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clientmap.h
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Author
2023-03-30
Return 'loops' occlusion culler under a setting (#13352)
x2048
2023-03-11
Scale culler steps proportionally to the mesh sizes (#13250)
x2048
2023-02-01
Separate drawlist from non-rendered blocks. (#13176)
lhofhansl
2023-01-31
8x block meshes (#13133)
x2048
2023-01-06
Occlusion culling algorithm based on recursive descend (#13104)
x2048
2022-11-03
Reduce exposure of various internals (#12885)
Loïc Blot
2022-06-03
Properly keep noclip state in Game and ClientMap
sfan5
2022-05-22
Fixes needed to use irrArray backed by std::vector (#12263)
paradust7
2022-04-30
Deal with compiler warnings
sfan5
2022-04-07
Adjust shadowmap distortion to use entire SM texture (#12166)
x2048
2022-04-07
Disentangle map implementations (#12148)
Jude Melton-Houghton
2022-04-02
Add depth sorting for node faces (#11696)
x2048
2021-09-27
Order drawlist by distance to the camera when rendering (#11651)
x2048
2021-07-25
Distribute shadow map update over multiple frames to reduce stutter (#11422)
x2048
2021-06-06
Shadow mapping render pass (#11244)
Liso
2021-05-03
refacto: protect some RenderingEngine::get_scene_manager
Loic Blot
2020-12-05
Implement mapblock camera offset correctly (#10702)
hecks
2019-08-13
Better F6 profiler (#8750)
SmallJoker
2018-11-28
Move client-specific files to 'src/client' (#7902)
Quentin Bazin