Commit message (Collapse) | Author | Age | |
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* | Release shadow mapping resources when not needed (#12497) | x2048 | 2022-07-09 |
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* | Remove an unused method and header includes | sfan5 | 2022-06-28 |
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* | Re-order sound-related code (#12382) | SmallJoker | 2022-06-20 |
| | | | | | | | | Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated 'fade' and 'pitch' values on server-side where only one was used anyway. SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included. Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the future. Per-type version numbers are kept for now as a safety rope in a special case. | ||
* | Fix CAO light calculation issue | sfan5 | 2022-06-19 |
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* | Fix updating glow on entities | sfan5 | 2022-06-17 |
| | | | | was broken in #10021 more than 2 years ago(!) | ||
* | Fix lighting of upright_sprite entities (#12336) | x2048 | 2022-05-20 |
| | | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false | ||
* | Deal with compiler warnings | sfan5 | 2022-04-30 |
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* | upright_sprite: Fix walk animation in first person (#12194) | SmallJoker | 2022-04-15 |
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* | Fix shadows for upright sprite nodes | Dmitry Kostenko | 2022-03-07 |
| | | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer. | ||
* | Improve lighting of entities. | Dmitry Kostenko | 2022-03-07 |
| | | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows | ||
* | Render shadows on entities. | Dmitry Kostenko | 2022-03-07 |
| | | | | Fixes problem with mod 'drawers'. | ||
* | Fix local animation not instantly updating after being set | sfan5 | 2022-01-19 |
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* | Cap damage overlay duration to 1 second (#11871) | Wuzzy | 2022-01-02 |
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* | Recalculate normals before adding mesh to the scene | x2048 | 2022-01-02 |
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* | Fix various code & correctness issues (#11815) | sfan5 | 2021-12-05 |
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* | Add backwards-compatible behaviour if too few CAO textures specified | sfan5 | 2021-11-22 |
| | | | (#11766) | ||
* | Fix local digging animation (#11772) | savilli | 2021-11-19 |
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* | Fix number of tool uses being off by 1..32767 (#11110) | Wuzzy | 2021-10-31 |
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* | Add no_texture.png as fallback for unspecified textures | Wuzzy | 2021-10-20 |
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* | Joystick sensitivity for player movement (#11262) | NeroBurner | 2021-08-27 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit deprecates the forward, backward, left, and right binary inputs currently used for player movement in the PlayerControl struct. In their place, it adds the movement_speed and movement_direction values, which represents the player movement is a polar coordinate system. movement_speed is a scalar from 0.0 to 1.0. movement_direction is an angle from 0 to +-Pi: FWD 0 _ LFT / \ RGT -Pi/2 | | +Pi/2 \_/ +-Pi BCK Boolean movement bits will still be set for server telegrams and Lua script invocations to provide full backward compatibility. When generating these values from an analog input, a direction is considered active when it is 22.5 degrees away from either orthogonal axis. Co-authored-by: Markus Koch <markus@notsyncing.net> Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Start sprite animation at the beginning (#11509) | Lean Rada | 2021-08-16 |
| | | | When setting a sprite animation, do not keep the last animation's frame number. Setting a new animation should start the animation at the start of the new animation. | ||
* | Remove unused ITextSceneNode header (#11476) | hecks | 2021-07-22 |
| | | | Co-authored-by: hecktest <> | ||
* | Shadow mapping render pass (#11244) | Liso | 2021-06-06 |
| | | | Co-authored-by: x2048 <codeforsmile@gmail.com> | ||
* | Fix procession ordering issue in content_cao | sfan5 | 2021-05-30 |
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* | fix: some code tidy about includes & irr namespaces | Loic Blot | 2021-05-03 |
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* | refacto: don't use RenderingEngine singleton on CAO | Loic Blot | 2021-05-03 |
| | | | | | | * we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene * Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution * Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it | ||
* | Irrlicht support code maintenance | sfan5 | 2021-03-31 |
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* | Add nametag background setting and object property (#10937) | rubenwardy | 2021-02-17 |
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* | Fix some minor code issues all over the place | sfan5 | 2020-12-24 |
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* | Fix player sprite visibility in first person | sfan5 | 2020-11-12 |
| | | | | closes #10525 | ||
* | Fix overloaded virtual warnings with get/setAttachment() | sfan5 | 2020-11-12 |
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* | ContentCAO: Fix segfault when minimap is disabled | SmallJoker | 2020-11-08 |
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* | Revert "Fix short 180 degree rotation when using set_bone_position (#10405)" ↵ | Lars Müller | 2020-11-04 |
| | | | | | (#10534) This reverts commit 0f98b54aa4b2361575002d92b29fe222703ba557. | ||
* | Fix show_on_minimap default value for local player | sfan5 | 2020-10-20 |
| | | | | fixes #10526 | ||
* | Decouple entity minimap markers from nametags replacing with show_on_minimap ↵ | sfan5 | 2020-10-19 |
| | | | | property (#10443) | ||
* | Add First Person Attachments (#10360) | Jordan Snelling | 2020-10-04 |
| | | | | | | Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible. | ||
* | Fix short 180 degree rotation when using set_bone_position (#10405) | Lars Müller | 2020-10-04 |
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* | (se)SerializeString: Include max length in the name | SmallJoker | 2020-10-01 |
| | | | | | | | This commit clarifies the maximal length of the serialized strings. It will avoid accidental use of serializeString() when a larger string can be expected. Removes unused Wide String serialization functions | ||
* | Allow binding dig, place actions to keys; remove LMB/RMB hardcoding | ANAND | 2020-08-15 |
| | | | | Co-authored-by: Sam Caulfield <sam@samcaulfield.com> | ||
* | content_cao: Support texture animation for upright_sprite (#10020) | sfan5 | 2020-07-30 |
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* | Fix bone-attached entities (#10015) | hecktest | 2020-06-26 |
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* | content_cao: Fix behavior of legacy "textures" field for wielditems | sfan5 | 2020-06-18 |
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* | Make shading of CAOs optional (#10033) | Danila Shutov | 2020-06-16 |
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* | Use multiple light positions for CAO lighting | sfan5 | 2020-06-11 |
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* | content_cao: Do not expire visuals for texture updates | sfan5 | 2020-06-11 |
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* | Fix player-to-object attachment teleport bug (#10008) | hecktest | 2020-06-09 |
| | | | | | | Fixes two bugs: * The camera offset was not applied to an object while detaching, briefly placing the irrlicht matrixnode in world space. * When attaching, the matrixnode's absolute position was evaluated without evaluating the parent first, resulting in zeroed positions. | ||
* | Recalculate mesh normals for CAOs (#10000) | Danila Shutov | 2020-06-07 |
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* | GenericCAO: Fix glow not working since a08d18a | SmallJoker | 2020-06-07 |
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* | Move shared parameters sending to UnitSAO (#9968) | SmallJoker | 2020-06-04 |
| | | | | | | Better header sorting by topic Make UnitSAO-specific parameters private Skip redundant recursive entity sending code (since ~5.2.0) | ||
* | ContentCAO: Update light of all attached entities (#9975) | SmallJoker | 2020-06-01 |
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