Commit Graph

32 Commits

Author SHA1 Message Date
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Loic Blot
155288ee98 use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
2016-10-06 22:37:26 +02:00
RealBadAngel
f9d727764f Mapblock mesh: Allow to use VBO 2016-02-26 00:51:01 +00:00
RealBadAngel
7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
RealBadAngel
b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
RealBadAngel
bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
Břetislav Štec
88a6b9f52d Fixed minimap memory leak 2015-07-27 11:06:46 -04:00
RealBadAngel
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
RealBadAngel
43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
Loic Blot
0d1eedcccc Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/ 2015-03-05 11:59:40 +01:00
Craig Robbins
c8f60bd224 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 17:45:49 +10:00
Craig Robbins
f824866686 Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
2015-02-11 17:01:19 +10:00
Craig Robbins
d25ff8fd25 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 16:02:16 +10:00
Kahrl
9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
2014-11-08 23:11:57 +01:00
RealBadAngel
0066bd77d2 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
RealBadAngel
58e6d25e03 Node highlighting. 2014-09-17 22:06:13 +02:00
sapier
556bdc260a Pass pointer to nodedef directly to avoid recalculation in quite often called function 2014-04-06 10:32:57 +02:00
Novatux
062de11b4c Fix rendering glitches when far from the center of the map 2014-03-04 20:12:10 +01:00
Ilya Zhuravlev
6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
Sfan5
6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam
497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
Perttu Ahola
cd1f604ffe Handle day-night transition in shader and make light sources brighter when shaders are used 2012-12-02 14:24:58 +02:00
Perttu Ahola
9f031a6759 Optimize headers 2012-06-17 04:03:39 +03:00
Perttu Ahola
fd1135c7af Node texture animation 2012-06-16 16:47:28 +03:00
Perttu Ahola
037b259197 Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors 2012-06-05 18:54:07 +03:00
Kahrl
807a0d313b MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints 2012-03-15 21:45:44 +02:00
Kahrl
6a76c226e1 The huge item definition and item namespace unification patch (itemdef), see http://c55.me/minetest/wiki/doku.php?id=changes:itemdef 2012-01-12 06:10:39 +01:00
Perttu Ahola
c6fd2986d4 GameDef compiles 2011-11-29 19:13:42 +02:00
Perttu Ahola
abceeee92f Create framework for getting rid of global definitions of node/tool/item/whatever types 2011-11-29 19:13:41 +02:00
Perttu Ahola
d67cef0eb7 Made dark places tint slightly in blue 2011-07-23 04:10:17 +03:00
Perttu Ahola
682c9d8e7d Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp} 2011-06-17 23:20:31 +03:00