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path: root/src/mapblock_mesh.cpp
Commit message (Expand)AuthorAge
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
* Move TileAnimation code to seperate filesfan52017-01-02
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
* Mapblock mesh: Fix updateFastFaceRow tiling issueobneq2016-08-18
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-26
* Dont make fastface if tile is not seamlessRealBadAngel2016-02-21
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-16
* Use vertices with tangents only when its needed.RealBadAngel2016-02-15
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-07
* Change i++ to ++iDavid Jones2015-08-25
* Fixed minimap memory leakBřetislav Štec2015-07-27
* Fix relief mapping issuesRealBadAngel2015-07-16
* Clean-up Minimap codekwolekr2015-07-08
* Add minimap featureRealBadAngel2015-06-27
* Automated whitespace error fix for last commitest312015-06-14
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-31
* Optimise MapBlockMesh related functionsgregorycu2015-02-23
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-11
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...Craig Robbins2015-02-11
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-11
* Fix potential out-of-bounds array indexCraig Robbins2015-01-16
* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ...TriBlade92015-01-14
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-10
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-21
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-10
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-22
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
* Optimise getTileInfo()Craig Robbins2014-11-21
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Various uninitialised variable fixesCraig Robbins2014-10-19
* Add meshnode drawtype.RealBadAngel2014-10-18
* Node highlighting.RealBadAngel2014-09-17
* Pass light sources in blue channel of vertex color instead of decoded light f...RealBadAngel2014-08-21
* Let lighting be done only CPU side. Remove finalColorBlend implementation fro...RealBadAngel2014-08-16
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
* Speedup mapblock_meshRealBadAngel2014-07-17
* Faces shading fixesRealBadAngel2014-07-07
* Fix non-smooth non-shader node shading (Fixes #1436, regression by commit a0f...Perttu Ahola2014-07-06
* Fix regression in light calculationsapier2014-06-30
* Minor fix in check ordersapier2014-06-23
* Speedup getTileInfo by up to 30%sapier2014-06-23
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
* Unite nodes shaders.RealBadAngel2014-06-15
* Fixed wrong node texture rotation for facedirs 5 and 7MetaDucky2014-04-23
* Pass pointer to nodedef directly to avoid recalculation in quite often called...sapier2014-04-06
* Normal maps generation on the fly.RealBadAngel2014-03-21