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2022-11-09Fix get_tool_wear_after_use for one use (insta-break) (#12945)Gregor Parzefall
2022-11-09Resize hotbar immediately before drawing (#12930)x2048
2022-11-09Fix typos and en_US/en_GB inconsistency in various files (#12902)Abdou-31
2022-11-03Reduce exposure of various internals (#12885)Loïc Blot
* refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-02Improve bloom effect (#12916)x2048
* Remove the built-in exposure factor of 2.5 * Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom) * Add luminance scaling for bloom layer to simulate HDR * Add setting to control bloom strength
2022-10-31Send crosshair setting after the touch screen GUI has been initialized (#12910)Muhammad Rifqi Priyo Susanto
2022-10-31Fix node placement regressionLars Mueller
2022-10-30Enable negative values for sun/moon orbit tilt (Northern hemisphere) (#12904)x2048
2022-10-30Add comments explaining use of entity glowx2048
2022-10-30Apply entity glow before translating to color spacex2048
2022-10-30Always add increment when getting node interior lightx2048
2022-10-30Use the same light level for non-solid draw types as for solidx2048
2022-10-30Allow rotating entity selectionboxes (#12379)Lars Müller
2022-10-28Fix incorrect culling introduced by ##12710 (#12887)lhofhansl
2022-10-27Safety check the map's blocksize (#12895)lhofhansl
2022-10-26Shadow list improvements (#12898)x2048
* Remove redundant checks when attaching SM texture to entities. Some of the checks were broken, leading to crashes when shadow intensity is set to 0 * Avoid memory leak in shadow casters list when wield mesh changes item stacks
2022-10-24GUIInventoryList: Keep item size while moving (#12896)Jean-Patrick Guerrero
2022-10-23Check sizeof(int) and sizeof(size_t)Jude Melton-Houghton
2022-10-21guiChatConsole: fix the unicode characters crowded together on prompt (#12867)Riceball LEE
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2022-10-21Fix formspec focus (#12795)DS
2022-10-18Check for falling `float` nodes in liquid transform (#12862)Jude Melton-Houghton
2022-10-18Implement vector and node conversion in Lua (#12609)Jude Melton-Houghton
Co-authored-by: sfan5 <sfan5@live.de>
2022-10-17Take geographic distance into account for server list ordering (#12790)sfan5
2022-10-17LocalPlayer: Fix sneaking on nodes with large collisionboxes (#12626)SmallJoker
2022-10-15Exclude MSVC from new Lua sanity checksfan5
2022-10-13Other minor CMake improvementssfan5
2022-10-13Defer searching for libintl to CMakesfan5
resolves #12800
2022-10-13Get rid of LuaJIT linking workaroundssfan5
...and replace them with a cautionary warning message if someone uses an old version. The detection is kind of a hack but no choice as upstream is not interested in version numbering.
2022-10-13Add extra check in case someone tries to unbundle Luasfan5
2022-10-13Speed up find_nodes_in_area (#12845)Jude Melton-Houghton
2022-10-13object ids are u16, not s16 (#12848)fluxionary
2022-10-13Use enum to define custom registry indicesJude Melton-Houghton
2022-10-13Test on-lighting node param1 in lighting testJude Melton-Houghton
2022-10-09Embed data directly in mapblocksJude Melton-Houghton
2022-10-09Remove unused MapBlock functionalityJude Melton-Houghton
2022-10-09Optimize lighting calculation (#12797)Jude Melton-Houghton
2022-10-09add an 'equals' method to ItemStack and compatibility w/ lua '==' (#12771)fluxionary
Co-authored-by: rubenwardy <rw@rubenwardy.com> Co-authored-by: sfan5 <sfan5@live.de>
2022-10-06Only set quicktune keybinds in debug builds (#12779)ROllerozxa
2022-10-04Use legacy call when rendering to a single texturex2048
Fixes depth buffer in when undersampling > 1
2022-10-04Consolidate API object code (#12728)Jude Melton-Houghton
Co-authored-by: sfan5 <sfan5@live.de>
2022-10-03Disable -ffinite-math-only (#12832)Jude Melton-Houghton
2022-09-30Implement tool use soundssfan5
2022-09-30Clean up Game::handleDigging() and some related partssfan5
2022-09-30Improve double tap for jump detection (#12793)Muhammad Rifqi Priyo Susanto
2022-09-30Avert collision static detection rounding error (#12822)Jude Melton-Houghton
2022-09-30Fix inconsistent craft replacements (#9250) (#12819)Wuzzy
2022-09-29Fix error msg if craft replacement w/ full inv (#12820)Wuzzy
2022-09-29Bloom (#12791)x2048
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29Add crosshair support for Android (#7865)Muhammad Rifqi Priyo Susanto
If enabled, a crosshair will be shown to select object. This will give Android players a way to play like they play on desktop. On third-person back camera mode, player is forced to use crosshair. On third-person front camera mode, player is unable to select anything. Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com> Co-authored-by: rubenwardy <rw@rubenwardy.com>
2022-09-28Add zstd compression support (#12515)20kdc