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path: root/src/content_mapblock.cpp
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* Add support for parameter 'visual_scale' for drawtypes 'signlike' and ↵Sokomine2013-10-14
| | | | 'torchlike' like used for drawtype 'plantlike'
* Diagonal liquid animationKahrl2013-08-17
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* Add liquid_range to nodedefPilzAdam2013-07-20
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Make raillike nodes connect to any other raillike nodes if both are in the ↵Jeija2013-05-22
| | | | group connect_to_raillike
* Add new drawtype GLASSLIKE_FRAMEDRealBadAngel2013-04-24
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* 6d facedirRealBadAngel2013-03-23
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* Fix new_style_waterPilzAdam2013-03-17
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* Liquid fine tuningproller2013-03-14
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Merge pull request #482 from proller/liquidkwolekr2013-02-25
|\ | | | | finite liquid
| * new adjustable finite liquidproller2013-02-24
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* | Update Copyright YearsSfan52013-02-24
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* | Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Disable backface culling for drawtype plantlike and only draw 2 faces ↵Jürgen Doser2013-02-10
| | | | | | | | | instead of 4 This way, plants actually show the real backface on their back side, i.e., the front face mirrored around the vertical axis, instead of showing the front face on both sides. This looked weird when the texture was not symmetrical around the vertical axis.
* Handle day-night transition in shader and make light sources brighter when ↵Perttu Ahola2012-12-02
| | | | shaders are used
* Remove unnecessary util/serialize.h from content_mapblock.cppPerttu Ahola2012-11-26
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* Fix flowing liquid animation direction calculationPerttu Ahola2012-11-02
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* Rotate facedir-rotated top and bottom textures too, and re-implement nodebox ↵Perttu Ahola2012-07-21
| | | | side rotation
* Facedir rotation of nodebox texturesPerttu Ahola2012-07-21
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Node texture animationPerttu Ahola2012-06-16
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* Fix NDT_RAILLIKE tweakingsPerttu Ahola2012-06-05
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* Shadily clean up NDT_RAILLIKE to surely differ from the few leftover ↵darkrose2012-06-05
| | | | non-LGPLv2 parts from the standpoint of copyright law.
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Make lava brighter by showing light sources at their full emitted light levelPerttu Ahola2012-04-08
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* Improve the look of fencesPerttu Ahola2012-03-29
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* "or" -> "||" in content_mapblock.cppPerttu Ahola2012-03-18
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* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Improve raillike drawtypeJeija2012-03-10
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* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
| | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Fix mirrored sign texturePerttu Ahola2011-12-28
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* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
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* Improve glassPerttu Ahola2011-11-29
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* Fix NDT_PLANTLIKE scaling to always keep the bottom at ground levelPerttu Ahola2011-11-29
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* Completely generalized mesh generation; ContentFeatures serializationPerttu Ahola2011-11-29
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* Clean morePerttu Ahola2011-11-29
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* Prepare more for node definition serializationPerttu Ahola2011-11-29
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* Better node texture generationPerttu Ahola2011-11-29
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* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
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* Fix water-glass and water-lava surfacesPerttu Ahola2011-11-08
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* Fix flowing liquid spacing; water and lava next to each other will glitch a ↵Perttu Ahola2011-11-03
| | | | bit but it isn't as bad as this was
* set backface culling off again for torches, ladders, rails and signsPerttu Ahola2011-10-18
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* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
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* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
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* Adding (most) of the sapling functionality. It has yet to work, since ↵Mark Holmquist2011-09-23
| | | | MEET_OTHER was not implemented at the time of this commit. Hopefully it will work when merged with celeron's latest.