Wuzzy
f567449cd6
Add more information in PlayerHPChangeReason ( #16024 )
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1) Add `node` and `node_pos` field for the `drown` field (analog to `node_damage` type)
2) Add `custom_type` field to allow a standardized way to report more details of the HP change
3) Make `builtin` report a `custom_type` for the HP changes caused by the `/kill` command and `core.do_item_eat`
4) Move the documentation of `PlayerHPChangeReason` to its own section
5) Fill in missing information of said documentation
2025-12-20 15:12:34 +01:00
sfan5
5dee294a72
Fix problem with _LIBCPP_ENABLE_ASSERTIONS
2025-12-14 17:42:42 +01:00
sfan5
5b05fcf8e1
Apply some general fixes to porting code
2025-12-14 17:42:42 +01:00
sfan5
2ecd127f96
Fix errors with fs::RecursiveDelete() on paths that don't exist
2025-12-10 21:32:05 +01:00
Lars Müller
6daf3871e7
Backport PUC Lua 5.4's string.{pack,unpack,packsize}
2025-12-08 23:19:24 +01:00
Zughy
98c6f786f8
get_sky(): return fog_color as well
2025-12-08 23:19:11 +01:00
sfan5
cf696239e4
Profiler and profiler graph improvements
2025-12-07 21:43:27 +01:00
sfan5
607531ea6b
Fix some problems with ClientMap::updateDrawList and related
2025-12-07 21:43:27 +01:00
sfan5
4833942e8b
Fix mono font not having a shadow by default
2025-12-07 21:43:27 +01:00
OffTheBeatenByte
cc16a55d78
Fix incorrect minimap radar access ( #16709 )
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Keeping as much functionality as possible
Co-authored-by: Tyler Blair <tylerpblair@hotmail.com >
2025-12-06 09:20:48 +01:00
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
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To prevent incude conflicts
2025-11-30 19:26:22 +01:00
cx384
dc48f98a20
Rename hud.h/cpp to hud_element.h/cpp
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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
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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 )
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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
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* 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"
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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 )
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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 )
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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 )
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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 )
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Co-authored-by: cx384 <cx384@proton.me >
2025-11-02 21:33:10 +01:00