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 )
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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 )
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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