| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-03-11 | Scale culler steps proportionally to the mesh sizes (#13250) | x2048 | |
| 2023-01-31 | 8x block meshes (#13133) | x2048 | |
| Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh. Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance. Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Lars <larsh@apache.org> Co-authored-by: sfan5 <sfan5@live.de> | |||
| 2023-01-09 | Remove mapblock cache for mesh generation. (#13124) | x2048 | |
| Reduces memory consumption and improves performance | |||
| 2023-01-06 | Occlusion culling algorithm based on recursive descend (#13104) | x2048 | |
| Co-authored-by: DS <vorunbekannt75@web.de> | |||
| 2022-12-27 | Use multiple threads for mesh generation (#13062) | x2048 | |
| Co-authored-by: sfan5 <sfan5@live.de> | |||
| 2022-08-14 | Limit force shadow update to urgent blocks (#12692) | x2048 | |
| 2022-08-02 | Switch MeshUpdateQueue to better data structure | sfan5 | |
| 2022-08-02 | Ratelimit MeshUpdateQueue::cleanupCache() runs | sfan5 | |
| 2021-12-29 | Add more neighbors on mesh update (#6765) | Vitaliy | |
| 2021-01-22 | Remove dead code (#10845) | rubenwardy | |
| 2020-10-17 | Remove all bump mapping and parallax occlusion related code. | Lars | |
| 2018-11-28 | Move client-specific files to 'src/client' (#7902) | Quentin Bazin | |
| Update Android.mk Remove 'src/client' from include_directories | |||
