sfan5
c346612468
Fix falling nodes digging nodes they aren't supposed to ( #15638 )
2025-01-06 19:42:11 +01:00
DS
431c5c8b36
Fix wireframe mode in opengl3 driver ( #15626 )
...
`GL_LINES` isn't suitable, because it makes lines between pairs of 2 vertices,
not loops around 3 vertices.
Support for OpenGL ES isn't simple, as it has no `glPolygonMode`. And showing broken
wireframe (i.e. with `GL_LINES`) would cause confusion.
2025-01-06 19:39:17 +01:00
Lars Müller
f467bde6ac
Add unit test for raycasts falsely skipping nodes ( #15555 )
2025-01-05 16:32:09 +01:00
sfan5
06f39e1915
Fix missing bounding box for CAO 'wielditem' visual
2025-01-05 16:30:53 +01:00
sfan5
4774e65ed9
Implement polygon offset in GL3 driver
2025-01-05 16:30:53 +01:00
sfan5
5b14c03301
Use polygon offset to fix z-fighting for overlay tiles
2025-01-05 16:30:53 +01:00
wrrrzr
dfd7628950
Rename getGameMinetestConfig to getGameConfig
2025-01-05 13:20:37 +01:00
DS
4c4918b154
Fix show_debug setting causing inconsistency between debug control and shown debug info
2025-01-05 13:20:21 +01:00
sfan5
5bcb7983ec
Fix missing bounding box for upright_sprite
...
(also simplifies the mesh building)
fixes #15616
2025-01-04 12:40:14 +01:00
sfan5
0614b175b5
Optimize draw3DBox generic case
2025-01-04 12:40:14 +01:00
sfan5
4e2ca05f08
Add debug mode that shows mesh buffer bounding boxes
2025-01-04 12:40:14 +01:00
sfan5
9554e3d43a
Add support for glObjectLabel to aid debugging
2025-01-04 12:40:14 +01:00
wrrrzr
d2004d32f6
Move AutoExposure constructor to header
2025-01-04 12:39:52 +01:00
SmallJoker
e8f6127779
Reduce irrlicht_extrabloated.h includes in header files
2025-01-04 12:39:34 +01:00
sfan5
81f51492ff
Don't silence errorstream in tests ( #15629 )
2025-01-04 12:39:16 +01:00
JosiahWI
eb512cc36a
Eliminate superfluous null check in CGUIEnvironment::getNextElement
2025-01-04 12:38:38 +01:00
cx384
c4d624083d
Main menu server tab search improvements
2025-01-02 15:22:49 +01:00
wozrer
a1b8d20f18
Rename getMapSettingNoiseParams to getNoiseParams
2025-01-02 14:59:19 +01:00
sfan5
0a67e6180d
Disable failing unit test for the time being
...
see #15598
2025-01-02 12:42:19 +01:00
lhofhansl
2db4ad8c77
Fix MSAA and bloom flashing artifacts ( #15610 )
...
* Mark varColor and nightratio as centroids
* Leave old workaround in place for GLES
2025-01-01 14:18:05 -08:00
grorp
f54d209bc8
Remove normal map leftovers ( #15609 )
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leftovers from #10487 / ed22260822086f84016aa8384c3174bfc6d1739d
2024-12-31 19:28:57 +01:00
sfan5
a4d2633ac6
Minor improvements in ImageSource code
2024-12-31 14:47:46 +01:00
sfan5
f37f9a6f0b
Optimize getImageAverageColor
...
also fixes a bug with non-square handling
before:
getImageAverageColor [us] _____________________ 804x 11.253
after:
imageAverageColorInline [us] __________________ 804x 0.557
2024-12-31 14:47:46 +01:00
sfan5
ded8c25e34
Change default post_processing_texture_bits to 10
...
Since the legacy GL driver is no longer the default,
we don't run into a situation where an unintended fallback to 8-bit happens.
2024-12-31 14:47:46 +01:00
sfan5
1a6ae148b7
Update texture_min_size description
2024-12-31 14:47:46 +01:00
sfan5
8c52d5f2dd
Implement LODBias in GL3 driver
...
(currently unused)
2024-12-31 14:47:46 +01:00
sfan5
1ea8763259
Clean up Irrlicht shader API
2024-12-31 14:47:46 +01:00
sfan5
40afc84597
Replace data structure for HW buffer book-keeping
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before
time in endScene ÷ num hw buf ________________ 199x 0.128
after
time in endScene ÷ num hw buf ________________ 199x 0.057
2024-12-31 14:47:46 +01:00
sfan5
a2058f7f3a
Avoid some inefficiencies when handling ItemStack(Metadata)
2024-12-31 14:47:46 +01:00
sfan5
d884a1624f
Show active HW buffers in profiler
2024-12-31 14:47:46 +01:00
grorp
b50b619be7
Add explanation to touchscreen item tooltip code ( #15607 )
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this explains some cryptic inventory code I wrote in #14029 / 771da80bbb85c9fa4f0dcf0f3d04f46a0a20239f
2024-12-31 14:11:17 +01:00
grorp
27c3aade5d
TouchControls: More methods instead of static functions ( #15602 )
2024-12-30 19:03:32 +01:00
sfan5
f2b1cc3e61
Fix situation around aabbox3d default constructor ( #15586 )
...
Co-authored-by: JosiahWI <41302989+JosiahWI@users.noreply.github.com>
2024-12-29 14:36:30 +01:00
wrrrzr
cca65fde08
Controls: extract init_joysticks ( #15597 )
2024-12-28 22:05:01 +01:00
SmallJoker
35bc217ba8
IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders ( #15591 )
...
This replaces annoying calculations on C++-side and eases the
implementation of 2D geometry batch rendering a lot.
2024-12-28 22:04:05 +01:00
Lars Müller
412cc96bc9
Fix some compiler warnings ( #15596 )
2024-12-26 11:29:00 +01:00
sfan5
d2a7875b5b
Group sparse mesh buffers over entire scene for rendering
2024-12-24 15:27:08 +01:00
sfan5
612d4f9656
Improve quicktune feature a bit
2024-12-24 15:27:08 +01:00
sfan5
33b8307119
OpenGL: allow uploads of buffers to hardware ahead-of-time
2024-12-24 15:27:08 +01:00
sfan5
bb550158fc
OpenGL: encapsulate VBOs into a class
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internal only for now but this will be handy
2024-12-24 15:27:08 +01:00
Lars Müller
b087e2554f
Add glTF STEP interpolation support ( #15525 )
2024-12-24 15:25:07 +01:00
SmallJoker
d1dd044455
Reorder client initialization ( #15554 )
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Previously, ServerEnv created a player instance before they're fully initialized.
This commit moves all initialization steps and callbacks into TOSERVER_CLIENT_READY
^ which includes StageTwoClientInit for player loading or creation
2024-12-24 15:24:56 +01:00
sfan5
c49ff76955
IGUIFont / CGUITTFont code cleanups ( #15581 )
2024-12-23 12:49:47 +01:00
sfan5
0bfd9bc09e
Condense renderer information into a single string
2024-12-23 12:49:31 +01:00
sfan5
9f52f84f2b
Prefer GL3 driver over legacy GL driver
2024-12-23 12:49:31 +01:00
cx384
83bc27d99d
Move formspec code from game.cpp to separate file
2024-12-21 18:43:05 +01:00
sfan5
d4ccc8de79
Fix incorrect handling of skinned meshes as mesh nodes
...
fixes #15576
2024-12-20 19:04:56 +01:00
siliconsniffer
7bf0b1fc7e
Add server url button to main menu ( #15536 )
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Co-authored-by: Zughy <63455151+Zughy@users.noreply.github.com>
2024-12-20 15:04:26 +01:00
sfan5
a6293b9861
Initial refactoring on shader usage and generation
...
`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
sfan5
eb8beb335e
Fix bloom with post_processing_texture_bits < 16
2024-12-20 15:04:08 +01:00