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* Fix node-nodebox lighting difference in direct sunlight (#7061)Vitaliy2018-03-17
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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Fix liquid bottoms not being renderednumber Zero2018-01-30
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* Fix dark liquids (#6621)Vitaliy2017-11-18
| | | | * Update light storage format
* Fix item and wield meshes (#6596)Vitaliy2017-11-14
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* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
| | | | | | | Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Cleanup in content_mapblock (#5746)numberZero2017-05-20
| | | NDT_LIQUID is being drawn by MapBlockMesh since a long time ago...
* Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)Loïc Blot2017-04-29
| | | | | | | | | | | | | | | * Optimize updateFastFaceRow processing by removing some TileSpec copy It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5% getTileInfo also reduced from 27% to 23% * makeFastFace should use a const ref too this trigger a const pointer need in the underlying function Also fix some code style and prevent calculating 4 times the same position at a point * Reduce a comparison cost for lights in updateFastFaceRow
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Content_mapblock.cpp: Refactornumber Zero2017-03-20
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and ↵Perttu Ahola2011-06-17
content_mapblock.{h,cpp}