| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
| |
Note: Smooth lighting disables the mesh cache.
|
|
|
|
|
|
| |
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
| |
Also remove some unused parameters/functions
|
|
|
|
| |
Increase maximum length of tiled node rows from 2 to mapblock size.
|
| |
|
|
|
|
|
| |
Fixes #3378
Closes #3751
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
- 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
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
Directely or indirectly optimises the following functions:
* MapBlockMesh::MapBlockMesh
* MapBlockMesh::getTileInfo
* MapBlockMesh::makeFastFace
* MapBlockMesh::getSmoothLightCombined
|
|
|
|
|
|
|
| |
setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
|
|
|
|
|
|
| |
"enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
|
|
|
|
|
|
|
| |
setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
|
| |
|
|
|
|
| |
hardcoded values).
|
| |
|
|
|
|
| |
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
|
|
|
|
|
|
|
| |
Leads to the following increases:
getSmoothLight() approx. 40% increase
getTileInfo() approx. 25% increase
MapBlockMesh::MapBlockMesh() 25-30%
|
| |
|
|
|
|
| |
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
|
|
|
|
|
| |
CNodeDefManager::get()
VoxelManipulator::addArea()
|
|
|
|
|
| |
getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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.
|
|
|
|
|
|
| |
sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
|
| |
|
| |
|
|
|
|
|
|
| |
for all special drawtypes.
Plus some style fixes and optimizations.
|
|
|
|
| |
from shaders.
|
|
|
|
|
| |
Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
|
| |
|
| |
|
|
|
|
| |
a0f78659f31abd)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|