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* Fix some debug info showing despite being disabled in the UI (#12205)Lars Müller2022-04-21
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* Fix '[combine' when EVDF_TEXTURE_NPOT is disabled. (#12187)paradust72022-04-16
| | | | | | | Stop scaling images to POT immediately when loaded. The 'combine' modifier hardcodes X and Y coordinates, and so behaves incorrectly if applied to a scaled image. Images emitted by generateImage() are already scaled to POT before being used as a texture, so nothing should break.
* upright_sprite: Fix walk animation in first person (#12194)SmallJoker2022-04-15
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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-14
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Remove unneeded ObjectRef setter return values (#12179)Lars Müller2022-04-10
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* Don't test overflow behavior for VoxelArea extentsShadowNinja2022-04-08
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* Fix typo and update settings filesShadowNinja2022-04-08
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* Fix OOB read in trim("")ShadowNinja2022-04-08
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* Remove duplicate test for trimShadowNinja2022-04-08
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* Update directory name sanitizationShadowNinja2022-04-08
| | | | | Only ASCII spaces have to be handles specially, and leading spaces are also disallowed.
* Add tests for sanitizeDirNameShadowNinja2022-04-08
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* Add additional reserved directory namesShadowNinja2022-04-08
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* Remove duplication in config.hShadowNinja2022-04-08
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* Spacing fixesShadowNinja2022-04-08
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* Treat empty XDG_CACHE_HOME same as unsetShadowNinja2022-04-08
| | | | This matches the XDG base directory spec.
* Fix compiler warningsShadowNinja2022-04-08
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* Remove obsolete commented code (follow up to #12166)Dmitry Kostenko2022-04-07
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
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* Disentangle map implementations (#12148)Jude Melton-Houghton2022-04-07
| | | | Fixes violation of Liskov substitution principle Fixes #12144
* Compile Lua as C++ (#11683)Jude Melton-Houghton2022-04-07
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Fix -mwindows flag not being applied anymoresfan52022-04-03
| | | | closes #12165
* Add depth sorting for node faces (#11696)x20482022-04-02
| | | | Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
* Increase the ratio between shadow range and viewing rangeDmitry Kostenko2022-04-02
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* Limit shadow map to the viewing range (#12158)x20482022-03-31
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* Tune shadow perspective distortion (#12146)x20482022-03-31
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Store vector metatable in registryJude Melton-Houghton2022-03-29
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* Optimize swapping nodes with equivalent lightingJude Melton-Houghton2022-03-29
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* Fix the documentation of InvRef:get_lists() and clean up code (#12150)DS2022-03-29
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* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Fix memory leak in EmergeManagerDaroc Alden2022-03-14
| | | | EmergeManager keeps a copy of the BiomeGen that it creates, but never deletes it.
* Fix footsteps for players whose collision box min y != 0 (#12110)Gregor Parzefall2022-03-14
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* Fix undefined behavior in TileLayer (#12125)Daroc Alden2022-03-11
| | | Initialize the values properly
* Remove direct OpenGL(ES) dependencysfan52022-03-09
| | | | | IrrlichtMt now provides this for us (see last commit) fixes #12041
* Use Irrlicht bindings for GL callsfan52022-03-09
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* Fix memory leak from SpatialAreaStore (#12120)Daroc Alden2022-03-09
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* Correct normal bias for entitiesDmitry Kostenko2022-03-07
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-07
| | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
* Avoid possible buffer overflow when checking face normalsDmitry Kostenko2022-03-07
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* Use correct indexes when checking mesh normalsDmitry Kostenko2022-03-07
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* Detect 'insane' normals in checkMeshNormals.Dmitry Kostenko2022-03-07
| | | | | Detect non-zero normals which point in the opposite direction from the face plane normal.
* Improve lighting of entities.Dmitry Kostenko2022-03-07
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
* Apply shadow texture to wield-based entitiesDmitry Kostenko2022-03-07
| | | | For example, dropped nodes and items.
* Render shadows on entities.Dmitry Kostenko2022-03-07
| | | | Fixes problem with mod 'drawers'.
* Readd basic_debug as a HUD flag (#12020)Lars Müller2022-03-05
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* Allow get_sky to return a table (#11963)Zughy2022-03-05
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* Fix segfault with autoscale_mode (again)sfan52022-03-02
| | | | | closes #12100 This time add some asserts so there is no misunderstanding about the NULL-ness of layer->texture.
* Move the codebase to C++14sfan52022-02-26
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* Lua API documentation: Various fixes (#12059)SmallJoker2022-02-23
| | | | | Change 1: Clarify when on_step collision information is provided Change 2: Document PostgreSQL and Redis settings Change 3: Overall AreaStore documentation improvements including consistent parameter naming based on community suggestions
* FormspecMenu: make drawing of backgrounds less hacky (#9517)DS2022-02-22
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* Clean up ClientReady packet handlingsfan52022-02-17
| | | | fixes #12073