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* Convert entity glow value to color space before adding to the lightx20482022-09-14
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* Limit force shadow update to urgent blocks (#12692)x20482022-09-14
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* Disable dynamic shadow dropdown on OGLES2 (#12637)ROllerozxa2022-08-04
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Switch MeshUpdateQueue to better data structuresfan52022-08-02
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* Ratelimit MeshUpdateQueue::cleanupCache() runssfan52022-08-02
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* Fix Android blank screen (#12604)ROllerozxa2022-07-31
| | | | Hardcode the variables to 0 on Android
* HUD: Fix wrong minimum scale since 051181fSmallJoker2022-07-31
| | | | Caused by wrong interpretation of the settingtypes.txt format
* Fix some warnings (#12615)rubenwardy2022-07-30
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* Allow direction keys with autoforward againsfan52022-07-29
| | | | | This was unintentionally removed in commit 1d69a23. fixes #12048
* Restore flags texture to fix interlaced stereo mode (#12560)x20482022-07-19
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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.
* Fix automatic rotate for attached entities (#12392)Lars Müller2022-07-17
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* Remove workaround for normals not matching winding order (#12460)x20482022-07-17
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Refactor ModConfigurationrubenwardy2022-07-14
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* Make BlendMode::alpha the fallback for unknown future blend modesDmitry Kostenko2022-07-13
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* Animated particlespawners and more (#11545)Lexi Hale2022-07-13
| | | | | Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
* Sounds: Various little improvements (#12486)SmallJoker2022-07-09
| | | | | Use SimpleSoundSpec where reasonable (OpenAL) Ensure the sound IDs do not underflow or get overwritten -> loop in u16 Proper use of an enum.
* Enforce limits of settings that could cause buggy behaviour (#12450)SmallJoker2022-07-09
| | | Enforces the setting value bounds that are currently only limited by the GUI (settingtypes.txt).
* Release shadow mapping resources when not needed (#12497)x20482022-07-09
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* FormSpec: 9-slice images, animated_images, and fgimg_middle (#12453)Vincent Robinson2022-07-03
| | | | | | | | | | | * FormSpec: 9-slice images and animated_images * Add fgimg_middle; clean up code * Address issues, add tests * Fix stupid error; bump formspec version * Re-add image[] elements without a size
* Allow to set maximum star opacity at daytime (#11663)Wuzzy2022-07-02
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* Remove an unused method and header includessfan52022-06-28
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* Fix two memleak reports from Coverity (#12466)JosiahWI2022-06-26
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* Re-order sound-related code (#12382)SmallJoker2022-06-20
| | | | | | | | 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 issuesfan52022-06-19
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* Fix updating glow on entitiessfan52022-06-17
| | | | was broken in #10021 more than 2 years ago(!)
* No damage effects on hp_max change (#11846)Lars Müller2022-06-11
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* Mapblock Mesh BspTree: Increase the depth of block-level splitsx20482022-06-07
| | | | ... before going node-level triangle search. Fixes transparent grass on transparent land
* Add register dialog to separate login/register (#12185)rubenwardy2022-06-05
| | | | | | | | | | 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
* Properly keep noclip state in Game and ClientMapsfan52022-06-03
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* Remove obsolete eye_height related workaroundsfan52022-06-03
| | | | | | This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755 and meant to fix prevent the view becoming black when jumping into a ceiling, this no longer happens today.
* Make sure real disconnect reason isn't overwrittensfan52022-05-29
| | | | bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
* Remove remains of video mode queryingsfan52022-05-29
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* Force-update shadows when the world is changed (#12364)x20482022-05-26
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* Improve code in mapblock_mesh.cpp a bitsfan52022-05-26
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* Quantize light frustum calculations (#12357)x20482022-05-23
| | | | | | | * Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions
* Fixes needed to use irrArray backed by std::vector (#12263)paradust72022-05-22
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* Don't ignore server disconnects in client codesfan52022-05-21
| | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message.
* Improve shadow filters (#12195)x20482022-05-21
| | | | | | | | | * 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
* Fix lighting of upright_sprite entities (#12336)x20482022-05-20
| | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false
* Fix lighting of the wield mesh (#12341)x20482022-05-20
| | | | | * Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
* Use std::map instead of core::map (#12301)paradust72022-05-18
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* Initialize wield mesh color when wield_image is setDmitry Kostenko2022-05-15
| | | | #12245
* HUD: Update selection mesh every frame (#12270)Lars Müller2022-05-09
| | | Fixes outdated selection boxes after entity property changes.
* Consolidate some data structures in MapBlockMeshsfan52022-05-08
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* Fix mapblock geometry optimisation not workingROllerozxa2022-05-08
| | | | Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type
* 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
* guiScalingFilter: Fix most memory leaks (#12256)SmallJoker2022-05-04
| | | | Calls to the cache function ended up creating a new texture regardless whether the texture is already cached.
* Make logging cost free when there is no output target (#12247)paradust72022-05-04
| | | | | 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.
* Fix broken FPS/dtime counters in debug infosfan52022-05-03
| | | | was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b