Commit Graph

18 Commits

Author SHA1 Message Date
Vincent Glize af3badf7a9 C++11 cleanup on constructors dir client (#6012)
* C++11 cleanup on constructors dir client
2017-06-21 08:04:45 +02:00
ShadowNinja 6c5e5e2023 Remove threads.h and replace its definitions with their C++11 equivalents (#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
2017-06-11 09:43:05 +02:00
Auke Kok 1ecc8756bc Reorder TileLayer. (#5638)
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.

I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.

Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
2017-04-29 09:16:32 +02:00
Dániel Juhász 1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Auke Kok 93c1d511e3 Reorder TileSpec. (#5591)
Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
2017-04-18 07:48:17 +02:00
Dániel Juhász 58d83a7bb2 Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.

In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.

Dropped itemstacks with different colors do not merge.
2017-04-08 18:39:15 -07:00
Dániel Juhász d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sfan5 523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
nerzhul fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
RealBadAngel 980d095e32 tileable flags are needed also without shaders because of filters 2015-08-20 03:42:22 +02:00
RealBadAngel 8b8d17b22b Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
RealBadAngel 3295f3c401 Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA 2015-08-05 22:52:32 +02:00
RealBadAngel 60350699c7 Add wielded (and CAOs) shader 2015-07-21 23:56:41 +02:00
RealBadAngel 655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
RealBadAngel ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
Aaron Suen 6d61375cc7 Clean scaling pre-filter for formspec/HUD. 2015-04-01 00:01:05 -04:00
Aaron Suen db32e6c5aa Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. 2015-03-31 16:56:33 +10:00
Loic Blot 0d1eedcccc Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/ 2015-03-05 11:59:40 +01:00