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* Add depth sorting for node faces (#11696)x20482022-04-02
| | | | Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
* Increase the ratio between shadow range and viewing rangeDmitry Kostenko2022-04-02
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* Limit shadow map to the viewing range (#12158)x20482022-03-31
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* Tune shadow perspective distortion (#12146)x20482022-03-31
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Store vector metatable in registryJude Melton-Houghton2022-03-29
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* Optimize swapping nodes with equivalent lightingJude Melton-Houghton2022-03-29
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* Fix the documentation of InvRef:get_lists() and clean up code (#12150)DS2022-03-29
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* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Fix memory leak in EmergeManagerDaroc Alden2022-03-14
| | | | EmergeManager keeps a copy of the BiomeGen that it creates, but never deletes it.
* Fix footsteps for players whose collision box min y != 0 (#12110)Gregor Parzefall2022-03-14
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* Fix undefined behavior in TileLayer (#12125)Daroc Alden2022-03-11
| | | Initialize the values properly
* Remove direct OpenGL(ES) dependencysfan52022-03-09
| | | | | IrrlichtMt now provides this for us (see last commit) fixes #12041
* Use Irrlicht bindings for GL callsfan52022-03-09
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* Fix memory leak from SpatialAreaStore (#12120)Daroc Alden2022-03-09
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* Correct normal bias for entitiesDmitry Kostenko2022-03-07
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-07
| | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
* Avoid possible buffer overflow when checking face normalsDmitry Kostenko2022-03-07
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* Use correct indexes when checking mesh normalsDmitry Kostenko2022-03-07
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* Detect 'insane' normals in checkMeshNormals.Dmitry Kostenko2022-03-07
| | | | | Detect non-zero normals which point in the opposite direction from the face plane normal.
* Improve lighting of entities.Dmitry Kostenko2022-03-07
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
* Apply shadow texture to wield-based entitiesDmitry Kostenko2022-03-07
| | | | For example, dropped nodes and items.
* Render shadows on entities.Dmitry Kostenko2022-03-07
| | | | Fixes problem with mod 'drawers'.
* Readd basic_debug as a HUD flag (#12020)Lars Müller2022-03-05
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* Allow get_sky to return a table (#11963)Zughy2022-03-05
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* Fix segfault with autoscale_mode (again)sfan52022-03-02
| | | | | closes #12100 This time add some asserts so there is no misunderstanding about the NULL-ness of layer->texture.
* Move the codebase to C++14sfan52022-02-26
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* Lua API documentation: Various fixes (#12059)SmallJoker2022-02-23
| | | | | Change 1: Clarify when on_step collision information is provided Change 2: Document PostgreSQL and Redis settings Change 3: Overall AreaStore documentation improvements including consistent parameter naming based on community suggestions
* FormspecMenu: make drawing of backgrounds less hacky (#9517)DS2022-02-22
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* Clean up ClientReady packet handlingsfan52022-02-17
| | | | fixes #12073
* Use absolute value for bouncy in collision (#11969)pecksin2022-02-16
| | | | | * use abs(bouncy) in collision * test case for negative bouncy * send abs(bouncy) to old clients
* Allow to set the displayed item count and its alignment via meta (#8448)DS2022-02-10
| | | | | | | | | | | | | * Allow to set the displayed item count and its offset via meta * fix rect constr call * devtest: add dump_item chatcommand * fix rect2 constr call (sdim is a position (typedef for v2s32), not a dimension) and remove background because it would work now * add missing utf8 to wide conversion * rename to count_meta
* Increase max objects per block defaults (#12055)Lars Müller2022-02-08
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* Remove awful Mingw32 workaroundssfan52022-02-08
| | | | | Instead a warning is triggered if an affected compiler is detected. closes #12022
* Send HUD flags only if changedLars Müller2022-02-08
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* Fix broken server startup if curl is disabled (#12046)sfan52022-02-04
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* Fix types of get_mapgen_setting_noiseparams (#12025)Lars Müller2022-02-04
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* Clean up ClientInterface lockingJude Melton-Houghton2022-02-03
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* Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)rubenwardy2022-01-31
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* Fix builtin statbar backgroundsLars Mueller2022-01-31
| | | | see #12000
* Use virtual paths to specify exact mod to enable (#11784)rubenwardy2022-01-30
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* Add another very awful workaround to prevent a crash on Mingw32sfan52022-01-30
| | | | | This appears to be the same issue as 70df3d54f37c280f7afe60f6e964b8406577f39f. Hopefully the next MinGW update will remove the need for this.
* Get rid of `basic_debug` last minutesfan52022-01-30
| | | This isn't a revert but rather just disables the codepaths. also see #12011
* Abort raycasts that go out-of-bounds (#12006)sfan52022-01-30
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* Get rid of empty test filesfan52022-01-30
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* Raise max mapgen limit constant to align with mapblock sizesfan52022-01-30
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* Disable dynamic shadows for the 5.5.0 releaseSmallJoker2022-01-29
| | | | | | | | | The dynamic shadows are yet not in the desired state to justify the inclusion into version 5.5.0. A stable release is long overdue, hence this allows fixes to continue in 5.6.0-dev to finally release an acceptable version of the dynamic shadows feature. Reverting this commit is highly recommended to proceed in development.
* Get rid of legacy workaround in SQLite backendsfan52022-01-28
| | | | tested on Android 11, fixes #11937
* Add game name to server status stringsfan52022-01-28
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* Request execution on dedicated GPU on Windowssfan52022-01-27
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* Enable high-res timers on Windowssfan52022-01-27
| | | | | This should fix issues like #11891, caused by the fps limiting code being unable to operate correctly.