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<title>dragonfireclient.git/src/shader.h, branch 2022.05</title>
<subtitle>luanti cheat client
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/atom?h=2022.05</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/atom?h=2022.05'/>
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<updated>2018-11-28T19:01:49+00:00</updated>
<entry>
<title>Move client-specific files to 'src/client' (#7902)</title>
<updated>2018-11-28T19:01:49+00:00</updated>
<author>
<name>Quentin Bazin</name>
<email>quent42340@gmail.com</email>
</author>
<published>2018-11-28T19:01:49+00:00</published>
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<id>urn:sha1:5f1cd555cd9d1c64426e173b30b5b792d211c835</id>
<content type='text'>
Update Android.mk
Remove 'src/client' from include_directories
</content>
</entry>
<entry>
<title>Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)</title>
<updated>2017-08-19T12:25:35+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-08-19T12:25:35+00:00</published>
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<id>urn:sha1:7528986e4449febead9b18b6118f0b096f7cf800</id>
<content type='text'>
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial)

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Spelling: vertice -&gt; vertex
</content>
</entry>
<entry>
<title>C++ modernize: Pragma once (#6264)</title>
<updated>2017-08-17T20:19:39+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-08-17T20:19:39+00:00</published>
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<id>urn:sha1:921151d97a2fb2238ab514324fb95e2732248b96</id>
<content type='text'>
* Migrate cpp headers to pragma once
</content>
</entry>
<entry>
<title>Isolate irrlicht references and use a singleton (#6041)</title>
<updated>2017-06-26T18:11:17+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-06-26T18:11:17+00:00</published>
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<id>urn:sha1:b3a36f7378ea0f299cfa36c81de42e00adb7292d</id>
<content type='text'>
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton &amp; use it in various places

Rename Device3D to Rendering engine &amp; add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice &amp; scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -&gt; RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax =&gt; enum parallax
</content>
</entry>
<entry>
<title>Cpp11 initializers: last src root changeset (#6022)</title>
<updated>2017-06-21T09:51:29+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-06-21T09:51:29+00:00</published>
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<id>urn:sha1:1425c6def156840b359b90b4f32b9c7b8f005731</id>
<content type='text'>
* Cpp11 initializers: last src root changeset

Finish to migrate all src root folder files to C++11 constructor initializers
</content>
</entry>
<entry>
<title>Remove threads.h and replace its definitions with their C++11 equivalents (#5957)</title>
<updated>2017-06-11T07:43:05+00:00</updated>
<author>
<name>ShadowNinja</name>
<email>ShadowNinja@users.noreply.github.com</email>
</author>
<published>2017-06-11T07:43:05+00:00</published>
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<id>urn:sha1:6c5e5e202394ce8063e3c2d9b663145bc4f8efce</id>
<content type='text'>
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.</content>
</entry>
<entry>
<title>Fix superflous shader setting updates (#4800)</title>
<updated>2016-11-22T14:05:39+00:00</updated>
<author>
<name>ShadowNinja</name>
<email>ShadowNinja@users.noreply.github.com</email>
</author>
<published>2016-11-22T14:05:39+00:00</published>
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<id>urn:sha1:4bf4154cad127560ffe831e7b2cd1a0b960d0f03</id>
<content type='text'>
This improves rendering performance by ~40%</content>
</entry>
<entry>
<title>Dump shader programs on compile errors</title>
<updated>2016-02-11T06:13:07+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2016-02-10T03:27:45+00:00</published>
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<id>urn:sha1:f253ff9f1ab246c67ee5d3fb520c584b384ee708</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Unite nodes shaders.</title>
<updated>2014-06-15T03:40:33+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-05-14T21:19:31+00:00</published>
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<id>urn:sha1:6c98fd6658fcf7c0c676ee88f03e364c852e9f1b</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Fix shader license headers to be LGPL</title>
<updated>2013-05-06T17:09:08+00:00</updated>
<author>
<name>Brent Hull</name>
<email>bhull2010@live.com</email>
</author>
<published>2013-04-11T20:32:37+00:00</published>
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<id>urn:sha1:03ab6aa24c7ca041eeff78f87df245828942e872</id>
<content type='text'>
</content>
</entry>
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