- Oct 06, 2016
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Loïc Blot authored
Also remove some unused parameters/functions
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- Aug 18, 2016
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obneq authored
Increase maximum length of tiled node rows from 2 to mapblock size.
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- Feb 26, 2016
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RealBadAngel authored
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- Feb 21, 2016
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RealBadAngel authored
Fixes #3378 Closes #3751
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- Feb 16, 2016
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RealBadAngel authored
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- Feb 15, 2016
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RealBadAngel authored
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- Feb 08, 2016
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RealBadAngel authored
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- Feb 07, 2016
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RealBadAngel authored
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- Aug 26, 2015
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David Jones authored
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- Jul 27, 2015
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Břetislav Štec authored
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- Jul 16, 2015
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RealBadAngel authored
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- Jul 08, 2015
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kwolekr authored
- Fixed race conditions - Fixed null dereference - Fixed out-of-bounds array access - MinimapMapblock is now allocated and added to update queue only when enabled - Removed dependency on LocalPlayer - Fixed code style - Simplified expressions and program logic - Cleaned minimap object interfaces
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- Jun 27, 2015
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RealBadAngel authored
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- Jun 14, 2015
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est31 authored
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RealBadAngel authored
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- Apr 01, 2015
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Zeno- authored
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
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- Mar 31, 2015
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Aaron Suen authored
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.
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- Feb 23, 2015
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gregorycu authored
Directely or indirectly optimises the following functions: * MapBlockMesh::MapBlockMesh * MapBlockMesh::getTileInfo * MapBlockMesh::makeFastFace * MapBlockMesh::getSmoothLightCombined
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- Feb 11, 2015
- Jan 16, 2015
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Zeno- authored
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- Jan 14, 2015
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TriBlade9 authored
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- Jan 09, 2015
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Zeno- authored
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- Dec 20, 2014
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gregorycu authored
Signed-off-by:
Craig Robbins <kde.psych@gmail.com>
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- Dec 09, 2014
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Zeno- authored
Leads to the following increases: getSmoothLight() approx. 40% increase getTileInfo() approx. 25% increase MapBlockMesh::MapBlockMesh() 25-30%
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- Dec 07, 2014
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RealBadAngel authored
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- Nov 22, 2014
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Zeno- authored
Signed-off-by:
Craig Robbins <kde.psych@gmail.com>
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- Nov 21, 2014
- Nov 08, 2014
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Kahrl authored
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
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- Oct 19, 2014
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Zeno- authored
sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
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- Oct 18, 2014
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RealBadAngel authored
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- Sep 17, 2014
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RealBadAngel authored
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- Aug 21, 2014
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RealBadAngel authored
Pass light sources in blue channel of vertex color instead of decoded light for all special drawtypes. Plus some style fixes and optimizations.
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- Aug 16, 2014
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RealBadAngel authored
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- Aug 14, 2014
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RealBadAngel authored
Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
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- Jul 17, 2014
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RealBadAngel authored
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- Jul 07, 2014
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RealBadAngel authored
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- Jul 06, 2014
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Perttu Ahola authored
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