Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-07-11 | Improve shadow rendering with non-default camera FOV (#11385) | x2048 | |
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution | |||
2021-07-11 | Refactor video driver name retrieval (#11413) | hecks | |
Co-authored-by: hecktest <> | |||
2021-06-30 | Remove unsupported video drivers (#11395) | hecks | |
This completely removes any mention of the software and D3D drivers from MT, preventing the user from accidentally attempting to use them. Users who need a software renderer should be asked to install Mesa drivers which offer superior fidelity and performance over the 'burningsvideo' driver. | |||
2021-06-24 | Require 'basic_debug' priv to view gameplay-relevant debug info, require ↵ | Wuzzy | |
'debug' priv to view wireframe (#9315) Fixes #7245. | |||
2021-06-23 | Perform some quality assurance for translation strings (#11375) | Wuzzy | |
2021-06-16 | Drop --videomodes, fullscreen_bpp and high_precision_fpu settings | sfan5 | |
These have been pointless for a while. | |||
2021-06-06 | Shadow mapping render pass (#11244) | Liso | |
Co-authored-by: x2048 <codeforsmile@gmail.com> | |||
2021-06-01 | fontengine: Fix crash loading PNG/XML fonts from paths without dot | sfan5 | |
fixes #11096 | |||
2021-05-30 | Fix procession ordering issue in content_cao | sfan5 | |
2021-05-29 | Fix cloud fog being broken for high clouds | Wuzzy | |
2021-05-24 | Fix client crash on when con::PeerNotFoundException is thrown (#11286) | savilli | |
2021-05-08 | Fix overlays for 2D-drawn items | sfan5 | |
fixes #11248 | |||
2021-05-06 | fix: extractZipFile is not part of Client but more generic. | Loic Blot | |
This solve a crash from mainmenu while extracting the zip | |||
2021-05-05 | Use Irrlicht functions to query npot texture support | sfan5 | |
2021-05-03 | fix: some code tidy about includes & irr namespaces | Loic Blot | |
2021-05-03 | refacto: remove get_gui_env & draw_load_screen from RenderingEngine singleton | Loic Blot | |
2021-05-03 | fix: don't use RenderingEngine singleton when it's possible | Loic Blot | |
2021-05-03 | refacto: RenderingEngine::get_scene_manager() is now not callable from singleton | Loic Blot | |
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean) | |||
2021-05-03 | refacto: Hud: make driver, client, player, inventory, tsrc private & drop ↵ | Loic Blot | |
unused guienv also fix c_content.h, on client it includes the src/client/hud.h instead of src/hud.h, which leads to wrong file dependency on the lua stack | |||
2021-05-03 | refacto: drop unused Hud::smgr | Loic Blot | |
2021-05-03 | refacto: don't use RenderingEngine singleton on CAO | Loic Blot | |
* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene * Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution * Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it | |||
2021-05-03 | refacto: protect some RenderingEngine::get_scene_manager | Loic Blot | |
* protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_sky | |||
2021-05-03 | refacto: RenderingEngine is now better hidden | Loic Blot | |
* No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped) * RenderingEngine::get_timer_time is now non static * RenderingEngine::draw_menu_scene is now non static * RenderingEngine::draw_scene is now non static * RenderingEngine::{initialize,finalize} are now non static * RenderingEngine::run is now non static * RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access | |||
2021-05-03 | refacto: hide mesh_cache inside the rendering engine | Loic Blot | |
This permit cleaner access to meshCache and ensure we don't access to it from all the code | |||
2021-05-03 | refacto: add RenderingEngine::cleanupMeshCache | Loic Blot | |
This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine | |||
2021-05-03 | refacto: rendering engine singleton removal step 1 (filesystem) | Loic Blot | |
Make the RenderingEngine filesystem member non accessible from everywhere This permits also to determine that some lua code has directly a logic to extract zip file. Move this logic inside client, it's not the lua stack role to perform a such complex operation Found also another irrlicht <1.8 compat code to remove | |||
2021-05-03 | fix: drop old irrlicht <1.8 compat on Client::loadMedia | Loic Blot | |
2021-04-20 | Enable cleanTransparent filter for mipmapping and improve its' algorithm ↵ | sfan5 | |
(#11145) | |||
2021-04-20 | Put torch/signlike node on floor if no paramtype2 (#11074) | Wuzzy | |
2021-04-20 | Add a key to toggle map block bounds (#11172) | Seth Traverse | |
It's often useful to know where the map block boundaries are for doing server admin work and the like. Adds three modes: single mapblock, range of 5, and disabled. | |||
2021-04-18 | GLES fixes (#11205) | sfan5 | |
* Consistently set float precision for GLES * Enable DPI scaling on Windows+GLES | |||
2021-04-11 | Modifying fall damage via armor group (#11080) | Wuzzy | |
Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group. | |||
2021-04-09 | Don't reseed stars when changing star count | Wuzzy | |
2021-04-05 | Don't apply connection timeout limit to locally hosted servers | sfan5 | |
fixes #11085 | |||
2021-04-05 | Game: Scale damage flash to max HP | SmallJoker | |
The flash intensity is calculated proportionally to the maximal HP. | |||
2021-04-05 | Reserve vectors before pushing and other code quality changes (#11161) | sfan5 | |
2021-04-02 | Sort out cURL timeouts and increase default | sfan5 | |
2021-03-31 | Irrlicht support code maintenance | sfan5 | |
2021-03-30 | Draw items as 2D images (instead of meshes) when possible | sfan5 | |
2021-03-30 | Consistent title bar + render information in mainmenu (#10764) | SmallJoker | |
2021-03-30 | Fix wield image of plantlike_rooted (#11067) | Wuzzy | |
2021-03-30 | Degrotate support for mesh nodes (#7840) | Vitaliy | |
2021-03-29 | Replace fallback font nonsense with automatic per-glyph fallback (#11084) | sfan5 | |
2021-03-23 | Fix attached-to-object sounds having a higher reference distance | Desour | |
2021-03-21 | Restore minimal normal texture support (for minimap shading) | Vitaliy | |
2021-03-19 | Scale mouse/joystick sensitivity depending on FOV (#11007) | Elias Åström | |
2021-03-16 | GUIScene: Clear depth buffer + replace deprecated clearZBuffer calls | Jean-Patrick Guerrero | |
2021-03-16 | Fix deprecated calls with Irrlicht 1.9 | Jean-Patrick Guerrero | |
2021-03-12 | Enable Irrlicht debug logging with --trace | sfan5 | |
2021-03-12 | Avoid unnecessary copies during media/mesh loading | sfan5 | |