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path: root/src/nodedef.cpp
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* Tests: Add NodeResolver unittestskwolekr2015-05-05
| | | | | | Minor misc. NodeResolver cleanups Prefix faux content type constants for testing with t_ to avoid confusion or name collisions
* Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr2015-04-16
| | | | | | | | | NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | 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
* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | 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.
* Revert "Fix issue #2441: crash on respawn, since a conversion std::list to ↵kwolekr2015-03-20
| | | | | | | std::vector on Environment.cpp" This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver list clearing
* Finer progress bar updates when initializing nodesest312015-03-15
| | | | The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Fix issue #2441: crash on respawn, since a conversion std::list to ↵Loic Blot2015-03-05
| | | | | | | std::vector on Environment.cpp * Also change some std::list to std::vector for ClientMap::renderMap * Remove disabled code in ClientMap::renderMap, disabled since a long time
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* NodeDef: Clear NodeResolver related entries too in clear()kwolekr2015-01-04
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* NodeResolver: Perform callback immediately if node registration phase finishedkwolekr2015-01-04
| | | | Also add NodeResolver callbacks on the client
* Remove freezemelt (the remainder of proller nonsense)kwolekr2015-01-04
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* Add support back for resolving group names in NodeResolverkwolekr2014-12-29
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* Set fallback content if resolving content vector requires everythingkwolekr2014-12-27
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* Redefine NodeResolver interface and replace with callback mechanismkwolekr2014-12-27
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* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-21
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Use std::string::empty() instead of size() where applicableAnton2014-12-12
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* NodeResolver: Fix some comments and use const references for paramskwolekr2014-12-12
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* NodeResolver: Fix cancelNode and cancelNodeListkwolekr2014-12-11
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* Recalculate normals for mesh #0. Fix for issue #1902.RealBadAngel2014-12-05
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* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
| | | | | CNodeDefManager::get() VoxelManipulator::addArea()
* Fix wallmounted mesh rotationsShadowNinja2014-11-19
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* Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel2014-10-29
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* Add NodeResolver documentationkwolekr2014-10-28
| | | | | Set content to fallback on AddNode failure Consider node list requests with no results as failed
* Add NodeResolver and clean up node name -> content ID resolution systemkwolekr2014-10-26
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* Recalculate normals for cached meshes.RealBadAngel2014-10-21
| | | | | | Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
* Fix some indentation in nodedef.cppKahrl2014-10-20
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* Fix memory leak caused by mesh nodes (and nodeboxes)Kahrl2014-10-20
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* Custom collision boxes node property.RealBadAngel2014-10-19
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* Add meshnode drawtype.RealBadAngel2014-10-18
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* Fix special tile backspace cullingkwolekr2014-10-03
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* Fix broken plantlike drawtype.RealBadAngel2014-10-03
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* 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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