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* Remove duplication in config.hShadowNinja2022-04-08
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* Spacing fixesShadowNinja2022-04-08
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* Treat empty XDG_CACHE_HOME same as unsetShadowNinja2022-04-08
| | | | This matches the XDG base directory spec.
* Use build directory for buildsShadowNinja2022-04-08
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* Fix compiler warningsShadowNinja2022-04-08
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* Remove reference to a removed file in devtest (followup to #12157)Dmitry Kostenko2022-04-07
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* Remove obsolete commented code (follow up to #12166)Dmitry Kostenko2022-04-07
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
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* Disentangle map implementations (#12148)Jude Melton-Houghton2022-04-07
| | | | Fixes violation of Liskov substitution principle Fixes #12144
* Enable shadows by default in devtest (#12157)x20482022-04-07
| | | | | | * Move all shadow control to util_commands * Shadows are now controlled with /set_shadow Co-authored-by: sfan5 <sfan5@live.de>
* Compile Lua as C++ (#11683)Jude Melton-Houghton2022-04-07
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Fix -mwindows flag not being applied anymoresfan52022-04-03
| | | | closes #12165
* 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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* Avoid negation of comparison operator (luacheck warning)Dmitry Kostenko2022-04-01
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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.
* Improve lua vector helper class doumentation (#12090)DS2022-03-19
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* 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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* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-07
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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
* Change normal bias for entities to avoid shadow acneDmitry Kostenko2022-03-07
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* Remove debugging codeDmitry Kostenko2022-03-07
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* Ensure nightRatio is greater than zero in object shaderDmitry Kostenko2022-03-07
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* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-07
| | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
* Apply texture matrix when rendering shadowmapDmitry Kostenko2022-03-07
| | | | Fixes shadows of animated sprite entities
* 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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* Fix shadow rendering with filtering disabledDmitry 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
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-07
| | | | Add compatibility with colored shadows.
* Copy shadow mapping shader from nodes to objectsDmitry Kostenko2022-03-07
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* 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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* Fix broken dependency enabling due to missing `enabled` field (#12093)rubenwardy2022-02-24
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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