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path: root/src/nodedef.cpp
Commit message (Collapse)AuthorAge
* Fix misc. style issueskwolekr2014-10-03
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* Clean up nodedef.cppkwolekr2014-10-03
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* Add optional framed glasslike drawtypeBlockMen2014-10-02
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* Add firelike drawtypeTriBlade92014-09-21
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Allow use all 6 faces for special tiles.RealBadAngel2014-08-25
| | | | Protocol version bump.
* Speedup mapblock_meshRealBadAngel2014-07-17
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* Fix errors/warnings reported by valgrindsfan52014-07-06
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* Unite nodes shaders.RealBadAngel2014-06-15
| | | | | | | 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.
* Shaders rework.RealBadAngel2013-12-03
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* Cavegen: Respect is_ground_content MapNode setting; fix some code formatting ↵kwolekr2013-11-29
| | | | issues
* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
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* Leveled nodebox backward compatibilityproller2013-08-02
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* Weather supportproller2013-07-27
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* Bump protocol versionPilzAdam2013-07-20
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* Add liquid_range to nodedefPilzAdam2013-07-20
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* Change ContentFeatures array to a vectorKahrl2013-07-14
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* Leveled nodeboxproller2013-07-13
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Add drowningPilzAdam2013-06-19
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* Add new drawtype GLASSLIKE_FRAMEDRealBadAngel2013-04-24
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* Add option to use texture alpha channelkwolekr2013-04-23
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* unkn own block -> unkn own nodekhonkhortisan2013-04-05
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* Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixeskwolekr2013-03-30
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* Optimize CNodeDefManager::getIdskwolekr2013-03-30
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* Move rightclickable to the proper placePilzAdam2013-03-23
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* Include backface_culling flag in serialization format for TileDefsJürgen Doser2013-03-23
| | | | | | | | | | This way flowing liquids actually show the backface when specified to do so. Without this, TileDefs where by default initialized with backface_culling = true and never set otherwise. For backwards compatibility, an old client connected to a new server, or a new client connected to an old server will behave like before i.e., backface_culling is always true.
* 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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* Disable backface culling for drawtype plantlike and only draw 2 faces ↵Jürgen Doser2013-02-10
| | | | | | | | | instead of 4 This way, plants actually show the real backface on their back side, i.e., the front face mirrored around the vertical axis, instead of showing the front face on both sides. This looked weird when the texture was not symmetrical around the vertical axis.
* The new mapgen, noise functions, et al.kwolekr2013-01-21
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* Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola2012-12-02
| | | | like water
* Support serialization of protocol 13 ContentFeaturesPerttu Ahola2012-11-29
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* Proper versioning of new network-serialized stuffPerttu Ahola2012-11-26
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* Update ContentFeatures serialization format now as PROTOCOL_VERSION was changedPerttu Ahola2012-11-25
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* Fix more things I forgot for attached players. Such players will now ↵MirceaKitsune2012-11-25
| | | | | | properly see themselves moving when attached, and the server will read their position accordingly Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Fix unnecessary network protocol incompatibility in ContentFeaturesPerttu Ahola2012-11-08
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* Add liquid_renewable property.Ilya Zhuravlev2012-09-07
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* Fix black display inside opaque waterMatthew I2012-08-31
| | | | | | | | | | | | Opaque water's solidness was being set to 2, like a normal node. When you swim, it is treated like a solid block, and the display goes black. Setting it to 1 like transparent water allows you to see. It looks somewhat awkward when you swim, look up, and see an opaque wall of water (the surface), but there isn't much that can be done about it. If you made the water transparent so it looked good, it would defeat the purpose :) .
* Fix map deserialization and remove old serialization codePerttu Ahola2012-07-23
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* Increment protocol versionPerttu Ahola2012-06-17
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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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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* Add after_destruct and cache the existence of on_construct, on_destruct and ↵Perttu Ahola2012-06-05
| | | | after_destruct for quick skipping when a node does not have them
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* WIP node metadata, node timersKahrl2012-06-03
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