Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-11-24 | Re-enable texture pre-filters on wielditems, fixing #3178. | Aaron Suen | |
2015-08-20 | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | |
2015-08-02 | src/wieldmesh.cpp: Fix mesh extrusion memory leak | Břetislav Štec | |
2015-07-21 | Add wielded (and CAOs) shader | RealBadAngel | |
2015-05-08 | Fix typo in WieldMesh::setItem() | kwolekr | |
2015-05-08 | Replace Wieldmesh::setItem assertion that could be triggered by the server ↵ | kwolekr | |
with an error | |||
2015-05-04 | Add a check for animation when getting an extruded mesh | Kevin Ott | |
Fixes issue #2667 | |||
2015-04-01 | Move globals from main.cpp to more sane locations | Craig Robbins | |
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h | |||
2015-03-31 | Move texture_min_size even further down the pipe. Now, textures are ↵ | Aaron Suen | |
JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. | |||
2015-03-07 | For usages of assert() that are meant to persist in Release builds (when ↵ | Craig Robbins | |
NDEBUG is defined), replace those usages with persistent alternatives | |||
2015-03-05 | Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵ | Loic Blot | |
tile.hpp to src/client/ | |||
2015-02-11 | Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵ | Craig Robbins | |
setting * Increase performance (client) * Avoid changing a global value to solve a local problem | |||
2015-02-11 | Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵ | Craig Robbins | |
"enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f. | |||
2015-02-11 | Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵ | Craig Robbins | |
setting * Increase performance (client) * Avoid changing a global value to solve a local problem | |||
2015-01-05 | Prevent client crashing if an NDT_AIRLIKE node is dropped | Craig Robbins | |
The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients) Thanks CWz for reporting the issue | |||
2014-12-23 | Silence misc. warnings | kwolekr | |
2014-12-22 | Temporarily fix always bright wieldhand with shaders enabled | kwolekr | |
2014-12-21 | Change TileSpec::frames to be std::vector not std::map | unknown | |
Signed-off-by: Craig Robbins <kde.psych@gmail.com> | |||
2014-11-26 | Wield: always obey anisotropic_filter setting, not just for hi res textures | Kahrl | |
2014-11-26 | EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below | Kahrl | |
This is not optimal as it will cause minor graphical glitches for Irrlicht 1.7 users, but at least it fixes the build. | |||
2014-11-26 | Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps | Kahrl | |
This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848). | |||
2014-11-13 | Wielded fixes. Add shaders support. | RealBadAngel | |
2014-11-08 | Implement WieldMeshSceneNode which improves wield mesh rendering | Kahrl | |
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO. |