* The problem were lines like these:
"# textdomain:"
* str_split does not add an empty last part if there is a delimiter
at the end, but this was probably assumed here.
* Add a simple PNG image encoder with Lua API
Add ColorSpec to RGBA converter
Make a safety wrapper for the encoder
Create devtest examples
Co-authored-by: hecktest <>
Co-authored-by: sfan5 <sfan5@live.de>
With the CMake changes to IrrlichtMt, it's now possible to use a target for IrrlichtMt.
Besides greatly improving the ease of setting up IrrlichtMt for users building the client, it removes the need for Minetest's CMake to include transitive dependencies such as image libraries, cleaning it up a tiny bit. The PR works by finding the IrrlichtMt package and linking to the target it provides. If the package isn't found and it isn't building the client, it will still fall back to using just the headers of old Irrlicht or IrrlichtMt.
Reduces stutter and freezes when playing.
* Maintains double SM and SM Color textures
* Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
* Every incremental update renders a portion of the shadow draw list (split equally).
* After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.
Co-authored-by: sfan5 <sfan5@live.de>
Apparently the C++ standard library is supposed to provide
specializations of std::hash for enums (even in C++11)
but those don't always work for whatever reason.
* Separate draw list and shadows update to reduce jitter
* Avoid draw list update and shadow update in the same frame
* Force-update shadows when camera offset changes
* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution
when minetest.remove_detached_inventory is called on script init, the environment is yet not set up,
hence m_env is still nullptr until all scripts are loaded
Add API for mods to hook liquid transformation events
Without this API, there is no reliable way for mods to be
notified when liquid transform modifies nodes and mods are
forced to poll for changes. This allows mods to detect
changes to flowing liquid nodes and liquid renewal using
event-driven logic.
* Add an .editorconfig to the repo root folder, providing code style hints for some text editors and making the code render properly in github.
Co-authored-by: hecktest <>
This completely removes any mention of the software and D3D drivers from MT, preventing the user from accidentally attempting to use them. Users who need a software renderer should be asked to install Mesa drivers which offer superior fidelity and performance over the 'burningsvideo' driver.
Fixes list clearing for inv:set_list() using same size, since 2db6b07.
addList() now clears the list in all cases. Use setSize() to resize without clearing.
Use user provided lib/irrlichtmt if available
Make it possible for a user to provide the IrrlichtMt dependency as
subdirectory at `lib/irrlichtmt`.
The subdirectory is added with the `EXCLUDE_FROM_ALL` flag to prevent
`libirrlichtmt.a` or other header files to be installed.
This enables the user to do the following to satisfy the IrrlichtMt
dependency:
git clone --depth 1 https://github.com/minetest/irrlicht.git lib/irrlichtmt
cmake . -DRUN_IN_PLACE=TRUE
Use posix mingw-w64 toolchain on Win64 builds where applicable, avoids
many build errors when using buildwin64.sh to build 64 bit builds on
Ubuntu based Linux distributions