aboutsummaryrefslogtreecommitdiff
path: root/advtrains/models/advtrains_track_st_45.b3d
Commit message (Expand)AuthorAge
* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
* Restructure mod directoryorwell962017-01-04
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
basic HUD manipulation. (#6067)red-0012018-01-20 | | | | | | * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now. * Move files to subdirectories (#6599)Vitaliy2017-11-08 | | | | * Move files around * Statbars: fix incorrect half-images in non-standard orientations (fixes #6198)Nathanaël Courant2017-08-27 | * Add clientside translations.Ekdohibs2017-08-24 | * 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 * Modernize various files (part 2)Loic Blot2017-08-18 | | | | | | | | | * range-based for loops * emplace_back instead of push_back * code style * C++ headers instead of C headers * Default operators * empty stl function * Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot2017-07-02 | | | | | | | | | | | * Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent * 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 * hud.cpp: fix wrong indent in drawItemLoïc Blot2017-06-19 | * Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17 | | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests * Use thread_local instead from some static settings (#5955)Loïc Blot2017-06-11 | | | | | thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places. Add thread_local to undersampling calculation too. * Do not shade inventory items with textures (#5869)Dániel Juhász2017-06-01 | | | | This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded. * Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26 | | | | MacOSX build fix + cleanups * Add option to use neither node highlighting nor outliningezhh2017-05-15 | * Clean up getTime helpersShadowNinja2017-04-28 | | | | | | This increases size of the getTime return values to 64 bits. It also removes the TimeGetter classes since the getTime functions are now very precise. * Soft node overlay (#5186)Dániel Juhász2017-04-21 | | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles. * 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. * Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09