21 Commits

Author SHA1 Message Date
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
Fixes issue #2667
2015-05-04 02:11:36 -04:00
Craig Robbins
0731f9ed2a Move globals from main.cpp to more sane locations
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
* 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"
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
* 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
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
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
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
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
- 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