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* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Use std::vector instead of std::list in StaticObjectList and ↵Loic Blot2015-03-04
| | | | MutexedMap::getValues()
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵Craig Robbins2015-02-11
| | | | | | "enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel2014-10-29
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* Add support for Android 2.3+sapier2014-06-29
| | | | | | | | | | | | | There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Make MutexQueue use jsemaphore for signalingsapier2014-01-10
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* Shaders rework.RealBadAngel2013-12-03
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* Fix Result of processed Request was written to invalid (non existent) ↵sapier2013-11-17
| | | | ResultQueue if requesting thread timed out before
* Fix multicaller support in RequestQueuesapier2013-11-17
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* Bump protocol versionPilzAdam2013-07-20
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* Make range of tools configureablePilzAdam2013-07-20
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* Change ContentFeatures array to a vectorKahrl2013-07-14
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* Fix many formspec menu bugssapier2013-07-07
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* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
| | | | | | | | | | | | | TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Really fix itemdef memory leaksapier2013-05-09
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* Fix itemdef drop on NULL texturekwolekr2013-04-28
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* fix extruded items texture leaksapier2013-04-09
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* fix memory leak in itemdefsapier2013-04-07
| | | | cleanup useless code
* Add different place sound for nodesPilzAdam2013-03-29
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* New damage system, add damageGroups to ToolCapabilities, bump protocol versionPilzAdam2013-03-29
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Fix nodeplacement predictionPilzAdam2013-02-27
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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 placement prediction for nodes that use on_rightclickJeija2013-02-19
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* Handle day-night transition in shader and make light sources brighter when ↵Perttu Ahola2012-12-02
| | | | shaders are used
* On-demand item meshes and texturesPerttu Ahola2012-12-02
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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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* Node placement client-side predictionPerttu Ahola2012-06-10
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Attempt to fix some minor memory leaksPerttu Ahola2012-03-20
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* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Clean up log messages everywherePerttu Ahola2012-03-11
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* Digging time groups WIPPerttu Ahola2012-03-10
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* itemdef: handle the !render-to-target caseJonathan Neuschäfer2012-02-24
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
http://c55.me/minetest/wiki/doku.php?id=changes:itemdef