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2023-04-13Enable stencil shadowsstencil_shadowsLizzy Fleckenstein
Needs https://github.com/LizzyFleckenstein03/irrlicht to compile. TODO: - make lighting directional (figure out z-fighting issues) - set light angle to sun angle - add dynamic lights for torches (use light manager?) - shadow map terrain - finally get some sleep
2023-04-11Get rid of global dummySoundManagerDesour
There is no need for this to be globally unique.
2023-04-09Do not call updateDrawList, updateDrawListShadow, and touchMapBlocks in the ↵Lars
same frame
2023-04-09Add a default direction light for shadowsLars
2023-04-08Drop ENABLE_GLES optionsfan5
ENABLE_GLES predates forking Irrlicht. Its primary use was to distinguish Irrlicht-ogles from upstream version as Minetest could be compiled with either. That's not necessary anymore and gets in the way sometimes.
2023-04-08Move video_driver default selection to runtimesfan5
2023-04-08Get rid of wgettextDesour
2023-04-08Remove fast faces (#13216)Vitaliy
Co-authored-by: Lars <larsh@apache.org>
2023-04-03Take mesh-bounding-sphere into account in updateDrawListShadowLars
2023-04-03Revert "Add mesh-holding blocks to shadow drawlist. (#13203)"Lars
This reverts commit 2a8becd650a8adaa86fd7f76122ea75f11f49dad.
2023-04-01Corrections to loops and BFS cullers (#13375)x2048
* Reset usage timers in loops culler * Correctly touch map blocks when using bfs culler * Align use of variables * Report statistics when using loop culler
2023-03-30Return 'loops' occlusion culler under a setting (#13352)x2048
* Add occlusion_culler setting to minetest.conf.example * Add raytraced occlusion culling to 'loops' algorithm --------- Co-authored-by: sfan5 <sfan5@live.de>
2023-03-24Return shadow_sky_body_orbit_tilt settingx2048
Used as a default value when the game does not change the value via API (e.g. legacy server)
2023-03-20Move rendering engine reset after deletion of game objectsx2048
2023-03-19Move drawing of wield tool into a dedicated step of the pipeline (#13338)x2048
2023-03-19Remove obsolete rendering core init code (#13341)x2048
Also removes duplicate call to shadow render step
2023-03-16Fix occasional black screen on startupx2048
2023-03-13Improvement of #12974: better linear independent vector (#12979)DS
2023-03-12Fix rendertarget size being saved as screensize (#13313)DS
2023-03-12Fix infinite viewing_range (#13225)lhofhansl
Use a simplified version of the old loops culler for infinite viewing range.
2023-03-11Scale culler steps proportionally to the mesh sizes (#13250)x2048
2023-03-05Tile: Fix segfault caused by invalid PNG dataSmallJoker
2023-03-01Drop dependency on IrrCompileConfignumzero
The only remaining thing is IRRLICHT_SDK_VERSION via irrlicht.h
2023-02-27Add minetest.get_player_window_information() (#12367)rubenwardy
2023-02-26Sky: transmit body_orbit_tilt to client. (#13193)sofar
This obsoletes the current client-side setting entirely. The server can transmit the tilt to the client directly and will send 0.0f as default value. Co-authored-by: x2048 <codeforsmile@gmail.com> Co-authored-by: sfan5 <sfan5@live.de>
2023-02-22Fix a -Wreorder warningDS
2023-02-21Reduce client's packet processing budget per iteration from 100 to 10ms. ↵lhofhansl
(#13237)
2023-02-20Fix rounding errors when slicing the shadow draw list (#13226)x2048
2023-02-20Add chat HUD flag (#13189)Alex
2023-02-18Remove dead code behind Irrlicht version checkssfan5
2023-02-18Source image tracking in tile generation (#12514)20kdc
2023-02-16Add mesh-holding blocks to shadow drawlist. (#13203)lhofhansl
When mesh chunking and shadows are enabled, make sure that the mesh-holding blocks are added to the shadow drawlist. Otherwise those portions of the shadows will not be rendered.
2023-02-08Generalize mesh chunking, and make it configurable. (#13179)lhofhansl
* Generalize mesh chunking. Set 3x3x3 chunks. * Make mesh chunk size configurable... Default to 1 (off). * Extract all mesh grid maths into a dedicated class --------- Co-authored-by: x2048 <codeforsmile@gmail.com>
2023-02-01Separate drawlist from non-rendered blocks. (#13176)lhofhansl
2023-01-318x 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>
2023-01-23Remove the 'loops' occlusion culler (#13169)x2048
2023-01-23Decrease minimum for repeat_place_time (#13165)DS
2023-01-23Clear exposure compensation state textures on creation (#13151)x2048
2023-01-19Fix concurrency in texture source (#13150)x2048
2023-01-16Revisit F6 statistics formatting (#13126)SmallJoker
2023-01-09Remove mapblock cache for mesh generation. (#13124)x2048
Reduces memory consumption and improves performance
2023-01-08Fix crash on Android with IrrlichtMt9 (#13123)ROllerozxa
Caused by mouse control
2023-01-08Clamp player wieldindex when processing hotbar item selection (#13098)iliekprogrammar
2023-01-06Add dynamic exposure correction (#12959)x2048
* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
2023-01-06Occlusion culling algorithm based on recursive descend (#13104)x2048
Co-authored-by: DS <vorunbekannt75@web.de>
2022-12-27Use multiple threads for mesh generation (#13062)x2048
Co-authored-by: sfan5 <sfan5@live.de>
2022-12-25Allow saturation to be controlled by the server. (#13075)lhofhansl
2022-12-25Fully remove pageflip 3D mode (#13074)ROllerozxa
2022-12-24Fix progress bar look on HiDPI displays (#13055)Jean-Patrick Guerrero
2022-12-24Set and unset relative mouse mode where necessary (#12636)ndren
* Set and unset relative mouse mode where necessary Co-authored-by: sfan5 <sfan5@live.de>