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* 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
* Initialize wield mesh colors when changing item. (#12254)x20482022-05-01
| | | Fixes #12245
* Deal with compiler warningssfan52022-04-30
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* Refactor local time getter functions (#12221)Oblomov2022-04-28
| | | | | | | | | | | | | | | | | This commit introduces mt_localtime() in src/gettime.h, a wrapper around the OS-specific thread-safe versions of localtime() (resp. localtime_s on Windows and localtime_r in other systems). Per the Open Group recommendation, «portable applications should call tzset() explicitly before using ctime_r() or localtime_r() because setting timezone information is optional for those functions», so we also do a one-shot call of tzset() (_tzset() on Windows to avoid warning C4996). The function is used to replace the localtime() calls in getTimestamp() and makeScreenshot(). (The only reminaing call to localtime() in the tree now is the one in the local copy of the Lua source code.)
* Remove HW_buffer_counter after IrrlichtMt fix to remove HWBufferMap (#12232)paradust72022-04-28
| | | Keep code and use version check instead, for backwards compatibility
* Show unknown node in debug screen (#12230)Wuzzy2022-04-28
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* 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.
* Fix some debug info showing despite being disabled in the UI (#12205)Lars Müller2022-04-21
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* Fix '[combine' when EVDF_TEXTURE_NPOT is disabled. (#12187)paradust72022-04-16
| | | | | | | 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.
* upright_sprite: Fix walk animation in first person (#12194)SmallJoker2022-04-15
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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-14
| | | | | | | | * 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
* Spacing fixesShadowNinja2022-04-08
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* Fix compiler warningsShadowNinja2022-04-08
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* Remove obsolete commented code (follow up to #12166)Dmitry Kostenko2022-04-07
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
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* Disentangle map implementations (#12148)Jude Melton-Houghton2022-04-07
| | | | Fixes violation of Liskov substitution principle Fixes #12144
* 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
* Increase the ratio between shadow range and viewing rangeDmitry Kostenko2022-04-02
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* Limit shadow map to the viewing range (#12158)x20482022-03-31
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* Tune shadow perspective distortion (#12146)x20482022-03-31
| | | | | * 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
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Fix footsteps for players whose collision box min y != 0 (#12110)Gregor Parzefall2022-03-14
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* Fix undefined behavior in TileLayer (#12125)Daroc Alden2022-03-11
| | | Initialize the values properly
* Use Irrlicht bindings for GL callsfan52022-03-09
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* Correct normal bias for entitiesDmitry Kostenko2022-03-07
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-07
| | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
* Avoid possible buffer overflow when checking face normalsDmitry Kostenko2022-03-07
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* Use correct indexes when checking mesh normalsDmitry Kostenko2022-03-07
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* Detect 'insane' normals in checkMeshNormals.Dmitry Kostenko2022-03-07
| | | | | Detect non-zero normals which point in the opposite direction from the face plane normal.
* Improve lighting of entities.Dmitry Kostenko2022-03-07
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows