| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-04-03 | Take mesh-bounding-sphere into account in updateDrawListShadow | Lars | |
| 2023-04-03 | Revert "Add mesh-holding blocks to shadow drawlist. (#13203)" | Lars | |
| This reverts commit 2a8becd650a8adaa86fd7f76122ea75f11f49dad. | |||
| 2023-04-01 | Corrections 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 | |||
| 2023-03-30 | Return '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> | |||
| 2023-03-24 | Return shadow_sky_body_orbit_tilt setting | x2048 | |
| Used as a default value when the game does not change the value via API (e.g. legacy server) | |||
| 2023-03-20 | Move rendering engine reset after deletion of game objects | x2048 | |
| 2023-03-19 | Move drawing of wield tool into a dedicated step of the pipeline (#13338) | x2048 | |
| 2023-03-19 | Remove obsolete rendering core init code (#13341) | x2048 | |
| Also removes duplicate call to shadow render step | |||
| 2023-03-16 | Fix occasional black screen on startup | x2048 | |
| 2023-03-13 | Improvement of #12974: better linear independent vector (#12979) | DS | |
| 2023-03-12 | Fix rendertarget size being saved as screensize (#13313) | DS | |
| 2023-03-12 | Fix infinite viewing_range (#13225) | lhofhansl | |
| Use a simplified version of the old loops culler for infinite viewing range. | |||
| 2023-03-11 | Scale culler steps proportionally to the mesh sizes (#13250) | x2048 | |
| 2023-03-05 | Tile: Fix segfault caused by invalid PNG data | SmallJoker | |
| 2023-03-01 | Drop dependency on IrrCompileConfig | numzero | |
| The only remaining thing is IRRLICHT_SDK_VERSION via irrlicht.h | |||
| 2023-02-27 | Add minetest.get_player_window_information() (#12367) | rubenwardy | |
| 2023-02-26 | Sky: 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> | |||
| 2023-02-22 | Fix a -Wreorder warning | DS | |
| 2023-02-21 | Reduce client's packet processing budget per iteration from 100 to 10ms. ↵ | lhofhansl | |
| (#13237) | |||
| 2023-02-20 | Fix rounding errors when slicing the shadow draw list (#13226) | x2048 | |
| 2023-02-20 | Add chat HUD flag (#13189) | Alex | |
| 2023-02-18 | Remove dead code behind Irrlicht version checks | sfan5 | |
| 2023-02-18 | Source image tracking in tile generation (#12514) | 20kdc | |
| 2023-02-16 | Add 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. | |||
| 2023-02-08 | Generalize 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> | |||
| 2023-02-01 | Separate drawlist from non-rendered blocks. (#13176) | lhofhansl | |
| 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> | |||
| 2023-01-23 | Remove the 'loops' occlusion culler (#13169) | x2048 | |
| 2023-01-23 | Decrease minimum for repeat_place_time (#13165) | DS | |
| 2023-01-23 | Clear exposure compensation state textures on creation (#13151) | x2048 | |
| 2023-01-19 | Fix concurrency in texture source (#13150) | x2048 | |
| 2023-01-16 | Revisit F6 statistics formatting (#13126) | SmallJoker | |
| 2023-01-09 | Remove mapblock cache for mesh generation. (#13124) | x2048 | |
| Reduces memory consumption and improves performance | |||
| 2023-01-08 | Fix crash on Android with IrrlichtMt9 (#13123) | ROllerozxa | |
| Caused by mouse control | |||
| 2023-01-08 | Clamp player wieldindex when processing hotbar item selection (#13098) | iliekprogrammar | |
| 2023-01-06 | Add 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 | |||
| 2023-01-06 | 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> | |||
| 2022-12-25 | Allow saturation to be controlled by the server. (#13075) | lhofhansl | |
| 2022-12-25 | Fully remove pageflip 3D mode (#13074) | ROllerozxa | |
| 2022-12-24 | Fix progress bar look on HiDPI displays (#13055) | Jean-Patrick Guerrero | |
| 2022-12-24 | Set and unset relative mouse mode where necessary (#12636) | ndren | |
| * Set and unset relative mouse mode where necessary Co-authored-by: sfan5 <sfan5@live.de> | |||
| 2022-12-10 | Prevent air acceleration with 0 jump speed (#13036) | Jude Melton-Houghton | |
| 2022-12-10 | Avoid out-of-bounds memory access in attached node placement prediction (#13038) | Jude Melton-Houghton | |
| 2022-11-30 | Remove shader caching hack. (#12991) | lhofhansl | |
| 2022-11-30 | Android: Segmentation fault fix, PendingIntent flag, and other fixes (#12960) | Muhammad Rifqi Priyo Susanto | |
| * Android: Segmentation fault fix, PendingIntent flag, and other fixes - Information about the crosshair is sent after camera initialization. - Since API 31, PendingIntent requires mutability flag. - super (class) is called in onRequestPermissionsResult(). - GameActivity suppresses "unused" warning since most of its methods are called from native code. - Non-null safety is added for nullable function calls. - Warning/error logging is added for various function calls' return value. * Move utility functions into Utils.java - Some nullable functions are changed to be non-null functions. - Some null checking outside it is removed. - More annotations are added to functions and parameters. | |||
| 2022-11-28 | Wrap debug text on screen (#12978) | Jude Melton-Houghton | |
| 2022-11-24 | Rename "mod metadata" to "mod storage" everywhere | Jude Melton-Houghton | |
| 2022-11-24 | Add support for attached facedir/4dir nodes (#11432) | Wuzzy | |
| 2022-11-23 | Fix entity visiblity in bright artificial light (#12906) | x2048 | |
