| Commit message (Collapse) | Author | Age |
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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.
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Stop scaling images to POT immediately when loaded. The 'combine'
modifier hardcodes X and Y coordinates, and so behaves incorrectly
if applied to a scaled image. Images emitted by generateImage()
are already scaled to POT before being used as a texture, so
nothing should break.
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* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -> applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders
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Fixes violation of Liskov substitution principle
Fixes #12144
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Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
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* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
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* Also Disable shadows when sun/moon is hidden. Fixes #11972.
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Initialize the values properly
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Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
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Avoid using read only materials in mesh scene node, as
it confuses shadow renderer.
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Detect non-zero normals which point in the opposite direction from the
face plane normal.
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Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
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For example, dropped nodes and items.
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Fixes problem with mod 'drawers'.
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* Allow to set the displayed item count and its offset via meta
* fix rect constr call
* devtest: add dump_item chatcommand
* fix rect2 constr call (sdim is a position (typedef for v2s32), not a dimension) and remove background because it would work now
* add missing utf8 to wide conversion
* rename to count_meta
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see #12000
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This isn't a revert but rather just disables the codepaths. also see #12011
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The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.
Reverting this commit is highly recommended to proceed in development.
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Also cleans up related code somewhat.
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Reset override material properties before applying the color filter.
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This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
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Freetype is now a build requirement.
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Fix HTTPFetch caller and request ID to 64 bits
Check that allocated caller ID is not DISCARD
Print body if serverlist request returns error
Don't print control characters from HTTP responses
Document special HTTPFetch caller IDs
Allow unicode to be printed
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Improve error handling on Windows and reduce the size of the `Address` class
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This fixes a nullptr dereference when the specified inventory list is not known.
Happens when HUD elements are sent before the required inventory list is created.
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fixes #4532
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