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path: root/src/nodedef.cpp
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2015-01-04NodeDef: Clear NodeResolver related entries too in clear()kwolekr
2015-01-04NodeResolver: Perform callback immediately if node registration phase finishedkwolekr
Also add NodeResolver callbacks on the client
2015-01-04Remove freezemelt (the remainder of proller nonsense)kwolekr
2014-12-29Add support back for resolving group names in NodeResolverkwolekr
2014-12-27Set fallback content if resolving content vector requires everythingkwolekr
2014-12-27Redefine NodeResolver interface and replace with callback mechanismkwolekr
2014-12-21Change TileSpec::frames to be std::vector not std::mapunknown
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-12Use std::string::empty() instead of size() where applicableAnton
2014-12-12NodeResolver: Fix some comments and use const references for paramskwolekr
2014-12-11NodeResolver: Fix cancelNode and cancelNodeListkwolekr
2014-12-05Recalculate normals for mesh #0. Fix for issue #1902.RealBadAngel
2014-11-21Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins
CNodeDefManager::get() VoxelManipulator::addArea()
2014-11-19Fix wallmounted mesh rotationsShadowNinja
2014-10-29Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel
2014-10-28Add NodeResolver documentationkwolekr
Set content to fallback on AddNode failure Consider node list requests with no results as failed
2014-10-26Add NodeResolver and clean up node name -> content ID resolution systemkwolekr
2014-10-21Recalculate normals for cached meshes.RealBadAngel
Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
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.