Commit message (Collapse) | Author | Age | |
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* | Improve a translation string | sfan5 | 2022-05-29 |
| | | | | fixes #11442 | ||
* | Force-update shadows when the world is changed (#12364) | x2048 | 2022-05-26 |
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* | Reduce size of ContentFeatures structure | sfan5 | 2022-05-26 |
| | | | | | | On my system this is a reduction from 4664 to 3704 bytes. This is not for the sake of saving RAM but ensuring commonly used structures fit into caches better. | ||
* | Get rid of global buffer that would ruin concurrent MapBlock serialization | sfan5 | 2022-05-26 |
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* | Improve code in mapblock_mesh.cpp a bit | sfan5 | 2022-05-26 |
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* | Quantize light frustum calculations (#12357) | x2048 | 2022-05-23 |
| | | | | | | | * Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions | ||
* | Fix hash implementation for SerializedBlockCache | sfan5 | 2022-05-23 |
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* | Use unordered_map instead of map for MapSectors | Richard Try | 2022-05-23 |
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* | Add missing concurrency protection in logger (#12325) | paradust7 | 2022-05-23 |
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* | Fix no_texture.png for unknown nodes with ID < 125 (#12329) | Wuzzy | 2022-05-23 |
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* | Replace all uses of core::list with std::list (#12313) | paradust7 | 2022-05-22 |
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* | Fixes needed to use irrArray backed by std::vector (#12263) | paradust7 | 2022-05-22 |
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* | Don't ignore server disconnects in client code | sfan5 | 2022-05-21 |
| | | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message. | ||
* | Optimize JSON string (de)serialization routines | sfan5 | 2022-05-21 |
| | | | | | | stringstreams were shown to be slow when reading/writing single characters and there is lots of potential by having functions perform on existing buffers whenever possible. | ||
* | Improve testSerializeJsonString unit tests | sfan5 | 2022-05-21 |
| | | | | | this also removes the requirement that / is escaped, there is no reason for doing so. | ||
* | Deprecate game.conf name, use title instead (#12030) | rubenwardy | 2022-05-21 |
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* | Improve shadow filters (#12195) | x2048 | 2022-05-21 |
| | | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code | ||
* | Fix lighting of upright_sprite entities (#12336) | x2048 | 2022-05-20 |
| | | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false | ||
* | Fix lighting of the wield mesh (#12341) | x2048 | 2022-05-20 |
| | | | | | * Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh | ||
* | Use std::map instead of core::map (#12301) | paradust7 | 2022-05-18 |
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* | Remove confusing message in keybindings menu | savilli | 2022-05-17 |
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* | Initialize wield mesh color when wield_image is set | Dmitry Kostenko | 2022-05-15 |
| | | | | #12245 | ||
* | Use native packer to transfer globals into async env(s) | sfan5 | 2022-05-10 |
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* | Support packing arbitrary graphs (#12289) | Jude Melton-Houghton | 2022-05-10 |
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* | Fix cooking and fuel crafts with aliases | Jude Melton-Houghton | 2022-05-10 |
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* | Fix possible unreliable behavior due to uninitialized variables | Octavian | 2022-05-10 |
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* | Add more Prometheus metrics (#12274) | sfan5 | 2022-05-09 |
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* | HUD: Update selection mesh every frame (#12270) | Lars Müller | 2022-05-09 |
| | | | Fixes outdated selection boxes after entity property changes. | ||
* | Consolidate some data structures in MapBlockMesh | sfan5 | 2022-05-08 |
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* | Cache serialized mapblocks during sending | sfan5 | 2022-05-08 |
| | | | | | | | This reduces the (absolute) time spent in Server::SendBlocks() from 700ms to 300ms (relative) share of MapBlock::serialize() from 80% to 60% in a test setup with 10 players and many block changes | ||
* | Fix mapblock geometry optimisation not working | ROllerozxa | 2022-05-08 |
| | | | | Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type | ||
* | Add benchmarks for json string serialize/deserialize (#12258) | paradust7 | 2022-05-06 |
| | | | Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Enable chat clickable weblinks by default (#12115) | Froggo | 2022-05-06 |
| | | | Co-authored-by: rubenwardy <rw@rubenwardy.com> | ||
* | Fix Windows Visual Studio actions (#11176) | LoneWolfHT | 2022-05-04 |
| | | | Co-authored-by: rubenwardy <rw@rubenwardy.com> | ||
* | Avoid rendering invisible faces of simple nodeboxes (#12262) | x2048 | 2022-05-04 |
| | | | | | | * Skip rendering faces adjacent to opaque nodes * Cancel out opposite faces of adjacent nodebox nodes of the same type Fixes #6409 | ||
* | hud_get: Return precision field for waypoints (#12215) | Lars Müller | 2022-05-04 |
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* | guiScalingFilter: Fix most memory leaks (#12256) | SmallJoker | 2022-05-04 |
| | | | | Calls to the cache function ended up creating a new texture regardless whether the texture is already cached. | ||
* | Make logging cost free when there is no output target (#12247) | paradust7 | 2022-05-04 |
| | | | | | The logging streams now do almost no work when there is no output target for them. For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing. | ||
* | Fix broken FPS/dtime counters in debug info | sfan5 | 2022-05-03 |
| | | | | was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b | ||
* | Async environment for mods to do concurrent tasks (#11131) | sfan5 | 2022-05-02 |
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* | Fix synchronization issue at thread start | sfan5 | 2022-05-02 |
| | | | | | | | | | | If a newly started thread immediately exits then m_running would immediately be set to false again and the caller would be stuck waiting for m_running to become true forever. Since a mutex for synchronizing startup already exists we can simply move the while loop into it. see also: #5134 which introduced m_start_finished_mutex | ||
* | Refactor some Lua API functions in preparation for async env | sfan5 | 2022-05-02 |
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* | Remove some unused variable from Lua class wrappers | sfan5 | 2022-05-02 |
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* | Initialize wield mesh colors when changing item. (#12254) | x2048 | 2022-05-01 |
| | | | Fixes #12245 | ||
* | Deal with compiler warnings | sfan5 | 2022-04-30 |
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* | Enable additional warning flags | sfan5 | 2022-04-30 |
| | | | | also make them work with the RelWithDebInfo build type | ||
* | Clean up some auth packet handling related code | sfan5 | 2022-04-28 |
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* | Fix password changing getting stuck if wrong password is entered once | sfan5 | 2022-04-28 |
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* | Apply disallow_empty_password to password changes too | sfan5 | 2022-04-28 |
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* | Fix race condition in registration leading to duplicate create_auth calls | sfan5 | 2022-04-28 |
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