- Dec 05, 2014
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RealBadAngel authored
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- Nov 21, 2014
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Zeno- authored
CNodeDefManager::get() VoxelManipulator::addArea()
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- Nov 19, 2014
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ShadowNinja authored
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- Oct 29, 2014
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RealBadAngel authored
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- Oct 28, 2014
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kwolekr authored
Set content to fallback on AddNode failure Consider node list requests with no results as failed
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- Oct 27, 2014
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kwolekr authored
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- Oct 21, 2014
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RealBadAngel authored
Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
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- Oct 20, 2014
- Oct 19, 2014
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RealBadAngel authored
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- Oct 18, 2014
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RealBadAngel authored
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- Oct 03, 2014
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kwolekr authored
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RealBadAngel authored
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kwolekr authored
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kwolekr authored
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- Oct 02, 2014
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BlockMen authored
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- Sep 21, 2014
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TriBlade9 authored
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ShadowNinja authored
This also cleans up settings a bit
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- Aug 25, 2014
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RealBadAngel authored
Protocol version bump.
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- Jul 17, 2014
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RealBadAngel authored
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- Jul 06, 2014
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sfan5 authored
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- Jun 15, 2014
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RealBadAngel authored
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.
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- Dec 03, 2013
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RealBadAngel authored
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- Nov 30, 2013
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kwolekr authored
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- Aug 06, 2013
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BlockMen authored
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- Aug 01, 2013
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proller authored
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- Jul 27, 2013
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proller authored
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- Jul 20, 2013
- Jul 14, 2013
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Kahrl authored
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- Jul 13, 2013
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proller authored
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- Jul 02, 2013
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Kahrl authored
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- Jun 19, 2013
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PilzAdam authored
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- Apr 25, 2013
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RealBadAngel authored
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- Apr 24, 2013
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kwolekr authored
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- Apr 05, 2013
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khonkhortisan authored
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- Mar 31, 2013
- Mar 23, 2013
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PilzAdam authored
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Jürgen Doser authored
This way flowing liquids actually show the backface when specified to do so. Without this, TileDefs where by default initialized with backface_culling = true and never set otherwise. For backwards compatibility, an old client connected to a new server, or a new client connected to an old server will behave like before i.e., backface_culling is always true.
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