aboutsummaryrefslogtreecommitdiff
path: root/src/nodedef.cpp
Commit message (Collapse)AuthorAge
* 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
|
* 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
|
* Add support back for resolving group names in NodeResolverkwolekr2014-12-29
|
* Set fallback content if resolving content vector requires everythingkwolekr2014-12-27
|
* Redefine NodeResolver interface and replace with callback mechanismkwolekr2014-12-27
|
* 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
|
* NodeResolver: Fix some comments and use const references for paramskwolekr2014-12-12
|
* NodeResolver: Fix cancelNode and cancelNodeListkwolekr2014-12-11
|
* Recalculate normals for mesh #0. Fix for issue #1902.RealBadAngel2014-12-05
|
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
| | | | | CNodeDefManager::get() VoxelManipulator::addArea()
* Fix wallmounted mesh rotationsShadowNinja2014-11-19
|
* Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel2014-10-29
|
* 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
|
* 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
|
* Fix memory leak caused by mesh nodes (and nodeboxes)Kahrl2014-10-20
|
* Custom collision boxes node property.RealBadAngel2014-10-19
|
* Add meshnode drawtype.RealBadAngel2014-10-18
|
* Fix special tile backspace cullingkwolekr2014-10-03
|
* Fix broken plantlike drawtype.RealBadAngel2014-10-03
|
* Fix misc. style issueskwolekr2014-10-03
|
* Clean up nodedef.cppkwolekr2014-10-03
|
* Add optional framed glasslike drawtypeBlockMen2014-10-02
|
* Add firelike drawtypeTriBlade92014-09-21
|
* 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
|
* Fix errors/warnings reported by valgrindsfan52014-07-06
|
* 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
|
* 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
|
* Leveled nodebox backward compatibilityproller2013-08-02
|
* Weather supportproller2013-07-27
|
* Bump protocol versionPilzAdam2013-07-20
|
* Add liquid_range to nodedefPilzAdam2013-07-20
|
* Change ContentFeatures array to a vectorKahrl2013-07-14
|
* Leveled nodeboxproller2013-07-13
|
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
|
* Add drowningPilzAdam2013-06-19
|
* Add new drawtype GLASSLIKE_FRAMEDRealBadAngel2013-04-24
|