| Commit message (Collapse) | Author | Age |
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
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* Migrate cpp headers to pragma once
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* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
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* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
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* Optimize updateFastFaceRow processing by removing some TileSpec copy
It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%
* makeFastFace should use a const ref too
this trigger a const pointer need in the underlying function
Also fix some code style and prevent calculating 4 times the same position at a point
* Reduce a comparison cost for lights in updateFastFaceRow
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
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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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tile.hpp to src/client/
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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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- 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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called function
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shaders are used
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GPLv2/later, by agreement of major contributors
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light, removed footprints
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http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
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node/tool/item/whatever types
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content_mapblock.{h,cpp}
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