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path: root/src/nodedef.cpp
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2014-10-20Fix some indentation in nodedef.cppKahrl
2014-10-20Fix memory leak caused by mesh nodes (and nodeboxes)Kahrl
2014-10-19Custom collision boxes node property.RealBadAngel
2014-10-18Add meshnode drawtype.RealBadAngel
2014-10-03Fix special tile backspace cullingkwolekr
2014-10-03Fix broken plantlike drawtype.RealBadAngel
2014-10-03Fix misc. style issueskwolekr
2014-10-03Clean up nodedef.cppkwolekr
2014-10-02Add optional framed glasslike drawtypeBlockMen
2014-09-21Add firelike drawtypeTriBlade9
2014-09-21Split settings into seperate source and header filesShadowNinja
This also cleans up settings a bit
2014-08-25Allow use all 6 faces for special tiles.RealBadAngel
Protocol version bump.
2014-07-17Speedup mapblock_meshRealBadAngel
2014-07-06Fix errors/warnings reported by valgrindsfan5
2014-06-15Unite nodes shaders.RealBadAngel
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
2013-12-03Shaders rework.RealBadAngel
2013-11-29Cavegen: Respect is_ground_content MapNode setting; fix some code formatting ↵kwolekr
issues
2013-08-06Add support for different drowning damage and allow drowning in other nodetypesBlockMen
2013-08-02Leveled nodebox backward compatibilityproller
2013-07-27Weather supportproller
2013-07-20Bump protocol versionPilzAdam
2013-07-20Add liquid_range to nodedefPilzAdam
2013-07-14Change ContentFeatures array to a vectorKahrl
2013-07-13Leveled nodeboxproller
2013-07-02Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl
2013-06-19Add drowningPilzAdam
2013-04-24Add new drawtype GLASSLIKE_FRAMEDRealBadAngel
2013-04-23Add option to use texture alpha channelkwolekr
2013-04-05unkn own block -> unkn own nodekhonkhortisan
2013-03-30Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixeskwolekr
2013-03-30Optimize CNodeDefManager::getIdskwolekr
2013-03-23Move rightclickable to the proper placePilzAdam
2013-03-23Include backface_culling flag in serialization format for TileDefsJürgen Doser
This way flowing liquids actually show the backface when specified to do so. Without this, TileDefs where by default initialized with backface_culling = true and never set otherwise. For backwards compatibility, an old client connected to a new server, or a new client connected to an old server will behave like before i.e., backface_culling is always true.
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2013-02-19Disable placement prediction for nodes that use on_rightclickJeija
2013-02-10Disable backface culling for drawtype plantlike and only draw 2 faces ↵Jürgen Doser
instead of 4 This way, plants actually show the real backface on their back side, i.e., the front face mirrored around the vertical axis, instead of showing the front face on both sides. This looked weird when the texture was not symmetrical around the vertical axis.
2013-01-21The new mapgen, noise functions, et al.kwolekr
2012-12-02Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola
like water
2012-11-29Support serialization of protocol 13 ContentFeaturesPerttu Ahola
2012-11-26Proper versioning of new network-serialized stuffPerttu Ahola
2012-11-25Update ContentFeatures serialization format now as PROTOCOL_VERSION was changedPerttu Ahola
2012-11-25Fix more things I forgot for attached players. Such players will now ↵MirceaKitsune
properly see themselves moving when attached, and the server will read their position accordingly Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
2012-11-25Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune
object->player and player->player attachments
2012-11-08Fix unnecessary network protocol incompatibility in ContentFeaturesPerttu Ahola
2012-09-07Add liquid_renewable property.Ilya Zhuravlev
2012-08-31Fix black display inside opaque waterMatthew I
Opaque water's solidness was being set to 2, like a normal node. When you swim, it is treated like a solid block, and the display goes black. Setting it to 1 like transparent water allows you to see. It looks somewhat awkward when you swim, look up, and see an opaque wall of water (the surface), but there isn't much that can be done about it. If you made the water transparent so it looked good, it would defeat the purpose :) .
2012-07-23Fix map deserialization and remove old serialization codePerttu Ahola
2012-06-17Increment protocol versionPerttu Ahola
2012-06-17Custom boxy nodes (stairs, slabs) and collision changesKahrl