Kevin Ott
5fa4fed097
Add a check for animation when getting an extruded mesh
...
Fixes issue #2667
2015-05-04 02:11:36 -04:00
Craig Robbins
9527984dbc
Move globals from main.cpp to more sane locations
...
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
2015-04-01 23:04:25 +10:00
Aaron Suen
db32e6c5aa
Move texture_min_size even further down the pipe. Now, textures are 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.
2015-03-31 16:56:33 +10:00
Craig Robbins
ced6d20295
For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives
2015-03-07 22:41:47 +10:00
Loic Blot
0d1eedcccc
Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/
2015-03-05 11:59:40 +01:00
Craig Robbins
c8f60bd224
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
...
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 17:45:49 +10:00
Craig Robbins
f824866686
Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
...
This reverts commit d25ff8fd25
.
2015-02-11 17:01:19 +10:00
Craig Robbins
d25ff8fd25
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
...
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 16:02:16 +10:00
Craig Robbins
beb6b3e593
Prevent client crashing if an NDT_AIRLIKE node is dropped
...
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
2015-01-05 22:55:02 +10:00
kwolekr
565959db86
Silence misc. warnings
2014-12-23 01:09:50 -05:00
kwolekr
249749dd8c
Temporarily fix always bright wieldhand with shaders enabled
2014-12-22 22:37:11 -05:00
unknown
1e8e700ee6
Change TileSpec::frames to be std::vector not std::map
...
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Kahrl
264d740c9d
Wield: always obey anisotropic_filter setting, not just for hi res textures
2014-11-26 19:54:04 +01:00
Kahrl
571ba5d9c5
EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below
...
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 19:17:50 +01:00
Kahrl
ec5188a49a
Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
...
This should fix #1844 . Thanks to oleastre for making the first version
of this commit (#1848 ).
2014-11-26 15:17:17 +01:00
RealBadAngel
f25cc0dbae
Wielded fixes. Add shaders support.
2014-11-13 03:51:04 +01:00
Kahrl
9b551d5cbc
Implement WieldMeshSceneNode which improves wield mesh rendering
...
- 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.
2014-11-08 23:11:57 +01:00