| Commit message (Collapse) | Author | Age |
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This feature is enabled by default for non-Android release builds. Package
maintainers may use -DENABLE_UPDATE_CHECKER=0 to disable it.
Co-authored-by: rubenwardy <rw@rubenwardy.com>
Co-authored-by: sfan5 <sfan5@live.de>
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Enforces the setting value bounds that are currently only limited by the GUI (settingtypes.txt).
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This organises the settingstype.txt file to use a logical/user-friendly structure. Advanced settings are also demoted to an advanced section at the end.
At most 3 levels of hierarchy are used, as that's the most allowed by the settings redesign
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New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.
The old registration confirmation dialog is removed in
favour of the new dialog.
Fixes #8138
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* Rewrite shadow filtering for the new distortion
* Calculate penumbra radius using a single sample
* Avoid peter-panning effect due to filtering of short shadows
* Add adaptive filter quality for soft shadows
* Avoid sharp shadows on surfaces without normals (e.g. plants)
* Increase default and maximum soft shadow radius
* Make line numbers in shader errors match the code
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Co-authored-by: rubenwardy <rw@rubenwardy.com>
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The logging streams now do almost no work when there is no output target for them.
For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing.
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Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
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* Also Disable shadows when sun/moon is hidden. Fixes #11972.
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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.
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Freetype is now a build requirement.
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The other formats are no longer supported in Minetest Irrlicht.
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* Add zstd support.
* Rearrange serialization order
* Compress entire mapblock
Co-authored-by: sfan5 <sfan5@live.de>
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The reason for the bug was an u16 overflow, thus failing the assert. This only happened in Debug build but not in Release builds.
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Reduces stutter and freezes when playing.
* Maintains double SM and SM Color textures
* Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
* Every incremental update renders a portion of the shadow draw list (split equally).
* After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.
Co-authored-by: sfan5 <sfan5@live.de>
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This completely removes any mention of the software and D3D drivers from MT, preventing the user from accidentally attempting to use them. Users who need a software renderer should be asked to install Mesa drivers which offer superior fidelity and performance over the 'burningsvideo' driver.
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If enabled in minetest.conf, provides colored, clickable (middle-mouse or ctrl-left-mouse) weblinks in chat output, to open the OS' default web browser.
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These have been pointless for a while.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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(#11145)
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Co-authored-by: sfan5 <sfan5@live.de>
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meshgen cache."
This reverts commit 2f6393f49d5ebf21abfaa7bff876b8c0cf4ca191.
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This only works when shaders are enabled.
The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA.
If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing.
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blocks.
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settings #10597
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