est31
f9986b360a
Finer progress bar updates when initializing nodes
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The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
2015-03-15 22:01:52 +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
5e4c5bfb4f
Fix issue #2441 : crash on respawn, since a conversion std::list to std::vector on Environment.cpp
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* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
2015-03-05 15:36:20 +01:00
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
kwolekr
07dc5f4f34
NodeDef: Clear NodeResolver related entries too in clear()
2015-01-04 22:39:57 -05:00
kwolekr
bcf72f8481
NodeResolver: Perform callback immediately if node registration phase finished
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Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
kwolekr
0dbb71c92b
Remove freezemelt (the remainder of proller nonsense)
2015-01-04 03:30:10 -05:00
kwolekr
0c9a04e1d6
Add support back for resolving group names in NodeResolver
2014-12-29 23:15:53 -05:00
kwolekr
b68dcb323d
Set fallback content if resolving content vector requires everything
2014-12-27 22:20:04 -05:00
kwolekr
2aa53ba603
Redefine NodeResolver interface and replace with callback mechanism
2014-12-27 02:12:21 -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
Anton
420b5ec08c
Use std::string::empty() instead of size() where applicable
2014-12-12 15:16:24 -05:00
kwolekr
4a03418de2
NodeResolver: Fix some comments and use const references for params
2014-12-12 14:21:41 -05:00
kwolekr
1eaec9ee22
NodeResolver: Fix cancelNode and cancelNodeList
2014-12-11 00:41:54 -05:00
RealBadAngel
dbab810924
Recalculate normals for mesh #0 . Fix for issue #1902 .
2014-12-05 01:05:18 +01:00
Craig Robbins
47d1207aa8
Optimise functions from CNodeDefManager and VoxelManipulator
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CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ShadowNinja
7474ee6393
Fix wallmounted mesh rotations
2014-11-19 16:17:54 -05:00
RealBadAngel
b015b62dad
Add option to enable mesh caching, add wallmounted for meshes.
2014-10-29 08:37:33 +01:00
kwolekr
442f1d4390
Add NodeResolver documentation
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Set content to fallback on AddNode failure
Consider node list requests with no results as failed
2014-10-28 02:23:45 -04:00
kwolekr
4f31a0ef47
Add NodeResolver and clean up node name -> content ID resolution system
2014-10-26 23:55:45 -04:00
RealBadAngel
8ddf8a4022
Recalculate normals for cached meshes.
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Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
Kahrl
64c514df4e
Fix some indentation in nodedef.cpp
2014-10-20 16:11:38 +02:00
Kahrl
722951d2b1
Fix memory leak caused by mesh nodes (and nodeboxes)
2014-10-20 16:11:00 +02:00
RealBadAngel
983201a10b
Custom collision boxes node property.
2014-10-19 20:48:21 +02:00
RealBadAngel
1c09928344
Add meshnode drawtype.
2014-10-18 16:42:23 +02:00
kwolekr
a429c60f02
Fix special tile backspace culling
2014-10-03 11:20:29 -04:00
RealBadAngel
d3da481c8d
Fix broken plantlike drawtype.
2014-10-03 15:33:32 +02:00
kwolekr
f2697f667e
Fix misc. style issues
2014-10-03 03:49:06 -04:00
kwolekr
c0f52dc35e
Clean up nodedef.cpp
2014-10-03 03:21:08 -04:00
BlockMen
e25777936f
Add optional framed glasslike drawtype
2014-10-02 11:35:15 +02:00
TriBlade9
2d6eb3d2f3
Add firelike drawtype
2014-09-21 15:50:27 -04:00
ShadowNinja
dbf9e444b1
Split settings into seperate source and header files
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This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
RealBadAngel
4569853cff
Allow use all 6 faces for special tiles.
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Protocol version bump.
2014-08-25 12:47:06 +02:00
RealBadAngel
ff1e7d78c9
Speedup mapblock_mesh
2014-07-17 22:28:14 +02:00
sfan5
aa1f637b86
Fix errors/warnings reported by valgrind
2014-07-06 16:33:02 +02:00
RealBadAngel
068b1ca61d
Unite nodes shaders.
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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.
2014-06-15 05:40:33 +02:00
RealBadAngel
c18af13697
Shaders rework.
2013-12-03 18:55:25 +01:00
kwolekr
ea3c3fb481
Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues
2013-11-29 20:54:04 -05:00
BlockMen
b131a282ba
Add support for different drowning damage and allow drowning in other nodetypes
2013-08-06 17:49:39 +02:00
proller
f4d5ac656f
Leveled nodebox backward compatibility
2013-08-02 00:50:58 +04:00
proller
cdb2b82262
Weather support
2013-07-27 23:21:48 +04:00
PilzAdam
5d02ca8efd
Bump protocol version
2013-07-20 21:25:21 +02:00
PilzAdam
6f29410895
Add liquid_range to nodedef
2013-07-20 20:41:17 +02:00
Kahrl
03631ae5f7
Change ContentFeatures array to a vector
2013-07-14 23:06:31 +02:00
proller
0d55518108
Leveled nodebox
2013-07-13 22:13:24 +04:00
Kahrl
46340cbbe0
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
2013-07-02 03:03:10 +02:00
PilzAdam
942228a796
Add drowning
2013-06-19 15:47:00 +00:00
RealBadAngel
1fcf9cc367
Add new drawtype GLASSLIKE_FRAMED
2013-04-24 21:45:18 -04:00
kwolekr
c94faffbf8
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
khonkhortisan
0b676b0163
unkn own block -> unkn own node
2013-04-05 15:57:39 +02:00