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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-21 08:55:21 +01:00
Commit Graph

8200 Commits

Author SHA1 Message Date
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
sfan5
4f8a847085 Guard new object from being added at shutdown (#16610) 2025-10-26 10:28:41 +01:00
Lars Müller
377cdfb601 Check if object is gone before calling on_rightclick
fix #16601
2025-10-25 17:37:12 +02:00
cx384
ff15b413b0 Don't use bilinear/trilinear filter on small overlay if large base texture 2025-10-25 17:33:56 +02:00
sfan5
4756e23477 Move crack overlay to shader 2025-10-22 22:33:40 +02:00
sfan5
c58a7ad98a Move Game class definition of out game.cpp 2025-10-22 22:33:40 +02:00
sfan5
f4977b1e33 Allow mapgen chunk size to be non-cubic (#16429) 2025-10-22 22:31:23 +02:00
sfan5
0f943e5810 Restore BlendOperation in shadow rendering
was removed in d834c45d1c
2025-10-21 08:56:05 +02:00
sfan5
a049174f12 Make logging timestamps configurable (#16581) 2025-10-17 00:18:06 +02:00
PtiLuky
d834c45d1c Port shadow shaders to work with OpenGL3
Co-authored-by: sfan5 <sfan5@live.de>
2025-10-15 23:08:43 +02:00
sfan5
5e23e478b1 Increase flexibility of ShaderSource 2025-10-15 23:08:43 +02:00
sfan5
c965bb77bd Fix possible sendPlayerPos desync situation (#16498) 2025-10-15 00:21:07 +02:00
Tygyh
7d4f80f1cc Fix segfault with null video driver (#16579) 2025-10-15 00:20:56 +02:00
lhofhansl
7ca5f3baa0 Allow FXAA to be used together with FSAA or SSAA (#16555)
This allows FXAA post-processing to be used together with FSAA or SSAA
2025-10-11 20:50:23 -07:00
SmallJoker
0b13fd0b01 Driver: Change the texture check condition
The return value of 'ensureTexture' is unsuited for the texture "".
This fixes an undesired side-effect introduced by 9213b7f1.
2025-10-11 22:16:30 +02:00
SmallJoker
9213b7f164 Driver: Handle errors during texture creation (#16565)
The OpenGL drivers do accept 'nullptr' textures, however the
recent Mip-Mapping change did not respect that.
Furthermore, errors during texture creation for the pipeline are
now properly handled and shown as an error to the user.
2025-10-11 19:38:38 +02:00
cx384
f205f6f539 Fix meta tool capabilities regression (#16563)
This also adds a unittest to avoid issues in the future.
2025-10-11 19:38:21 +02:00
sfan5
c2e2b97944 Respect node alpha node for inventory drawing (#16556) 2025-10-11 19:37:30 +02:00
sfan5
a141f8478b Fix broken 'updating nodes' progress
was broken by fbec378869
2025-10-11 19:36:51 +02:00
sfan5
1a6bf66f2a Clean up tiledef/layer handling for node particles 2025-10-11 19:36:51 +02:00
sfan5
05e86bb1e8 Restrict function references returned by debug.getinfo() 2025-10-09 11:42:57 +02:00