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* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-19
| | | | | | | | | | | * Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
* 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.
* Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones112017-07-01
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* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112017-07-01
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* 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
* Remove threads.h and replace its definitions with their C++11 equivalents ↵ShadowNinja2017-06-11
| | | | | | (#5957) This also changes threadProc's signature, since C++11 supports arbitrary thread function signatures.
* Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot2017-06-06
| | | | * Fix event LINT & remove default constructor/destructors * remove compat code & modernize autolock header
* Fix various variables passed by copy instead of const ref (#5610)Loïc Blot2017-04-19
| | | Pointed by cppcheck
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
| | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
* No functional changes. Credit gcuZeno-2016-11-23
| | | This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-23
| | | This improves rendering performance by ~40%
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* Clean up StrfndShadowNinja2016-03-19
| | | | | | | | | | | Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
* Set proper GLSL pixel shader versionRealBadAngel2016-02-11
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* Dump shader programs on compile errorsRealBadAngel2016-02-11
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* Fix inverted conditions in shader.cppLoic Blot2016-02-09
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* shader.cpp: don't test twice if shader programs are presentLoic Blot2016-02-09
| | | | Also use string::empty method, it is better than comparing with empty strings.
* Filmic HDR tone mappingRealBadAngel2016-02-09
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* Refactor thread utility interfacekwolekr2015-10-16
| | | | | - Add "thr_" prefix to thread utility functions - Compare threadid_ts in a portable manner, where possible
* Change i++ to ++iDavid Jones2015-08-25
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* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* 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
* 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
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Add optional framed glasslike drawtypeBlockMen2014-10-02
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* Add firelike drawtypeTriBlade92014-09-21
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* Fix warnings reported by clangsfan52014-07-06
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* Fix memory leaks in GenericCAO, ShaderSource and Player classessapier2014-07-02
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* Unite nodes shaders.RealBadAngel2014-06-15
| | | | | | | Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
* Fix all warnings reported by clangSfan52014-04-15
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* Normal maps generation on the fly.RealBadAngel2014-03-21
| | | | | Parallax mapping with slope information. Overriding normal maps.
* Make MutexQueue use jsemaphore for signalingsapier2014-01-10
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* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
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* Fix shaders on some GPUsNovatux2013-12-08
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* Cleanup jthread and fix win32 buildsapier2013-12-01
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* Fix Result of processed Request was written to invalid (non existent) ↵sapier2013-11-17
| | | | ResultQueue if requesting thread timed out before
* Fix multicaller support in RequestQueuesapier2013-11-17
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* Settings: everything != 0 equals true; remove .asm shadersPilzAdam2013-07-08
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* Fix many formspec menu bugssapier2013-07-07
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* Don't rebuild the dummy shader (less SourceShaderCache warning spam)Kahrl2013-07-05
| | | | | Also write something about rebuilding shaders to infostream in Client::afterContentReceived()
* Fix shader license headers to be LGPLBrent Hull2013-05-06
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* fix memory leak on shader shutdownsapier2013-04-07
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Implement a global shader parameter passing system and useful shadersPerttu Ahola2012-12-02
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