Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Use "Aux1" key name consistently everywhere | Wuzzy | 2021-02-24 |
| | |||
* | Fix keyWasDown in input handler | sfan5 | 2021-02-23 |
| | | | | This was changed 291a6b70d674d9003f522b5875a60f7e2753e32b but should have never been done. | ||
* | Minimap: Fix default label translations | SmallJoker | 2021-02-22 |
| | |||
* | Fix world-aligned node rendering at bottom (#10742) | Wuzzy | 2021-02-19 |
| | |||
* | Add nametag background setting and object property (#10937) | rubenwardy | 2021-02-17 |
| | |||
* | Fix segfault with invalid texture strings and minimap enabled | sfan5 | 2021-02-14 |
| | | | | closes #10949 | ||
* | Pause menu: Fix segfault on u/down key input | Jean-Patrick Guerrero | 2021-02-08 |
| | |||
* | Fall back to default when rendering mode (3d_mode) is set invalid (#10922) | Muhammad Rifqi Priyo Susanto | 2021-02-06 |
| | |||
* | Fix memory leak detected by address sanitizer (#10896) | k.h.lai | 2021-02-02 |
| | |||
* | Drop wide/narrow conversion functions | sfan5 | 2021-02-02 |
| | | | | | | | | | The only valid usecase for these is interfacing with OS APIs that want a locale/OS-specific multibyte encoding. But they weren't used for that anywhere, instead UTF-8 is pretty much assumed when it comes to that. Since these are only a potential source of bugs and do not fulfil their purpose at all, drop them entirely. | ||
* | Readd Client::sendPlayerPos optimization (was part of 81c7f0a) | sfan5 | 2021-01-31 |
| | | | | This reverts commit b49dfa92ce3ef37b1b73698906c64191fb47e226. | ||
* | Settings: Purge getDefault, clean FontEngine | SmallJoker | 2021-01-29 |
| | |||
* | Include irrlichttypes.h first to work around Irrlicht#433 (#10872) | Vitaliy | 2021-01-28 |
| | | | Fixes the PcgRandom::PcgRandom linker issue, caused by inconsistent data type definition. | ||
* | Remove dead code (#10845) | rubenwardy | 2021-01-22 |
| | |||
* | Use JSON for favorites, move server list code to Lua (#10085) | rubenwardy | 2021-01-22 |
| | | | Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Allow "liquid" and "flowingliquid" drawtypes even if liquidtype=none (#10737) | Wuzzy | 2021-01-21 |
| | |||
* | Fix some minor code issues all over the place | sfan5 | 2020-12-24 |
| | |||
* | Minor profiler fixes. | Lars | 2020-12-23 |
| | |||
* | Fix some more joystick issues (#10624) | Markus | 2020-12-19 |
| | |||
* | Cleanup shader generation code (#10663) | Vitaliy | 2020-12-19 |
| | | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented. | ||
* | Semi-transparent background for nametags (#10152) | Zughy | 2020-12-14 |
| | |||
* | Implement mapblock camera offset correctly (#10702) | hecks | 2020-12-05 |
| | | | | | | Implement mapblock camera offset correctly - reduce client jitter Co-authored-by: hecktest <> | ||
* | Input: Fix on_rightclick called when placing into air | SmallJoker | 2020-11-29 |
| | |||
* | Return star color calculation to what it previously was | sfan5 | 2020-11-26 |
| | |||
* | Fix style | numzero | 2020-11-26 |
| | |||
* | Provide fallback star color for GLES 2 with MT shaders disabled | numzero | 2020-11-26 |
| | |||
* | Sky: support GLES2 | numzero | 2020-11-26 |
| | | | | IrrLicht built-in shader is broken, have to write my own | ||
* | Allow missing shaders | numzero | 2020-11-26 |
| | |||
* | Replace TriangleFan as poorly supported | numzero | 2020-11-26 |
| | |||
* | Reuse seed when updating stars | numzero | 2020-11-26 |
| | | | | | The only currently relevant parameter is scale which can now be changed without resetting stars position | ||
* | Store stars in a single static mesh buffer | numzero | 2020-11-26 |
| | |||
* | Don't evaluate things many times | numzero | 2020-11-26 |
| | |||
* | Batch cloud drawing | numzero | 2020-11-26 |
| | |||
* | Fix camera panning glitches (partially revert 10489.) | Lars | 2020-11-25 |
| | |||
* | Add sound to press event of some formspecs elements (#10402) | Pierre-Yves Rollo | 2020-11-23 |
| | |||
* | Fix player sprite visibility in first person | sfan5 | 2020-11-12 |
| | | | | closes #10525 | ||
* | Fix overloaded virtual warnings with get/setAttachment() | sfan5 | 2020-11-12 |
| | |||
* | Revert "Replace MyEventReceiver KeyList with std::unordered_set" (#10622) | SmallJoker | 2020-11-12 |
| | | | This reverts commit 787561b29afdbc78769f68c2f5c4f2cff1b32340. | ||
* | Joystick: Remap joystick-specific KeyTypes to generic ones | Markus Koch | 2020-11-09 |
| | | | | | | | | | | | | | | According to the following table: * MOUSE_L -> DIG * MOUSE_R -> PLACE * SCROLL_UP -> HOTBAR_NEXT * SCROLL_DOWN -> HOTBAR_PREV This commit entirely removes the special KeyTypes used for joysticks. Support for the MOUSE KeyTypes had already been removed in the main game code without adapting the joystick code, breaking joystick input. This commit restores joystick functionality. | ||
* | ContentCAO: Fix segfault when minimap is disabled | SmallJoker | 2020-11-08 |
| | |||
* | Fix integer-string conversion for shaders | sfan5 | 2020-11-05 |
| | | | | closes #10605 | ||
* | Revert "Fix short 180 degree rotation when using set_bone_position (#10405)" ↵ | Lars Müller | 2020-11-04 |
| | | | | | (#10534) This reverts commit 0f98b54aa4b2361575002d92b29fe222703ba557. | ||
* | Player physics: Ensure larger dtime simulation steps (#10563) | Lars Müller | 2020-10-29 |
| | |||
* | Show RTT in ms with 2 digits of precision (#10573) | Oblomov | 2020-10-29 |
| | | | If your ping is in seconds, you probably have other problems. | ||
* | Shaders for Android (GLES 2) (#10506) | Vitaliy | 2020-10-25 |
| | | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Fix Media... 0% on loading screen (#9478) | Maksim | 2020-10-21 |
| | |||
* | 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) | ||
* | Minor clientmap improvements. | Lars | 2020-10-19 |
| | | | | | | - Avoid calculating isBlockInSight for blocks without meshes. - Add metric for how many blocks the client has currently loaded. - Make some variables constant. | ||
* | Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck. | Lars | 2020-10-17 |
| |