| Commit message (Collapse) | Author | Age |
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Fix typo in Android Makefile ndk path.
Fix touchscreen parts of game.cpp to work after Zeno's refactor.
Fix isdigit and isspace overload conflict with Android Irrlicht in string.h
Enable sensor landscape rotation in Android Manifiest.
Add mapgen v5 to Android build.
Fix Makefile not checking leveldb.
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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textures correctly
According to doc/lua_api.txt if paramtype2 == "facedir" the two least significant bits of parm2 orient the texture around the axis. For dirs1 (looking at a wall) these would be 0, 1, 2, 3 and for dirs2 (looking at the ceiling) 2, 1, 0, 3
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exist.
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Mesh rotation helpers.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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f7d6509 introduces error when no endian.h found in the system.
Since "CHECK_INCLUDE_FILE" returns empty string instead of "0", when
"cmake_config.h" is generated it has "#define CMAKE_HAVE_ENDIAN_H " line.
Later we have "#define HAVE_ENDIAN_H CMAKE_HAVE_ENDIAN_H" in the
"config.h", an thus "HAVE_ENDIAN_H" is also empty sting. Because of
this, "#if HAVE_ENDIAN_H" is incorrect preprocessor directive.
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000()
nodemetadata.cpp, nodetimer.cpp
optimzation: simpler deserialize node position method
staticobject.cpp:
cleanup: use util/serialize.h inlines instead of its own de/serialization
serialize.cpp:
minor optimization/cleanup: avoid generation of unneeded string temporary
CMakeLists.txt, cmake_config.h.in: detection of endian.h
config.h: added HAVE_ENDIAN_H
Commits due to feedback squashed
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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CNodeDefManager::get()
VoxelManipulator::addArea()
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getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
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improvement to readability.
NB: Minor edits to patch made by Zeno- (int to short and minor formatting)
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Also fix leaking globals found by it.
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This adds proper support for nested tables and improves performance a bit.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Errors found by @Sokomine.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Thanks @oleastre
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Mapgen v5: Fix minor style issue
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Add BiomeManager, OreManager, DecorationManager, and SchematicManager
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Create faster key cache for main game loop (client)
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- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
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rewritten
See: https://github.com/minetest/minetest/issues/1790
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a) Fix double tap for jump and show_debug
b) Revert changes to limitFps()... there is no verification that the new method was an issue, but going back to old method just in case
b.2) limitFps() no longer calls device->run() and also no longer has to be called immediately after a call to device->run()
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blobs
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