Commit Graph

24 Commits (e98d421aff046a2d9a9b87516779603dc170b209)

Author SHA1 Message Date
MoNTE48 e98d421aff Merge remote-tracking branch 'upstream/stable-0.4' into sync 2019-04-01 20:18:54 +02:00
stujones11 96d0ce1dcb Include alpha channel reference in MaterialTypeParam 2018-12-22 17:15:39 +01:00
stujones11 aca9494500 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2018-06-03 17:31:59 +02:00
Maksim Gamarnik 35770f4abb Merge Minetest 0.4.16 2017-06-06 23:03:34 +03:00
Auke Kok cb0a28b44b Reorder TileLayer. (#5638)
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.

I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.

Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
2017-04-29 09:16:32 +02:00
Dániel Juhász b12ed27315 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Auke Kok 0e2708a7a8 Reorder TileSpec. (#5591)
Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
2017-04-18 07:48:17 +02:00
Dániel Juhász 88b956fe8e Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.

In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.

Dropped itemstacks with different colors do not merge.
2017-04-08 18:39:15 -07:00
Dániel Juhász d5a0b5283e Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sfan5 779eb70e7e Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
sfan5 d525673848 iOS changed files (#41) 2016-11-06 00:14:16 +02:00
Maksim Gamarnik d7c0fad71f Merge Minetest commits 2016-02-11 22:35:23 +02:00
nerzhul c4bf66116d v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
Maksim Gamarnik 919be490f9 Update
Sync all Minetest commits
2015-11-10 13:49:24 +02:00
RealBadAngel 7b1b1c5a36 tileable flags are needed also without shaders because of filters 2015-08-20 03:42:22 +02:00
RealBadAngel 5f0aa06221 Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
Maksim Gamarnik 9247f32e0e LGPL 2.1 to 3.0 on all files 2015-08-14 01:26:28 +03:00
RealBadAngel b82d4913a2 Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA 2015-08-05 22:52:32 +02:00
RealBadAngel 35f96637dc Add wielded (and CAOs) shader 2015-07-21 23:56:41 +02:00
RealBadAngel dd9ca2e7ed Fix relief mapping issues 2015-07-16 15:36:48 +02:00
RealBadAngel 15bbb593e4 Add minimap feature 2015-06-27 03:42:01 +02:00
Aaron Suen e8d51554ae Clean scaling pre-filter for formspec/HUD. 2015-04-01 00:01:05 -04:00
Aaron Suen b7263a190f 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
Loic Blot 188c15c3d8 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