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* C++11 patchset 9: move hardcoded init parameters to class definitions (part 1...Loïc Blot2017-06-16
* Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot2017-05-20
* [CSM] Add camera API (#5609)bigfoot5472017-05-05
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
* Some performance optimizations (#5424)Loïc Blot2017-03-22
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-10
* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-21
* Minimap: show player markersRealBadAngel2016-02-19
* Move object nametags to cameraRealBadAngel2016-02-18
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
* Change error_message from wstring to stringShadowNinja2015-03-27
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-05
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-07
* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Add support for interlaced polarized 3d screenssapier2014-05-18
* Add support for dpi based HUD scalingsapier2014-04-27
* Fix all warnings reported by clangSfan52014-04-15
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
* Add third person viewBlockMen2014-04-12
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
* Fix and improve view range tunerPerttu Ahola2013-08-03
* Add a little animation when changing the wielded itemPilzAdam2013-05-20
* Swing the camera down when the player lands on the ground, based on the veloc...MirceaKitsune2013-04-11
* fix mesh leak in camera classsapier2013-04-07
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Optimize headersPerttu Ahola2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* c55sound continuedPerttu Ahola2012-03-24
* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
* Page up and down change the minimum viewing rangeKahrl2012-02-01
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* inventorycube: use all three specified textures; also moved mesh creation / m...Kahrl2011-12-03
* Fix structs being declared as classesGiuseppe Bilotta2011-12-01
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and...Kahrl2011-09-21
* Create a separate scene manager for the wielded tool. This fixes the glitchyn...Kahrl2011-09-21
* Digging animationKahrl2011-09-20
* Wielded tool updates, leaves and glass work nowKahrl2011-09-19
* Convert any inventory item into a mesh, bring back InventoryItem::getImageRay...Kahrl2011-09-19
* Added sprite extruderKahrl2011-09-19
* This looks more like MC view bobbing, but still not even closeKahrl2011-09-18
* Made wielded tool move slightly (and smoothly) during view bobbing. Making th...Kahrl2011-09-15
* View bobbing is slower in the water.Kahrl2011-09-15
* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-08