kwolekr
091594e26e
NodeDef: Clear NodeResolver related entries too in clear()
2015-01-04 22:39:57 -05:00
kwolekr
cd4d213ae0
NodeResolver: Perform callback immediately if node registration phase finished
...
Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
kwolekr
6fdb32361a
Remove freezemelt (the remainder of proller nonsense)
2015-01-04 03:30:10 -05:00
kwolekr
c6df2bc42c
Add support back for resolving group names in NodeResolver
2014-12-29 23:15:53 -05:00
kwolekr
08d259cf41
Set fallback content if resolving content vector requires everything
2014-12-27 22:20:04 -05:00
kwolekr
b67f37f27e
Redefine NodeResolver interface and replace with callback mechanism
2014-12-27 02:12:21 -05:00
unknown
1e8e700ee6
Change TileSpec::frames to be std::vector not std::map
...
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Anton
10e0cf8b2c
Use std::string::empty() instead of size() where applicable
2014-12-12 15:16:24 -05:00
kwolekr
2c9bbe2736
NodeResolver: Fix some comments and use const references for params
2014-12-12 14:21:41 -05:00
kwolekr
c07f15e910
NodeResolver: Fix cancelNode and cancelNodeList
2014-12-11 00:41:54 -05:00
RealBadAngel
a648120d54
Recalculate normals for mesh #0 . Fix for issue #1902 .
2014-12-05 01:05:18 +01:00
Craig Robbins
d406ac994b
Optimise functions from CNodeDefManager and VoxelManipulator
...
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ShadowNinja
da0f1e5497
Fix wallmounted mesh rotations
2014-11-19 16:17:54 -05:00
RealBadAngel
dd4c21c180
Add option to enable mesh caching, add wallmounted for meshes.
2014-10-29 08:37:33 +01:00
kwolekr
4a3592ff9a
Add NodeResolver documentation
...
Set content to fallback on AddNode failure
Consider node list requests with no results as failed
2014-10-28 02:23:45 -04:00
kwolekr
d274cbfce6
Add NodeResolver and clean up node name -> content ID resolution system
2014-10-26 23:55:45 -04:00
RealBadAngel
d221917170
Recalculate normals for cached meshes.
...
Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
Kahrl
9029a34cc6
Fix some indentation in nodedef.cpp
2014-10-20 16:11:38 +02:00
Kahrl
ae375cc322
Fix memory leak caused by mesh nodes (and nodeboxes)
2014-10-20 16:11:00 +02:00
RealBadAngel
e5652cb75c
Custom collision boxes node property.
2014-10-19 20:48:21 +02:00
RealBadAngel
0066bd77d2
Add meshnode drawtype.
2014-10-18 16:42:23 +02:00
kwolekr
173beeee65
Fix special tile backspace culling
2014-10-03 11:20:29 -04:00
RealBadAngel
0920f55eb4
Fix broken plantlike drawtype.
2014-10-03 15:33:32 +02:00
kwolekr
37d3c3d328
Fix misc. style issues
2014-10-03 03:49:06 -04:00
kwolekr
01ce57ade5
Clean up nodedef.cpp
2014-10-03 03:21:08 -04:00
BlockMen
f48f686930
Add optional framed glasslike drawtype
2014-10-02 11:35:15 +02:00
TriBlade9
9a685a4f2e
Add firelike drawtype
2014-09-21 15:50:27 -04:00
ShadowNinja
6bc4cad0ed
Split settings into seperate source and header files
...
This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
RealBadAngel
e66bb9b864
Allow use all 6 faces for special tiles.
...
Protocol version bump.
2014-08-25 12:47:06 +02:00
RealBadAngel
f0db6c4423
Speedup mapblock_mesh
2014-07-17 22:28:14 +02:00
sfan5
eadde1e741
Fix errors/warnings reported by valgrind
2014-07-06 16:33:02 +02:00
RealBadAngel
6c98fd6658
Unite nodes shaders.
...
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.
2014-06-15 05:40:33 +02:00
RealBadAngel
2330267d22
Shaders rework.
2013-12-03 18:55:25 +01:00
kwolekr
747bc40840
Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues
2013-11-29 20:54:04 -05:00
BlockMen
7b13d119ed
Add support for different drowning damage and allow drowning in other nodetypes
2013-08-06 17:49:39 +02:00
proller
0e89bca173
Leveled nodebox backward compatibility
2013-08-02 00:50:58 +04:00
proller
3aedfac968
Weather support
2013-07-27 23:21:48 +04:00
PilzAdam
46d1d70e4c
Bump protocol version
2013-07-20 21:25:21 +02:00
PilzAdam
413f0d0353
Add liquid_range to nodedef
2013-07-20 20:41:17 +02:00
Kahrl
112dbba7c4
Change ContentFeatures array to a vector
2013-07-14 23:06:31 +02:00
proller
9733dd5b5e
Leveled nodebox
2013-07-13 22:13:24 +04:00
Kahrl
8161ab573f
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
2013-07-02 03:03:10 +02:00
PilzAdam
53066024f6
Add drowning
2013-06-19 15:47:00 +00:00
RealBadAngel
625a4c2e66
Add new drawtype GLASSLIKE_FRAMED
2013-04-24 21:45:18 -04:00
kwolekr
770305e28d
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
khonkhortisan
1586cdac53
unkn own block -> unkn own node
2013-04-05 15:57:39 +02:00
kwolekr
c517215bcf
Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixes
2013-03-30 21:24:37 -04:00
kwolekr
414f0275cf
Optimize CNodeDefManager::getIds
2013-03-30 19:14:42 -04:00
PilzAdam
ab57fdac44
Move rightclickable to the proper place
2013-03-23 23:15:30 +01:00
Jürgen Doser
dacc8cdb3a
Include backface_culling flag in serialization format for TileDefs
...
This way flowing liquids actually show the backface when specified to
do so. Without this, TileDefs where by default initialized with
backface_culling = true and never set otherwise.
For backwards compatibility, an old client connected to a new server,
or a new client connected to an old server will behave like before
i.e., backface_culling is always true.
2013-03-23 23:10:47 +01:00