| Commit message (Collapse) | Author | Age |
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* Migrate cpp headers to pragma once
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This commit restores the old behavior: if an inventory item has an own
inventory texture, it will not be shaded.
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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This is a slightly modified and cleaned up version of #3774 by RealBadAngel.
By sofar: Remove color change (just make it lighter) and some minor cleanups.
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Mesh rotation helpers.
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- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
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TextureSource has a list of textures to delete (m_texture_trash) so this
provides a proper, non-hacky way to delete RTT textures. Also, the prior,
hacky way of deleting them seems to be broken (see pull request #803).
To avoid header file clutter by repeating the same long list of
arguments over and over again, store the arguments of
generateTextureFromMesh in a struct called TextureFromMeshParams.
Also fix issue #782 (Only use bilinear (and others) on item textures
when settings allow it).
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GPLv2/later, by agreement of major contributors
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http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
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modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
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