Commit message (Collapse) | Author | Age | |
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* | Remove HW_buffer_counter after IrrlichtMt fix to remove HWBufferMap (#12232) | paradust7 | 2022-04-28 |
| | | | Keep code and use version check instead, for backwards compatibility | ||
* | Show unknown node in debug screen (#12230) | Wuzzy | 2022-04-28 |
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* | Support CSS Color Module Level 4 (#12204) | Lars Müller | 2022-04-27 |
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* | Fix worldaligned textures | Giuseppe Bilotta | 2022-04-24 |
| | | | | | | | | | | | | As reported in #12197, b0b9732359d43325c8bd820abeb8417353365a0c introduces a regression in worldalign textures. The specific change that seems to be responsible for this issue is the change in order between the computation of the cuboid texture coordinates and the box edge correction. Fix #12197 by moving the box edge correction back to before the cuboid texture coordinates, as it used to be. | ||
* | Fix some textures not being sent correctly to older clients | Giuseppe Bilotta | 2022-04-24 |
| | | | | | | | | | | | | | Since b2eb44afc50976dc0954c868977b5829f3ff8a19, a texture defined as `[combine:16x512:0,0=some_file.png;etc` will not be sent correctly from a 5.5 server to a 5.4 client due to the overeager detection of unsupported base modifier `[` introducing a spurious `blank.png^` before the modifier. Fix this by whitelisting which base modifiers can be passed through unchanged to the client, and prefix `blank.png` for the others (which at the moment is just [png:, but the list may grow larger as new base modifiers are added.) | ||
* | Fix some debug info showing despite being disabled in the UI (#12205) | Lars Müller | 2022-04-21 |
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* | Fix '[combine' when EVDF_TEXTURE_NPOT is disabled. (#12187) | paradust7 | 2022-04-16 |
| | | | | | | | 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) | SmallJoker | 2022-04-15 |
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* | Implement shadow offsets for the new SM distortion function (#12191) | x2048 | 2022-04-14 |
| | | | | | | | | * 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 Müller | 2022-04-10 |
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* | Don't test overflow behavior for VoxelArea extents | ShadowNinja | 2022-04-08 |
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* | Fix typo and update settings files | ShadowNinja | 2022-04-08 |
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* | Fix OOB read in trim("") | ShadowNinja | 2022-04-08 |
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* | Remove duplicate test for trim | ShadowNinja | 2022-04-08 |
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* | Update directory name sanitization | ShadowNinja | 2022-04-08 |
| | | | | | Only ASCII spaces have to be handles specially, and leading spaces are also disallowed. | ||
* | Add tests for sanitizeDirName | ShadowNinja | 2022-04-08 |
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* | Add additional reserved directory names | ShadowNinja | 2022-04-08 |
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* | Remove duplication in config.h | ShadowNinja | 2022-04-08 |
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* | Spacing fixes | ShadowNinja | 2022-04-08 |
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* | Treat empty XDG_CACHE_HOME same as unset | ShadowNinja | 2022-04-08 |
| | | | | This matches the XDG base directory spec. | ||
* | Fix compiler warnings | ShadowNinja | 2022-04-08 |
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* | Remove obsolete commented code (follow up to #12166) | Dmitry Kostenko | 2022-04-07 |
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* | Adjust shadowmap distortion to use entire SM texture (#12166) | x2048 | 2022-04-07 |
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* | Disentangle map implementations (#12148) | Jude Melton-Houghton | 2022-04-07 |
| | | | | Fixes violation of Liskov substitution principle Fixes #12144 | ||
* | Compile Lua as C++ (#11683) | Jude Melton-Houghton | 2022-04-07 |
| | | | Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Fix -mwindows flag not being applied anymore | sfan5 | 2022-04-03 |
| | | | | closes #12165 | ||
* | Add depth sorting for node faces (#11696) | x2048 | 2022-04-02 |
| | | | | Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning | ||
* | Increase the ratio between shadow range and viewing range | Dmitry Kostenko | 2022-04-02 |
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* | Limit shadow map to the viewing range (#12158) | x2048 | 2022-03-31 |
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* | Tune shadow perspective distortion (#12146) | x2048 | 2022-03-31 |
| | | | | | * 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 registry | Jude Melton-Houghton | 2022-03-29 |
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* | Optimize swapping nodes with equivalent lighting | Jude Melton-Houghton | 2022-03-29 |
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* | Fix the documentation of InvRef:get_lists() and clean up code (#12150) | DS | 2022-03-29 |
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* | Add API to control shadow intensity from the game/mod (#11944) | x2048 | 2022-03-26 |
| | | | * Also Disable shadows when sun/moon is hidden. Fixes #11972. | ||
* | Fix memory leak in EmergeManager | Daroc Alden | 2022-03-14 |
| | | | | 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 Parzefall | 2022-03-14 |
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* | Fix undefined behavior in TileLayer (#12125) | Daroc Alden | 2022-03-11 |
| | | | Initialize the values properly | ||
* | Remove direct OpenGL(ES) dependency | sfan5 | 2022-03-09 |
| | | | | | IrrlichtMt now provides this for us (see last commit) fixes #12041 | ||
* | Use Irrlicht bindings for GL call | sfan5 | 2022-03-09 |
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* | Fix memory leak from SpatialAreaStore (#12120) | Daroc Alden | 2022-03-09 |
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* | Correct normal bias for entities | Dmitry Kostenko | 2022-03-07 |
| | | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane | ||
* | Fix shadows for upright sprite nodes | Dmitry Kostenko | 2022-03-07 |
| | | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer. | ||
* | Avoid possible buffer overflow when checking face normals | Dmitry Kostenko | 2022-03-07 |
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* | Use correct indexes when checking mesh normals | Dmitry Kostenko | 2022-03-07 |
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* | Detect 'insane' normals in checkMeshNormals. | Dmitry Kostenko | 2022-03-07 |
| | | | | | Detect non-zero normals which point in the opposite direction from the face plane normal. | ||
* | Improve lighting of entities. | Dmitry Kostenko | 2022-03-07 |
| | | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows | ||
* | Apply shadow texture to wield-based entities | Dmitry Kostenko | 2022-03-07 |
| | | | | For example, dropped nodes and items. | ||
* | Render shadows on entities. | Dmitry Kostenko | 2022-03-07 |
| | | | | Fixes problem with mod 'drawers'. | ||
* | Readd basic_debug as a HUD flag (#12020) | Lars Müller | 2022-03-05 |
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* | Allow get_sky to return a table (#11963) | Zughy | 2022-03-05 |
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