
| |
|
|
|
|
|
| |
If the server stops talking to us without saying bye we
should actually end the in-game session with an error message.
|
|
|
|
|
|
|
|
|
| |
* Rewrite shadow filtering for the new distortion
* Calculate penumbra radius using a single sample
* Avoid peter-panning effect due to filtering of short shadows
* Add adaptive filter quality for soft shadows
* Avoid sharp shadows on surfaces without normals (e.g. plants)
* Increase default and maximum soft shadow radius
* Make line numbers in shader errors match the code
|
|
|
| |
Use MeshNode materials to set the light since ReadOnlyMaterials is now false
|
|
|
|
|
| |
* Assign node light to player before final color blend.
Fixes day/night lightbank ratio for wield meshes
* Update wield mesh light when changing mesh
|
| |
|
|
|
|
| |
#12245
|
|
|
| |
Fixes outdated selection boxes after entity property changes.
|
| |
|
|
|
|
| |
Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type
|
|
|
|
|
|
| |
* Skip rendering faces adjacent to opaque nodes
* Cancel out opposite faces of adjacent nodebox nodes of the same type
Fixes #6409
|
|
|
|
| |
Calls to the cache function ended up creating a new texture regardless whether
the texture is already cached.
|
|
|
|
|
| |
The logging streams now do almost no work when there is no output target for them.
For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing.
|
|
|
|
| |
was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b
|
|
|
| |
Fixes #12245
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This commit introduces mt_localtime() in src/gettime.h, a wrapper
around the OS-specific thread-safe versions of localtime()
(resp. localtime_s on Windows and localtime_r in other systems).
Per the Open Group recommendation,
«portable applications should call tzset() explicitly before using
ctime_r() or localtime_r() because setting timezone information is
optional for those functions», so we also do a one-shot
call of tzset() (_tzset() on Windows to avoid warning C4996).
The function is used to replace the localtime() calls in
getTimestamp() and makeScreenshot().
(The only reminaing call to localtime() in the tree now is the one in
the local copy of the Lua source code.)
|
|
|
| |
Keep code and use version check instead, for backwards compatibility
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
As reported in #12197, b0b9732359d43325c8bd820abeb8417353365a0c
introduces a regression in worldalign textures.
The specific change that seems to be responsible for this issue is the
change in order between the computation of the cuboid texture
coordinates and the box edge correction.
Fix #12197 by moving the box edge correction back to before the cuboid
texture coordinates, as it used to be.
|
| |
|
|
|
|
|
|
|
| |
Stop scaling images to POT immediately when loaded. The 'combine'
modifier hardcodes X and Y coordinates, and so behaves incorrectly
if applied to a scaled image. Images emitted by generateImage()
are already scaled to POT before being used as a texture, so
nothing should break.
|
| |
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Fixes violation of Liskov substitution principle
Fixes #12144
|
|
|
|
| |
Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
|
| |
|
| |
|
|
|
|
|
| |
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
|
|
|
| |
* Also Disable shadows when sun/moon is hidden. Fixes #11972.
|
| |
|
|
|
| |
Initialize the values properly
|
| |
|
|
|
|
|
|
| |
Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
|
|
|
|
|
| |
Avoid using read only materials in mesh scene node, as
it confuses shadow renderer.
|
| |
|
| |
|
|
|
|
|
| |
Detect non-zero normals which point in the opposite direction from the
face plane normal.
|
|
|
|
|
| |
Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
|
|
|
|
| |
For example, dropped nodes and items.
|