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wieldmesh.cpp
Commit message (
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Author
Age
*
Real global textures (#6105)
Vitaliy
2017-10-15
*
Overlays for wield and inventory images (#6107)
Dániel Juhász
2017-08-25
*
Modernize code: very last fixes (#6290)
Loïc Blot
2017-08-20
*
Modernize source code: last part (#6285)
Loïc Blot
2017-08-20
*
Optimize headers (part 2) (#6272)
Loïc Blot
2017-08-18
*
TileLayer: use shared_ptr for FrameSpec vector (#6171)
Loïc Blot
2017-07-26
*
Add 'plantlike_rooted' drawtype
number Zero
2017-07-11
*
Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
Loïc Blot
2017-07-02
*
Cpp11 initializers: last src root changeset (#6022)
Loïc Blot
2017-06-21
*
Do not shade inventory items with textures (#5869)
Dániel Juhász
2017-06-01
*
Fix after soft node overlays
Dániel Juhász
2017-04-21
*
Soft node overlay (#5186)
Dániel Juhász
2017-04-21
*
Hardware coloring for itemstacks
Dániel Juhász
2017-04-08
*
Add hardware node coloring. Includes:
Dániel Juhász
2017-01-23
*
Environment & IGameDef code refactoring (#4985)
Ner'zhul
2017-01-09
*
Use inventory_image in the first place for inventory item mesh
RealBadAngel
2016-02-08
*
Use meshes to display inventory items
RealBadAngel
2016-02-07
*
Revert "Add support for using arbitrary meshes as items"
Sapier
2015-12-29
*
Add support for using arbitrary meshes as items
Sapier
2015-12-29
*
Re-enable texture pre-filters on wielditems, fixing #3178.
Aaron Suen
2015-11-24
*
Remove use of engine sent texture tiling flags - theyre no longer needed
RealBadAngel
2015-08-20
*
src/wieldmesh.cpp: Fix mesh extrusion memory leak
Břetislav Štec
2015-08-02
*
Add wielded (and CAOs) shader
RealBadAngel
2015-07-21
*
Fix typo in WieldMesh::setItem()
kwolekr
2015-05-08
*
Replace Wieldmesh::setItem assertion that could be triggered by the server wi...
kwolekr
2015-05-08
*
Add a check for animation when getting an extruded mesh
Kevin Ott
2015-05-04
*
Move globals from main.cpp to more sane locations
Craig Robbins
2015-04-01
*
Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...
Aaron Suen
2015-03-31
*
For usages of assert() that are meant to persist in Release builds (when NDEB...
Craig Robbins
2015-03-07
*
Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...
Loic Blot
2015-03-05
*
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...
Craig Robbins
2015-02-11
*
Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...
Craig Robbins
2015-02-11
*
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...
Craig Robbins
2015-02-11
*
Prevent client crashing if an NDT_AIRLIKE node is dropped
Craig Robbins
2015-01-05
*
Silence misc. warnings
kwolekr
2014-12-23
*
Temporarily fix always bright wieldhand with shaders enabled
kwolekr
2014-12-22
*
Change TileSpec::frames to be std::vector not std::map
unknown
2014-12-21
*
Wield: always obey anisotropic_filter setting, not just for hi res textures
Kahrl
2014-11-26
*
EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below
Kahrl
2014-11-26
*
Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
Kahrl
2014-11-26
*
Wielded fixes. Add shaders support.
RealBadAngel
2014-11-13
*
Implement WieldMeshSceneNode which improves wield mesh rendering
Kahrl
2014-11-08