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path: root/src/content_mapblock.cpp
Commit message (Collapse)AuthorAge
* Remove new_style_waterRealBadAngel2016-02-26
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* Add new ContentParamType2 "CPT2_DEGROTATE"est312015-10-04
| | | | | | | | | This might break some mods, but it is important for all uses of the param2 to be documented. This doesn't need a serialisation version or network protocol version change, as old clients will still work on new servers, and it is bearable to have new clients getting non rotated plants on old servers.
* Firelike drawtype: Improve codeparamat2015-09-14
| | | | | | Remove unusable fine rotation by param2 Remove unused and redundant code Fix code style issues
* Change i++ to ++iDavid Jones2015-08-25
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* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Connect rails with connect_to_raillike and shorten the codesSmallJoker2015-03-21
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* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Improve group-based connection between raillike nodesBlockMen2015-03-05
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* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Fix some rendering glitchesBlockMen2015-03-05
| | | | | - Fixes particle draworder - Fixes nodehighlighting
* Fix NDT_GLASSLIKE normalsKahrl2015-01-31
| | | | Remove inventorycube() workaround for default:glass in minimal game
* Fix visual_scale for plantlike nodes (again)Vanessa Ezekowitz2014-12-19
| | | | | | fixes #1989 move the plant to the bottom of its node properly, without affecting its scale. See isue #1989
* Fix visual_scale for NDT_PLANTLIKE being set too smallCraig Robbins2014-12-18
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* Fix raillike bug (currently manifests itself on Android), and minor ↵Kodexky2014-11-20
| | | | | | improvement to readability. NB: Minor edits to patch made by Zeno- (int to short and minor formatting)
* Fix wallmounted mesh rotationsShadowNinja2014-11-19
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* Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel2014-10-29
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* Fix broken plantlike drawtype.RealBadAngel2014-10-22
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* Recalculate normals for cached meshes.RealBadAngel2014-10-21
| | | | | | Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
* Various uninitialised variable fixesCraig Robbins2014-10-19
| | | | | | sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Add optional framed glasslike drawtypeBlockMen2014-10-02
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* Add firelike drawtypeTriBlade92014-09-21
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Bugfix: don't highlight air nodes.RealBadAngel2014-09-18
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* Node highlighting.RealBadAngel2014-09-17
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* Pass light sources in blue channel of vertex color instead of decoded light ↵RealBadAngel2014-08-21
| | | | | | for all special drawtypes. Plus some style fixes and optimizations.
* Dont display interior of glasslike_framed node when its not defined.RealBadAngel2014-07-24
| | | | Fixes https://github.com/minetest/minetest/issues/1514
* Allow full circle rotation with 2degs step for plantlike drawtype.RealBadAngel2014-07-24
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* Add rotation for plantlike drawtype.RealBadAngel2014-07-22
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* Bugfix in makeCuboid - apply rotations to all faces when 1 tile is given.RealBadAngel2014-07-20
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* Fix texture glitches for plants with visual scale > 1.0 (jungle grass).RealBadAngel2014-07-17
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* Fix texture hack in fences.RealBadAngel2014-07-17
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* Fix flipped textures for drawtype "glasslike"sapier2014-07-16
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* Glasslike_framed drawtype rework.RealBadAngel2014-06-29
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* Pass pointer to nodedef directly to avoid recalculation in quite often ↵sapier2014-04-06
| | | | called function
* Fix liquid_rangePilzAdam2013-11-02
| | | | | | * Prevent graphical glitches on old servers * Fix flowing of liquids with viscosity != 1 and range != 8 * Fix range = 0, no flowing nodes will appear
* Add support for parameter 'visual_scale' for drawtypes 'signlike' and ↵Sokomine2013-10-14
| | | | 'torchlike' like used for drawtype 'plantlike'
* Diagonal liquid animationKahrl2013-08-17
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* Add liquid_range to nodedefPilzAdam2013-07-20
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Make raillike nodes connect to any other raillike nodes if both are in the ↵Jeija2013-05-22
| | | | group connect_to_raillike
* Add new drawtype GLASSLIKE_FRAMEDRealBadAngel2013-04-24
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* 6d facedirRealBadAngel2013-03-23
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* Fix new_style_waterPilzAdam2013-03-17
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* Liquid fine tuningproller2013-03-14
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Merge pull request #482 from proller/liquidkwolekr2013-02-25
|\ | | | | finite liquid
| * new adjustable finite liquidproller2013-02-24
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