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  1. Oct 06, 2016
  2. Feb 11, 2016
  3. Nov 02, 2015
  4. Oct 27, 2015
  5. Aug 24, 2015
    • ShadowNinja's avatar
      Clean up threading · e4bff8be
      ShadowNinja authored
        * Rename everything.
          * Strip J prefix.
          * Change UpperCamelCase functions to lowerCamelCase.
        * Remove global (!) semaphore count mutex on OSX.
        * Remove semaphore count getter (unused, unsafe, depended on internal
          API functions on Windows, and used a hack on OSX).
        * Add `Atomic<type>`.
        * Make `Thread` handle thread names.
        * Add support for C++11 multi-threading.
        * Combine pthread and win32 sources.
        * Remove `ThreadStarted` (unused, unneeded).
        * Move some includes from the headers to the sources.
        * Move all of `Event` into its header (allows inlining with no new includes).
        * Make `Event` use `Semaphore` (except on Windows).
        * Move some porting functions into `Thread`.
        * Integrate logging with `Thread`.
        * Add threading test.
      e4bff8be
  6. Aug 02, 2015
  7. May 01, 2015
  8. Apr 01, 2015
  9. Mar 31, 2015
  10. Mar 22, 2015
  11. Feb 23, 2015
    • Zeno-'s avatar
      Fix wrapDegrees family of functions · 3b6480c5
      Zeno- authored
      wrapDegrees() (renamed to modulo360f)
      wrapDegrees_0_360
      wrapDegrees_180
      
      Minor errors were present in previous versions; see issue #2328
      3b6480c5
  12. Feb 16, 2015
    • Loïc Blot's avatar
      Performance Improvement: Use a cache which caches result for getFacePositions. · 7c8793cb
      Loïc Blot authored
      This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected.
      In the callgrind map, you will see original:
        * 3.3M calls to std::list for 9700 calls to getFacePositions
      In the modified version, you will see:
        * 3.3K calls to std::list for 6900 call to getFacePositions
      Callgrind map is here: #2321
      
      it's a huge performance improvement to l_find_node_near
      7c8793cb
  13. Jan 18, 2015
    • gregorycu's avatar
      Water fixes · db3466db
      gregorycu authored
      Change must_reflow to a deque
      Add overload for MapBlock::raiseModified that takes a const char*. This is a speed improvement.
      Comment out unused variable
      Optimisations to block offset calculations
      db3466db
  14. Nov 19, 2014
  15. Nov 08, 2014
    • Kahrl's avatar
      Implement WieldMeshSceneNode which improves wield mesh rendering · 9b551d5c
      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.
      9b551d5c
  16. Oct 29, 2014
  17. Nov 05, 2013
  18. Aug 14, 2013
  19. Jul 27, 2013
  20. Jun 22, 2013
  21. Mar 12, 2013
  22. Feb 24, 2013
  23. Jan 21, 2013
  24. Jun 17, 2012
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