cx384
d4c3529af7
Move serialisation code out of sound_spec.h
2025-11-30 19:26:22 +01:00
cx384
5a799b9b24
Rename sound.h to sound_spec.h
...
To prevent incude conflicts
2025-11-30 19:26:22 +01:00
cx384
dc48f98a20
Rename hud.h/cpp to hud_element.h/cpp
...
To prevent include conflicts
2025-11-30 19:26:22 +01:00
cx384
d1ec7a9356
Move SoundMaker out of game.cpp and some refactoring ( #16703 )
2025-11-30 14:57:44 +01:00
sfan5
7594b19644
Clean up some filesys code
2025-11-28 13:16:41 +01:00
sfan5
5e91322fad
Call fsync in safeWriteToFile()
2025-11-28 13:16:41 +01:00
sfan5
06faa3f6ac
Fix RemoveLastPathComponent edge case with absolute paths
2025-11-28 13:16:41 +01:00
lhofhansl
e90c724cfd
Use emplace instead of insert where applicable ( #16699 )
2025-11-27 11:27:34 +01:00
sfan5
cd79a91178
Fix missing reference count for fallback font
...
closes #16696
2025-11-26 22:13:09 +01:00
sfan5
77ce40cf44
Refactor parts of CGUITTFont
2025-11-26 22:13:09 +01:00
sfan5
7579b27ed1
Show warning in mainmenu when debug build
2025-11-25 17:34:21 +01:00
Lars Müller
e7f305fedd
Refactor skinned mesh weight data structure ( #16655 )
2025-11-23 21:17:58 +01:00
a-bad-dev
05f161cf9c
Fix typo in function name ( #16684 )
2025-11-22 09:48:17 +01:00
fetsorn
d959692967
Option to make sky stars deterministic ( #16529 )
...
The star constellations are now based on a seed passed in StarParams.
2025-11-22 09:47:15 +01:00
siliconsniffer
b4aa73df70
Add exit confirmation dialog on ESC in main menu ( #16164 )
2025-11-22 09:46:37 +01:00
sfan5
aff1abd05d
Some random code cleanups
2025-11-19 20:00:09 +01:00
sfan5
1f0aa28cf0
Take EVDF_RENDER_TO_FLOAT_TEXTURE into account for post-processing
2025-11-19 20:00:09 +01:00
sfan5
d280d10e29
Check shadow map initialization more carefully
2025-11-19 20:00:09 +01:00
SmallJoker
392c054be9
Main menu: Fix mod detection within nested modpacks
...
* Re-use the C++ implementation of mod detection
* Correctly show up nested modpacks in the main menu
2025-11-19 19:41:51 +01:00
sfan5
bf01cdf823
Reapply "Prefer GL3 driver over legacy GL driver"
...
This reverts commit 0fa56a9f7c .
2025-11-18 12:01:08 +01:00
grorp
fcd96e9244
Dynamic shadows with the ogles2 driver on OpenGL ES 3.0+ ( #16661 )
2025-11-17 17:55:13 +01:00
cx384
ac0ebf39ad
Clean up header includes ( #16674 )
2025-11-16 15:00:51 +01:00
Rising Leaf
44e7c5b9ab
Implement core.path_exists() ( #16647 )
2025-11-16 15:00:36 +01:00
lhofhansl
785042dc9e
Force highp precision for float and sampler2d on GLES, if supported ( #16671 )
...
This sets the default precision for float and samper2d on GLES devices that support it.
2025-11-14 09:52:55 -08:00
sfan5
00eea43131
More minor shader cleanups
2025-11-14 13:10:24 +01:00
cx384
4cbe7b2597
Remove unused EventReceiver
2025-11-14 13:09:39 +01:00
sfan5
c625fa71e1
Automatically choose multiple emerge threads for singlenode ( #16634 )
2025-11-13 20:17:24 +01:00
lhofhansl
6ac8346c6d
Revert part of 16013 - restore liquid updates to the client ( #16663 )
...
This reverts 00addc3e5d
Fixes : #16662
2025-11-11 11:10:49 -08:00
sfan5
760b20504f
Support array textures in shadow renderer (the lazy way)
2025-11-09 18:26:17 +01:00
sfan5
c3790dd7af
Introduce EMT_INVALID as safe placeholder
2025-11-09 18:26:17 +01:00
sfan5
fad3a0fa6d
Refactor shadow map material override
2025-11-09 18:26:17 +01:00
sfan5
6205e213c7
Don't generate more node shaders than needed
2025-11-09 18:26:17 +01:00
cx384
98295cf839
Move client code from nodedef.h/cpp ( #16615 )
2025-11-08 21:49:01 +01:00
sfan5
298a27c743
Port most shaders to GLSL ES 3.0 ( #16639 )
2025-11-06 19:31:35 +01:00
SmallJoker
98fb381910
Break include chains and tidy (part 2)
2025-11-06 19:31:13 +01:00
sfan5
b6bfc494e6
Fix singleplayer with --gameid and new world
2025-11-06 11:42:36 +01:00
sfan5
2368126d0a
Fix memory leak in rollback (and more) ( #16644 )
2025-11-05 11:55:57 +01:00
sfan5
7a6e639d61
Tune "block send throttling while building" optimization ( #16614 )
...
it can lead to terrain not loading/updating at all if you're constantly building and moving.
for more see the IRC logs <https://irc.luanti.org/luanti/2025-10-26#i_6293100 >
2025-11-04 11:44:49 +01:00
sfan5
8350fb734a
Default-initialize SColor
2025-11-02 21:36:39 +01:00
SmallJoker
329e210326
Break include chains and tidy ( #16640 )
...
Co-authored-by: cx384 <cx384@proton.me >
2025-11-02 21:33:10 +01:00
cx384
f2eabdd1d5
Fix missing airlike buffer info
2025-11-02 10:01:53 +01:00
y5nw
36f052198c
defaultsettings: drop the USEKEY2 macro
2025-11-01 17:22:09 +01:00
sfan5
de5ef4ca29
Introduce array textures for node rendering ( #16574 )
2025-11-01 17:21:41 +01:00
Lars Müller
1ead48c58b
Refactor: Remove obsolete IAnimatedMeshSceneNode interface ( #16631 )
2025-10-30 17:34:45 +01:00
sfan5
4b41e20000
Remove unused drawtype shader constant
...
might lead to better material merging
2025-10-30 15:19:31 +01:00
sfan5
0794912374
Refactor texture source to prepare for array textures
2025-10-30 15:19:26 +01:00
sfan5
e924f425f2
Remove Irrlicht devices except SDL ( #16580 )
2025-10-30 13:39:44 +01:00
cx384
d4d3e10531
Fixes and improvements for item image animations ( #16620 )
2025-10-29 10:26:59 +01:00
Lars Müller
7331156650
Fix interpolating to identity bone overrides ( #16609 )
...
The previous code immediately dropped identity overrides, even if there still was an interpolation to be done.
Also a little bit of cleanup, and setting an appropriate identity default for the scale property when interpolating.
For modders: As a workaround, you can add a tiny offset so that overrides aren't identity overrides.
2025-10-29 10:25:50 +01:00
cx384
93ccb4b355
Add inventory image animation API ( #16538 )
2025-10-26 18:48:53 +01:00