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Commit message (Collapse)AuthorAge
* Fix misc. style issueskwolekr2014-10-03
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* Node highlighting.RealBadAngel2014-09-17
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* Rework texture generating code, add texture grouping via ( ... )sfan52014-07-29
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* Speedup mapblock_meshRealBadAngel2014-07-17
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* Add support for Android 2.3+sapier2014-06-29
| | | | | | | | | | | | | There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
* 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.
* Shaders rework.RealBadAngel2013-12-03
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* Change mainmenu texture handling + small misc changesKahrl2013-09-11
| | | | | | | | | | | | | | Texture names must now be escaped in formspec elements image[], background[], image_button[], image_button_exit[]. Instead of special-case handling of texture loading (and unloading which was missing) in guiFormSpecMenu.cpp, use the newly created ISimpleTextureSource interface which is a minimal subset of ITextureSource. There is an implementation of this interface used by GUIEngine (MenuTextureSource). Fix an off-by-one bug in unescape_string; it caused requests for a texture called "\0".
* Add texture pack selection to main menuNovatux2013-08-04
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* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
| | | | | | | | | | | | | 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).
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Get menu background image from selected gamePerttu Ahola2013-05-02
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* Add option to use texture alpha channelkwolekr2013-04-23
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* 6d facedirRealBadAngel2013-03-23
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola2012-12-02
| | | | like water
* Add the ability for client to check if image existsPerttu Ahola2012-11-30
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Optimize headersPerttu Ahola2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Node texture animationPerttu Ahola2012-06-16
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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
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Properly update textures in node definitionsPerttu Ahola2011-11-29
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* Sending of textures WIPPerttu Ahola2011-11-29
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* Make possible and do update textures in node definitions after late texture ↵Perttu Ahola2011-11-29
| | | | atlas making
* GameDef compilesPerttu Ahola2011-11-29
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* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-19
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* All textures are are now searched first from the directory specified by the ↵Perttu Ahola2011-05-21
| | | | texture_path setting.
* Modified block mesh generation to have clearer input and output. Instead of ↵Perttu Ahola2011-04-03
| | | | being a messy object oriented cludge, it now is a messy cludge with separate parameters.
* cube inventory texture rendering thing (not good yet)Perttu Ahola2011-02-14
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* fully working i guessPerttu Ahola2011-02-11
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* new texture stuff quite workingPerttu Ahola2011-02-11
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* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
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* bug-fixin'Perttu Ahola2011-02-08
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* Now texture handling is fast. Also now players are saved on disk.Perttu Ahola2011-01-28
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* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
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* Mainly some texture tweakingPerttu Ahola2011-01-24
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* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
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* minecraft-like craftingPerttu Ahola2010-12-25
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* crafting system!Perttu Ahola2010-12-22
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* Cracking blocks while diggingPerttu Ahola2010-12-21
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* framework for modifying texturesPerttu Ahola2010-12-20
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* before adding day/night lightingPerttu Ahola2010-12-18
| | | | | --HG-- rename : data/light.png => data/cloud.png
* added some missing filesPerttu Ahola2010-12-14