| Commit message (Collapse) | Author | Age |
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
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Also remove some unused parameters/functions
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Increase maximum length of tiled node rows from 2 to mapblock size.
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Fixes #3378
Closes #3751
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- Fixed race conditions
- Fixed null dereference
- Fixed out-of-bounds array access
- MinimapMapblock is now allocated and added to update queue only when enabled
- Removed dependency on LocalPlayer
- Fixed code style
- Simplified expressions and program logic
- Cleaned minimap object interfaces
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Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
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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.
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Directely or indirectly optimises the following functions:
* MapBlockMesh::MapBlockMesh
* MapBlockMesh::getTileInfo
* MapBlockMesh::makeFastFace
* MapBlockMesh::getSmoothLightCombined
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setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
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"enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
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setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
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hardcoded values).
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Leads to the following increases:
getSmoothLight() approx. 40% increase
getTileInfo() approx. 25% increase
MapBlockMesh::MapBlockMesh() 25-30%
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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CNodeDefManager::get()
VoxelManipulator::addArea()
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getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
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- 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.
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sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
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for all special drawtypes.
Plus some style fixes and optimizations.
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from shaders.
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Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
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a0f78659f31abd)
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Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
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called function
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