Břetislav Štec
aad5f09f6f
src/wieldmesh.cpp: Fix mesh extrusion memory leak
2015-08-02 02:16:30 -04:00
RealBadAngel
35f96637dc
Add wielded (and CAOs) shader
2015-07-21 23:56:41 +02:00
kwolekr
efe4d5f000
Fix typo in WieldMesh::setItem()
2015-05-08 23:30:56 -04:00
kwolekr
176f0aa9ca
Replace Wieldmesh::setItem assertion that could be triggered by the server with an error
2015-05-08 13:26:31 -04:00
Kevin Ott
fd1fd8cddf
Add a check for animation when getting an extruded mesh
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Fixes issue #2667
2015-05-04 02:11:36 -04:00
Craig Robbins
0731f9ed2a
Move globals from main.cpp to more sane locations
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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
2015-04-01 23:04:25 +10:00
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
Craig Robbins
27791ee1aa
For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives
2015-03-07 22:41:47 +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
Craig Robbins
43bfdaab5f
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
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* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 17:45:49 +10:00
Craig Robbins
92c52c10c0
Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
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This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
2015-02-11 17:01:19 +10:00
Craig Robbins
da65100b53
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
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* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 16:02:16 +10:00
Craig Robbins
fa3053f3de
Prevent client crashing if an NDT_AIRLIKE node is dropped
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The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients)
Thanks CWz for reporting the issue
2015-01-05 22:55:02 +10:00
kwolekr
cc3e9663ff
Silence misc. warnings
2014-12-23 01:09:50 -05:00
kwolekr
0671ebaa91
Temporarily fix always bright wieldhand with shaders enabled
2014-12-22 22:37:11 -05:00
unknown
9297cec8b5
Change TileSpec::frames to be std::vector not std::map
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Kahrl
ee0a70ff80
Wield: always obey anisotropic_filter setting, not just for hi res textures
2014-11-26 19:54:04 +01:00
Kahrl
41ae053ce8
EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below
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This is not optimal as it will cause minor graphical glitches for
Irrlicht 1.7 users, but at least it fixes the build.
2014-11-26 19:17:50 +01:00
Kahrl
e0516491ee
Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
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This should fix #1844 . Thanks to oleastre for making the first version
of this commit (#1848 ).
2014-11-26 15:17:17 +01:00
RealBadAngel
d8dca384dd
Wielded fixes. Add shaders support.
2014-11-13 03:51:04 +01:00
Kahrl
c33891174d
Implement WieldMeshSceneNode which improves wield mesh rendering
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- 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.
2014-11-08 23:11:57 +01:00