| Commit message (Collapse) | Author | Age |
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'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
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* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
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All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
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* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
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NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
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Add (experimental) support for topbottom as well as sidebyside 3d mode
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- Don't select blocks for drawing in every frame
- Sort meshbuffers by material before drawing
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GPLv2/later, by agreement of major contributors
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