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path: root/src/client/content_mapblock.cpp
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* Offset cuboid origin after scaling the cuboid. (#12558)x20482022-07-19
| | | This avoids the problem of offset nodes with visual_scale > 1.
* Avoid rendering invisible faces of simple nodeboxes (#12262)x20482022-05-04
| | | | | | * Skip rendering faces adjacent to opaque nodes * Cancel out opposite faces of adjacent nodebox nodes of the same type Fixes #6409
* Fix worldaligned texturesGiuseppe Bilotta2022-04-24
| | | | | | | | | | | | As reported in #12197, b0b9732359d43325c8bd820abeb8417353365a0c introduces a regression in worldalign textures. The specific change that seems to be responsible for this issue is the change in order between the computation of the cuboid texture coordinates and the box edge correction. Fix #12197 by moving the box edge correction back to before the cuboid texture coordinates, as it used to be.
* 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
* Add wallmounted support for plantlike and plantlike_rooted nodes (#11379)Wuzzy2021-07-15
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* fix: some code tidy about includes & irr namespacesLoic Blot2021-05-03
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* refacto: RenderingEngine::get_scene_manager() is now not callable from singletonLoic Blot2021-05-03
| | | | | | This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
* Degrotate support for mesh nodes (#7840)Vitaliy2021-03-30
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* Allow "liquid" and "flowingliquid" drawtypes even if liquidtype=none (#10737)Wuzzy2021-01-21
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* Fix horizontal/vertical merging bug of hardware-colored framed glass (#10417)Paramat2020-09-24
| | | | | | | | | | Previously, the param2-controlled horizontal/vertical merge feature (which was undocumented and forgotten) was always active, causing uses of param2 other than "glasslikeliquidlevel" to affect H/V merging. Only respect H/V merge bits when paramtype2 = "glasslikeliquidlevel". H/V merge bits and liquid level bits are designed to be used simultaneously.
* Improve default inventory+wield images of node drawtypes (#9299)Wuzzy2020-07-23
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* Fix build error on Ubuntu 16.04sfan52020-06-10
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* Restore visual_scale support for nodeboxes (and allfaces) (#9906)Vitaliy2020-06-06
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* Cache liquid alternative IDs (#8053)Vitaliy2020-05-20
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* content_mapblock: Move static initialization out of functionssfan52020-05-17
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* Fix texture distortion for flowing liquids (#9561)Elias Åström2020-04-02
| | | | | | | | | Previously textures of the side faces on flowing liquid nodes would become distorted on different axis depending on the liquid level. This is because the nodes always had the same texture coordinates, even when the generated face could have different sizes. This solves that problem by adjusting the texture coordinates for the vertices making up the top of the faces, so the textures will not look compressed for smaller faces.
* Resized torchlike sprite now attaches to surface (#9303)Wuzzy2020-01-20
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* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
Update Android.mk Remove 'src/client' from include_directories