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Commit Graph

136 Commits

Author SHA1 Message Date
39439cbd3d Add new leaves style - simple (glasslike drawtype) 2015-07-08 11:20:07 +02:00
b160f8dfe7 Minimap update 2015-06-28 12:17:36 +02:00
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
603297cc35 Add texture overriding 2015-05-19 21:27:07 +02:00
656575b59d NodeResolver: Remove NodeResolveMethod
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-05-07 02:36:01 -04:00
633af58a05 NodeDefManager: Improve const-correctness of interfaces
- Add ability to explicitly reset NodeResolve state (useful for unittesting)
- Remove non-essential NodeResolve methods modifying state from INodeDefManager
- Add const qualifier to NodeDefManager and ContentFeatures serialize
2015-05-05 16:52:06 -04:00
b45df9d6a7 Tests: Add NodeResolver unittests
Minor misc. NodeResolver cleanups
Prefix faux content type constants for testing with t_ to avoid
confusion or name collisions
2015-05-05 12:00:36 -04:00
479f38973e Schematics: Refactor NodeResolver and add NodeResolveMethod
NodeResolver name lists now belong to the NodeResolver object instead of
the associated NodeDefManager.  In addition to minimizing unnecessary
abstraction and overhead, this move permits NodeResolvers to look up nodes
that they had previously set pending for resolution.  So far, this
functionality has been used in the case of schematics for
serialization/deserialization.
2015-04-16 16:27:05 -04:00
9527984dbc Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
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
26153bab7d Revert "Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp"
This reverts parts of commit 9749d9fee6, which breaks node resolver
list clearing
2015-03-20 18:41:26 -04:00
e4f7c92cff Finer progress bar updates when initializing nodes
The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
2015-03-15 22:01:52 +10:00
ced6d20295 For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
9749d9fee6 Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
2015-03-05 15:36:20 +01:00
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
091594e26e NodeDef: Clear NodeResolver related entries too in clear() 2015-01-04 22:39:57 -05:00
cd4d213ae0 NodeResolver: Perform callback immediately if node registration phase finished
Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
6fdb32361a Remove freezemelt (the remainder of proller nonsense) 2015-01-04 03:30:10 -05:00
c6df2bc42c Add support back for resolving group names in NodeResolver 2014-12-29 23:15:53 -05:00
08d259cf41 Set fallback content if resolving content vector requires everything 2014-12-27 22:20:04 -05:00
b67f37f27e Redefine NodeResolver interface and replace with callback mechanism 2014-12-27 02:12:21 -05:00
1e8e700ee6 Change TileSpec::frames to be std::vector not std::map
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
10e0cf8b2c Use std::string::empty() instead of size() where applicable 2014-12-12 15:16:24 -05:00
2c9bbe2736 NodeResolver: Fix some comments and use const references for params 2014-12-12 14:21:41 -05:00
c07f15e910 NodeResolver: Fix cancelNode and cancelNodeList 2014-12-11 00:41:54 -05:00
a648120d54 Recalculate normals for mesh #0. Fix for issue #1902. 2014-12-05 01:05:18 +01:00
d406ac994b Optimise functions from CNodeDefManager and VoxelManipulator
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
da0f1e5497 Fix wallmounted mesh rotations 2014-11-19 16:17:54 -05:00
dd4c21c180 Add option to enable mesh caching, add wallmounted for meshes. 2014-10-29 08:37:33 +01:00
4a3592ff9a Add NodeResolver documentation
Set content to fallback on AddNode failure
Consider node list requests with no results as failed
2014-10-28 02:23:45 -04:00
d274cbfce6 Add NodeResolver and clean up node name -> content ID resolution system 2014-10-26 23:55:45 -04:00
d221917170 Recalculate normals for cached meshes.
Check if mesh is here before adding to meshcollector.

Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
9029a34cc6 Fix some indentation in nodedef.cpp 2014-10-20 16:11:38 +02:00
ae375cc322 Fix memory leak caused by mesh nodes (and nodeboxes) 2014-10-20 16:11:00 +02:00
e5652cb75c Custom collision boxes node property. 2014-10-19 20:48:21 +02:00
0066bd77d2 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
173beeee65 Fix special tile backspace culling 2014-10-03 11:20:29 -04:00
0920f55eb4 Fix broken plantlike drawtype. 2014-10-03 15:33:32 +02:00
37d3c3d328 Fix misc. style issues 2014-10-03 03:49:06 -04:00
01ce57ade5 Clean up nodedef.cpp 2014-10-03 03:21:08 -04:00
f48f686930 Add optional framed glasslike drawtype 2014-10-02 11:35:15 +02:00
9a685a4f2e Add firelike drawtype 2014-09-21 15:50:27 -04:00
6bc4cad0ed Split settings into seperate source and header files
This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
e66bb9b864 Allow use all 6 faces for special tiles.
Protocol version bump.
2014-08-25 12:47:06 +02:00
f0db6c4423 Speedup mapblock_mesh 2014-07-17 22:28:14 +02:00
eadde1e741 Fix errors/warnings reported by valgrind 2014-07-06 16:33:02 +02:00
6c98fd6658 Unite nodes shaders.
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00
2330267d22 Shaders rework. 2013-12-03 18:55:25 +01:00
747bc40840 Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues 2013-11-29 20:54:04 -05:00
7b13d119ed Add support for different drowning damage and allow drowning in other nodetypes 2013-08-06 17:49:39 +02:00