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Commit message (Expand)AuthorAge
* Smooth lighting: Fix light leaking through edge-connected cornersDTA72017-10-10
* mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)you2017-08-28
* Use crack animation on all tile layers (#6104)Dániel Juhász2017-08-28
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-19
* Code modernization: src/m* (part 2)Loic Blot2017-08-19
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-26
* VoxelManip cleanups (const ref, const move) + function removal (#6169)Loïc Blot2017-07-26
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
* Use thread_local instead from some static settings (#5955)Loïc Blot2017-06-11
* Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)Loïc Blot2017-04-29
* Soft node overlay (#5186)Dániel Juhász2017-04-21
* MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock c...Perttu Ahola2017-04-17
* Some performance optimizations (#5424)Loïc Blot2017-03-22
* Content_mapblock.cpp: Refactornumber Zero2017-03-20
* Use fabs() instead of abs() (#5141)Dániel Juhász2017-01-30
* Fix after hardware node coloring (#5114)Dániel Juhász2017-01-27
* Add smooth lighting for all nodesnumber Zero2017-01-24
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
* Move TileAnimation code to seperate filesfan52017-01-02
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
* Mapblock mesh: Fix updateFastFaceRow tiling issueobneq2016-08-18
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-26
* Dont make fastface if tile is not seamlessRealBadAngel2016-02-21
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-16
* Use vertices with tangents only when its needed.RealBadAngel2016-02-15
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-07
* Change i++ to ++iDavid Jones2015-08-25
* Fixed minimap memory leakBřetislav Štec2015-07-27
* Fix relief mapping issuesRealBadAngel2015-07-16
* Clean-up Minimap codekwolekr2015-07-08
* Add minimap featureRealBadAngel2015-06-27
* Automated whitespace error fix for last commitest312015-06-14
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-31
* Optimise MapBlockMesh related functionsgregorycu2015-02-23
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-11
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...Craig Robbins2015-02-11
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-11
* Fix potential out-of-bounds array indexCraig Robbins2015-01-16
* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ...TriBlade92015-01-14
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-10
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-21
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-10