- Oct 06, 2016
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Loïc Blot authored
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- Oct 05, 2016
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Loïc Blot authored
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- Jul 27, 2016
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SmallJoker authored
For consistent horizontal sprite structure when seen from front and back Fix code style
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- Jun 03, 2016
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est31 authored
Adds initial ingame gamepad support to minetest. Full Formspec support is not implemented yet and can be added by a later change.
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- May 22, 2016
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Loïc Blot authored
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- Feb 18, 2016
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RealBadAngel authored
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- Feb 11, 2016
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Loïc Blot authored
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
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- Jan 29, 2016
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est31 authored
Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
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- Dec 29, 2015
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sapier authored
- Dec 19, 2015
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Sapier authored
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- Dec 15, 2015
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BlockMen authored
or change the nametag text of players
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- Oct 25, 2015
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BlockMen authored
- Disabled by default (except players) - Fixes #2984
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- Oct 15, 2015
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est31 authored
Commit d2ca6625 "Enforce hiding nametag" didn't fix the issue for "client" instances, where the nametag update was received before the object was added to the scene. This resulted in the grey shadow on the nametag that commit tried to fix. Thanks to @neoascetic for pointing out that there still is a shadow.
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- Oct 14, 2015
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ShadowNinja authored
These names are reserved for the compiler/library implementations.
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ShadowNinja authored
Remove DTIME macro and its uses, too
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- Aug 26, 2015
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David Jones authored
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- Jul 23, 2015
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RealBadAngel authored
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- Jul 08, 2015
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est31 authored
Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
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- Jun 22, 2015
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MirceaKitsune authored
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- Jun 20, 2015
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est31 authored
-> remove the old parent as @kahrl suggested -> use indices no iterator as @kwolekr suggested
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est31 authored
* Use enum for GENERIC_CMD_* * Rename m_attachements to attachement_parent_ids (public member and clearer name) * Rename GENERIC_CMD_SET_ATTACHMENT to GENERIC_CMD_ATTACH_TO * USHRT_MAX + 1 buffer sizes to prevent overflows as @kahrl suggested * Remove unneccessary m_id from GenericCAO (shadowing protected superclass member for no reason) as @kahrl suggested
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est31 authored
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- May 21, 2015
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est31 authored
This allows newer versions to add additional information that isn't read by us, but still in a backwards compatible manner.
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- May 18, 2015
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est31 authored
Work around irrlicht bug and hide nametag if its alpha is set to 0. Thanks @TeTpaAka for pointing out workaround.
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est31 authored
Commit 11a96e49 commented out version parsing, resulting in the version byte being parsed as part of the color, making nametags dark grey. Re-introduces version parsing and ignores the packet if the version is more recent than ours, fixing the unused variable warning (should have been done anyway).
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- May 17, 2015
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kwolekr authored
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- May 15, 2015
- 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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- Mar 07, 2015
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Zeno- authored
For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives
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- Mar 05, 2015
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Loïc Blot authored
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- Feb 21, 2015
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BlockMen authored
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- Feb 17, 2015
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Loïc Blot authored
SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
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- Jan 17, 2015
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gregorycu authored
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- Dec 12, 2014
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Anton authored
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- 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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- Sep 21, 2014
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ShadowNinja authored
This also cleans up settings a bit
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