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path: root/src/nodedef.cpp
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* Rework use_texture_alpha to provide three opaque/clip/blend modessfan52021-01-29
| | | | | The change that turns nodeboxes and meshes opaque when possible is kept, as is the compatibility code that warns modders to adjust their nodedefs.
* Drop never documented 'alpha' property from nodedefsfan52021-01-29
| | | | | Includes minimal support code for practical reasons. We'll need it for a slightly different purpose next commit.
* Allow "liquid" and "flowingliquid" drawtypes even if liquidtype=none (#10737)Wuzzy2021-01-21
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* Fix some minor code issues all over the placesfan52020-12-24
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* Cleanup shader generation code (#10663)Vitaliy2020-12-19
| | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
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* (se)SerializeString: Include max length in the nameSmallJoker2020-10-01
| | | | | | | This commit clarifies the maximal length of the serialized strings. It will avoid accidental use of serializeString() when a larger string can be expected. Removes unused Wide String serialization functions
* Render nodeboxes with opaque material if possible (#10122)sfan52020-08-12
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* Implement override.txt support for special tiles (#10140)Hugues Ross2020-08-04
| | | | | Add override targets for all special_tiles entries in node definitions, allowing texture packs to replace these textures. This makes overrides work properly with a variety of drawtypes. The targets are named special1 through special6, covering the the current length of the special_tiles array.
* Remove std::shared_ptr use in TileLayer (#10090)sfan52020-07-10
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* Fix autoscale_mode segfault if tile doesn't have texturesfan52020-06-01
| | | | closes #9965
* Cache liquid alternative IDs (#8053)Vitaliy2020-05-20
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* Rework functionality of leveled nodes (#9852)Wuzzy2020-05-19
| | | | Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
* Allow ObjDefManager instances to be clonedsfan52020-05-05
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* Refactor texture overrides and add new features (#9600)Hugues Ross2020-04-14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Refactor texture overrides, and add new features: - Texture overrides can support multiple targets in one line - Texture override files can have comment lines - Item images/wield images can be overridden * Formatting changes * Address soime feedback - Pass vectors by const reference - Log syntax errors as warnings - Remove 'C' prefix from TextureOverrideSource * Simplify override target checks with an inline helper function * make linter happy * Apply feedback suggestions Co-Authored-By: rubenwardy <rw@rubenwardy.com> * Remove remaining != 0 checks * Update copyright notice Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Overall improvements to log messages (#9598)sfan52020-04-08
| | | | Hide some unnecessarily verbose ones behind --trace or disable them entirely. Remove duplicate ones. Improve their contents in some places.
* Clear old item groups when they are overridden. (#8753)Beha2019-08-12
| | | | | | | This fixes overridden items keeping their old groups in the group to items mapping even after their groups have been changed in lua. It also prevents a more widespread issue where overriding an item will add its content ID *twice* to the mapping, resulting in odd behaviour in features such as ABMs.
* override.txt: Fix crash due to CRLF endings (#8439)David G2019-05-25
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* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
| | | | | * Proselytize the network. Use IEEE F32 * Remove unused V2F1000 functions
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
| | | | | Update Android.mk Remove 'src/client' from include_directories
* Fix missing ignore textures (#7326)you2018-05-20
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* Node resolver: Make error on fallback optional, disable for mapgen aliasesParamat2018-04-20
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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Connected Nodeboxes: Add `disconnected` boxesThomas--S2018-01-03
| | | | | | | | | | | | | | | The `disconnected_*` boxes are the opposites of the `connect_*` ones, i.e. when a node has no suitable neighbours on the respective side, the according disconnected box is drawn. * disconnected_top * disconnected_bottom * disconnected_front * disconnected_left * disconnected_back * disconnected_right * disconnected (when there is *no* neighbour) * disconnected_sides (when there are *no* neighbours to the sides)
* Add missing? includeEsteban I. Ruiz Moreno2017-10-26
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* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Make INodeDefManager::getIds return a vector, not a setKahrl2017-09-12
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* Implement client node dig predictionAuke Kok2017-09-11
| | | | | | | | Dig prediction allows clients to remove dug nodes without waiting for server acknowledgement. This patch allows mods to override dig prediction, it can either be turned off or a different "prediction node" can be selected.
* Pushing typo fix introduced in b7ee608e70f8e031e3e01c9672bedb16efa648b8Loic Blot2017-08-29
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* Bump minimal protocol version to 36 (#6319)SmallJoker2017-08-29
| | | | | | | * Bump minimal protocol version to 36 Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code * Accept future serialisation versions
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
| | | Last modernization fixes
* Code modernization: src/n*, src/o* (#6280)Loïc Blot2017-08-19
| | | | | | | | | | | * Code modernization: src/n*, src/o* * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * remove unused IWritableNodeDefManager::clone() * C++ STL header style * Pointer constness in some functions
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
| | | | | | | | | | | | | | * Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-26
| | | | | | | | | | | | * TileLayer: use shared_ptr for vector framespec This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr) Callgrind difference Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png * Fix one push_back to use vector::emplace_back & optimize inclusions
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
| | | | | | | Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112017-07-01
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
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* Fix the serialization error by ff73c7a (#5964)Rui2017-06-11
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* Sound: Add pitch option (#5960)Rui2017-06-11
| | | | * Sound: Add pitch option
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
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* Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot2017-05-20
| | | | | | * Disable or remove unused enum members/functions * Tiny code style fixes * Make some functions const * Replace ClientMediaDownloader std::unordered_map with std::map
* Fix alpha for liquid nodes (#5494)Dániel Juhász2017-05-19
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* Shaders: Remove unused water surface shaderparamat2017-05-08
| | | | | | | | | | Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
* Allow mesh and nodeboxes to wave like plants or leaves. (#3497)Auke Kok2017-04-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new value for "waving" - 2: 0 - waving disabled 1 - wave like a plant 2 - wave like a leave Plantlike nodes will only allow waving = 1, but for leaves we will permit both 1 and 2 since current minetest_game sets it to 1 for all leaves. This makes it somewhat backwards compatible. For mesh and nodebox, values 1 and 2 are both valid, and the node can wave in both fashions as desired. I've tested this with the crops:corn plants, which are mesh nodes, and the results are really good. The code change is trivial as well, so I've opted to document the waving parameter in lua_api.txt because it was missing from there. Nodeboxes likely will not wave properly unless waving = 2. However it's possible that waving=1 may be desired by some mod developers for geometries I have not tried, so the code will not prohibit either value for mesh and nodebox drawtypes. Add lua_api.txt documentation for this feature and document both the existing functionality and the expansion to mesh and nodebox drawtypes.
* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
| | | | | | | | | | | | * Fix various performance issues reported by cppcheck + code style (CI) * Make CI happy with code style on master * guiFileSelectMenu: remove useless includes * some performance fixes pointed by cppcheck * remove some useless casts * TextDest: remove unused setFormSpec function * Fix various iterator post-increment reported by cppcheck
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Only use palette if param_type2 is correctDániel Juhász2017-04-13
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* Hardware coloring for itemstacksDániel Juhász2017-04-08
| | | | | | | | | | Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.