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<title>minetest.git/client, branch 5.1.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.1.0</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.1.0'/>
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<updated>2019-09-26T20:57:39+00:00</updated>
<entry>
<title>Simple shader fixes. (#8991)</title>
<updated>2019-09-26T20:57:39+00:00</updated>
<author>
<name>lhofhansl</name>
<email>lhofhansl@yahoo.com</email>
</author>
<published>2019-09-26T20:57:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=5fde69798c69b26b8f1cc5c3ed5b823d691599fd'/>
<id>urn:sha1:5fde69798c69b26b8f1cc5c3ed5b823d691599fd</id>
<content type='text'>
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)</content>
</entry>
<entry>
<title>Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)</title>
<updated>2019-03-27T00:18:43+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2019-03-27T00:18:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=42e1a127140965cac1be6e51e48192e341c2a29e'/>
<id>urn:sha1:42e1a127140965cac1be6e51e48192e341c2a29e</id>
<content type='text'>
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.</content>
</entry>
<entry>
<title>Shaders: Fix comment line (#7668)</title>
<updated>2018-08-30T18:32:17+00:00</updated>
<author>
<name>xzcx</name>
<email>nuno360@gmail.com</email>
</author>
<published>2018-08-30T18:32:17+00:00</published>
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<id>urn:sha1:1c4c0d46738708676e9b85cdd71d6433a05e5d0a</id>
<content type='text'>
Fixed comment as finalColorBlend() does not exist in the code base.</content>
</entry>
<entry>
<title>Rewrite rendering engine (#6253)</title>
<updated>2017-10-31T18:27:10+00:00</updated>
<author>
<name>Vitaliy</name>
<email>silverunicorn2011@yandex.ru</email>
</author>
<published>2017-10-31T18:27:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=28841961ba91b943b7478704181604fa3e24e81e'/>
<id>urn:sha1:28841961ba91b943b7478704181604fa3e24e81e</id>
<content type='text'>
* Clean draw_*() arguments

* Split rendering core

* Add anaglyph 3D

* Interlaced 3D

* Drop obsolete methods
</content>
</entry>
<entry>
<title>Shaders: Remove unused water surface shader</title>
<updated>2017-05-08T04:58:59+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2017-05-05T01:12:47+00:00</published>
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<id>urn:sha1:3342dcc4bc6ee573ab0ce7ecff966faf60e09d56</id>
<content type='text'>
Also remove hardcoded MTGame node.

The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
</content>
</entry>
<entry>
<title>Fix fog weirdness (#5146)</title>
<updated>2017-01-31T07:42:39+00:00</updated>
<author>
<name>numberZero</name>
<email>silverunicorn2011@yandex.ru</email>
</author>
<published>2017-01-31T07:42:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=74afe6fe6bf5bd6eeba3b6f4fbbfbe8758e7f750'/>
<id>urn:sha1:74afe6fe6bf5bd6eeba3b6f4fbbfbe8758e7f750</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add hardware node coloring. Includes:</title>
<updated>2017-01-23T06:27:12+00:00</updated>
<author>
<name>Dániel Juhász</name>
<email>juhdanad@gmail.com</email>
</author>
<published>2017-01-12T14:46:30+00:00</published>
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<id>urn:sha1:d04d8aba7029a2501854a2838fd282b81358a54e</id>
<content type='text'>
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
</content>
</entry>
<entry>
<title>Shaders: Remove unnecessary 'if' statements</title>
<updated>2016-12-24T00:22:16+00:00</updated>
<author>
<name>Lars Hofhansl</name>
<email>larsh@apache.org</email>
</author>
<published>2016-12-08T05:14:18+00:00</published>
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<id>urn:sha1:923a8f1983271f65c80cbbde7c46153ce58560b4</id>
<content type='text'>
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating
it for each fragment.
Remove if (fogDistance != 0.0).
</content>
</entry>
<entry>
<title>Fog: Make fraction of visible distance at which fog starts configurable</title>
<updated>2016-12-07T04:07:54+00:00</updated>
<author>
<name>Lars Hofhansl</name>
<email>larsh@apache.org</email>
</author>
<published>2016-12-04T05:43:25+00:00</published>
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<id>urn:sha1:075833e39368e63e06889f21140f816420e83541</id>
<content type='text'>
Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
</content>
</entry>
<entry>
<title>Fix unexplained shader issue (glsl compiler bug??) (#4757)</title>
<updated>2016-11-16T16:56:05+00:00</updated>
<author>
<name>Rogier-5</name>
<email>rogier777@gmail.com</email>
</author>
<published>2016-11-16T16:56:05+00:00</published>
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<id>urn:sha1:5f0dc8e78ad7e62959786efd5c7f72044aacb53a</id>
<content type='text'>
</content>
</entry>
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