aboutsummaryrefslogtreecommitdiff
path: root/src/tile.h
AgeCommit message (Collapse)Author
2014-12-21Change TileSpec::frames to be std::vector not std::mapunknown
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-10-03Fix misc. style issueskwolekr
2014-09-17Node highlighting.RealBadAngel
2014-07-29Rework texture generating code, add texture grouping via ( ... )sfan5
2014-07-17Speedup mapblock_meshRealBadAngel
2014-06-29Add support for Android 2.3+sapier
There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
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
2013-09-11Change mainmenu texture handling + small misc changesKahrl
Texture names must now be escaped in formspec elements image[], background[], image_button[], image_button_exit[]. Instead of special-case handling of texture loading (and unloading which was missing) in guiFormSpecMenu.cpp, use the newly created ISimpleTextureSource interface which is a minimal subset of ITextureSource. There is an implementation of this interface used by GUIEngine (MenuTextureSource). Fix an off-by-one bug in unescape_string; it caused requests for a texture called "\0".
2013-08-04Add texture pack selection to main menuNovatux
2013-07-03Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl
TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
2013-07-02Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl
2013-05-02Get menu background image from selected gamePerttu Ahola
2013-04-23Add option to use texture alpha channelkwolekr
2013-03-236d facedirRealBadAngel
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2012-12-02Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola
like water
2012-11-30Add the ability for client to check if image existsPerttu Ahola
2012-06-17Custom boxy nodes (stairs, slabs) and collision changesKahrl
2012-06-17Optimize headersPerttu Ahola
2012-06-17Properly and efficiently use split utility headersPerttu Ahola
2012-06-16Node texture animationPerttu Ahola
2012-06-05Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola
GPLv2/later, by agreement of major contributors
2012-03-15MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl
light, removed footprints
2012-01-12The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl
http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
2011-11-29Properly update textures in node definitionsPerttu Ahola
2011-11-29Sending of textures WIPPerttu Ahola
2011-11-29Make possible and do update textures in node definitions after late texture ↵Perttu Ahola
atlas making
2011-11-29GameDef compilesPerttu Ahola
2011-10-18Improve rendering and fix tiling in mesh generationPerttu Ahola
2011-09-19Convert any inventory item into a mesh, bring back ↵Kahrl
InventoryItem::getImageRay(), some const-correctness fixes
2011-05-21All textures are are now searched first from the directory specified by the ↵Perttu Ahola
texture_path setting.
2011-04-03Modified block mesh generation to have clearer input and output. Instead of ↵Perttu Ahola
being a messy object oriented cludge, it now is a messy cludge with separate parameters.
2011-02-14cube inventory texture rendering thing (not good yet)Perttu Ahola
2011-02-11fully working i guessPerttu Ahola
2011-02-11new texture stuff quite workingPerttu Ahola
2011-02-10work-in-progress texture atlas optimizationPerttu Ahola
2011-02-08bug-fixin'Perttu Ahola
2011-01-28Now texture handling is fast. Also now players are saved on disk.Perttu Ahola
2011-01-26Reworked texture, material, mineral and whatever handlingPerttu Ahola
2011-01-24Mainly some texture tweakingPerttu Ahola
2011-01-07Added a more flexible path system (and fixed some minor stuff)Perttu Ahola
2010-12-25minecraft-like craftingPerttu Ahola
2010-12-22crafting system!Perttu Ahola
2010-12-21Cracking blocks while diggingPerttu Ahola
2010-12-20framework for modifying texturesPerttu Ahola
2010-12-18before adding day/night lightingPerttu Ahola
--HG-- rename : data/light.png => data/cloud.png
2010-12-14added some missing filesPerttu Ahola