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path: root/src/wieldmesh.cpp
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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
* Fix items turning black (#6780)Vitaliy2017-12-16
* Fix item and wield meshes (#6596)Vitaliy2017-11-14
* Real global textures (#6105)Vitaliy2017-10-15
* Overlays for wield and inventory images (#6107)Dániel Juhász2017-08-25
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
* Modernize source code: last part (#6285)Loïc Blot2017-08-20
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-26
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
* Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot2017-07-02
* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-21
* Do not shade inventory items with textures (#5869)Dániel Juhász2017-06-01
* Fix after soft node overlaysDániel Juhász2017-04-21
* Soft node overlay (#5186)Dániel Juhász2017-04-21
* Hardware coloring for itemstacksDániel Juhász2017-04-08
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
* Use inventory_image in the first place for inventory item meshRealBadAngel2016-02-08
* Use meshes to display inventory itemsRealBadAngel2016-02-07
* Revert "Add support for using arbitrary meshes as items"Sapier2015-12-29
* Add support for using arbitrary meshes as itemsSapier2015-12-29
* Re-enable texture pre-filters on wielditems, fixing #3178.Aaron Suen2015-11-24
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
* src/wieldmesh.cpp: Fix mesh extrusion memory leakBřetislav Štec2015-08-02
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
* Fix typo in WieldMesh::setItem()kwolekr2015-05-08
* Replace Wieldmesh::setItem assertion that could be triggered by the server wi...kwolekr2015-05-08
* Add a check for animation when getting an extruded meshKevin Ott2015-05-04
* 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
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-05
* 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
* Prevent client crashing if an NDT_AIRLIKE node is droppedCraig Robbins2015-01-05
* Silence misc. warningskwolekr2014-12-23
* Temporarily fix always bright wieldhand with shaders enabledkwolekr2014-12-22
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-21
* Wield: always obey anisotropic_filter setting, not just for hi res texturesKahrl2014-11-26
* EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or belowKahrl2014-11-26
* Wieldmesh: don't force anisotropic filtering on, instead disable mipmapsKahrl2014-11-26
* Wielded fixes. Add shaders support.RealBadAngel2014-11-13
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08