| Commit message (Collapse) | Author | Age |
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* Cpp11 initializers: last src root changeset
Finish to migrate all src root folder files to C++11 constructor initializers
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'video::SColor pointcolor' was initialised with order RGBA instead of ARGB.
No change in behaviour as 'm_bgcolor' has alpha 255.
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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To be identical to the lower half of the skybox sides.
Now needed as the skybox base is often seen due to increasingly vertical
mapgens.
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Add new colours 'skycolour_bright_night', 'bgcolour_bright_night'
and enable these between sunset end and sunrise start
Night sky has same hue as day sky but is darker and more saturated
Night horizon haze (bgcolour) is slightly less saturated and
slightly brighter than night sky, to be consistent with daytime
horizon haze
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Top of texture no longer shows above horizon during night and day
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* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
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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
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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.
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tile.hpp to src/client/
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Clean up nearby code a bit
As a small side effect, it is now possible to add a background texture
to the chat console by simply providing background_chat.jpg, it is no
longer necessary to also add "console_color =" to minetest.conf.
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sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
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Add (experimental) support for topbottom as well as sidebyside 3d mode
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sunset
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ground that contains caves
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