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
9749d9fee6
Fix issue #2441 : crash on respawn, since a conversion std::list to std::vector on Environment.cpp
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* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
2015-03-05 15:36:20 +01:00
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
kwolekr
091594e26e
NodeDef: Clear NodeResolver related entries too in clear()
2015-01-04 22:39:57 -05:00
kwolekr
cd4d213ae0
NodeResolver: Perform callback immediately if node registration phase finished
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Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
kwolekr
6fdb32361a
Remove freezemelt (the remainder of proller nonsense)
2015-01-04 03:30:10 -05:00
kwolekr
c6df2bc42c
Add support back for resolving group names in NodeResolver
2014-12-29 23:15:53 -05:00
kwolekr
08d259cf41
Set fallback content if resolving content vector requires everything
2014-12-27 22:20:04 -05:00
kwolekr
b67f37f27e
Redefine NodeResolver interface and replace with callback mechanism
2014-12-27 02:12:21 -05:00
unknown
1e8e700ee6
Change TileSpec::frames to be std::vector not std::map
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Anton
10e0cf8b2c
Use std::string::empty() instead of size() where applicable
2014-12-12 15:16:24 -05:00
kwolekr
2c9bbe2736
NodeResolver: Fix some comments and use const references for params
2014-12-12 14:21:41 -05:00
kwolekr
c07f15e910
NodeResolver: Fix cancelNode and cancelNodeList
2014-12-11 00:41:54 -05:00
RealBadAngel
a648120d54
Recalculate normals for mesh #0 . Fix for issue #1902 .
2014-12-05 01:05:18 +01:00
Craig Robbins
d406ac994b
Optimise functions from CNodeDefManager and VoxelManipulator
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CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ShadowNinja
da0f1e5497
Fix wallmounted mesh rotations
2014-11-19 16:17:54 -05:00
RealBadAngel
dd4c21c180
Add option to enable mesh caching, add wallmounted for meshes.
2014-10-29 08:37:33 +01:00
kwolekr
4a3592ff9a
Add NodeResolver documentation
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Set content to fallback on AddNode failure
Consider node list requests with no results as failed
2014-10-28 02:23:45 -04:00
kwolekr
d274cbfce6
Add NodeResolver and clean up node name -> content ID resolution system
2014-10-26 23:55:45 -04:00
RealBadAngel
d221917170
Recalculate normals for cached meshes.
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Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
Kahrl
9029a34cc6
Fix some indentation in nodedef.cpp
2014-10-20 16:11:38 +02:00
Kahrl
ae375cc322
Fix memory leak caused by mesh nodes (and nodeboxes)
2014-10-20 16:11:00 +02:00
RealBadAngel
e5652cb75c
Custom collision boxes node property.
2014-10-19 20:48:21 +02:00
RealBadAngel
0066bd77d2
Add meshnode drawtype.
2014-10-18 16:42:23 +02:00
kwolekr
173beeee65
Fix special tile backspace culling
2014-10-03 11:20:29 -04:00
RealBadAngel
0920f55eb4
Fix broken plantlike drawtype.
2014-10-03 15:33:32 +02:00
kwolekr
37d3c3d328
Fix misc. style issues
2014-10-03 03:49:06 -04:00
kwolekr
01ce57ade5
Clean up nodedef.cpp
2014-10-03 03:21:08 -04:00
BlockMen
f48f686930
Add optional framed glasslike drawtype
2014-10-02 11:35:15 +02:00
TriBlade9
9a685a4f2e
Add firelike drawtype
2014-09-21 15:50:27 -04:00
ShadowNinja
6bc4cad0ed
Split settings into seperate source and header files
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This also cleans up settings a bit
2014-09-21 14:39:35 -04:00
RealBadAngel
e66bb9b864
Allow use all 6 faces for special tiles.
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Protocol version bump.
2014-08-25 12:47:06 +02:00
RealBadAngel
f0db6c4423
Speedup mapblock_mesh
2014-07-17 22:28:14 +02:00
sfan5
eadde1e741
Fix errors/warnings reported by valgrind
2014-07-06 16:33:02 +02:00
RealBadAngel
6c98fd6658
Unite nodes shaders.
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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.
2014-06-15 05:40:33 +02:00
RealBadAngel
2330267d22
Shaders rework.
2013-12-03 18:55:25 +01:00
kwolekr
747bc40840
Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues
2013-11-29 20:54:04 -05:00
BlockMen
7b13d119ed
Add support for different drowning damage and allow drowning in other nodetypes
2013-08-06 17:49:39 +02:00
proller
0e89bca173
Leveled nodebox backward compatibility
2013-08-02 00:50:58 +04:00
proller
3aedfac968
Weather support
2013-07-27 23:21:48 +04:00
PilzAdam
46d1d70e4c
Bump protocol version
2013-07-20 21:25:21 +02:00
PilzAdam
413f0d0353
Add liquid_range to nodedef
2013-07-20 20:41:17 +02:00
Kahrl
112dbba7c4
Change ContentFeatures array to a vector
2013-07-14 23:06:31 +02:00
proller
9733dd5b5e
Leveled nodebox
2013-07-13 22:13:24 +04:00
Kahrl
8161ab573f
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
2013-07-02 03:03:10 +02:00
PilzAdam
53066024f6
Add drowning
2013-06-19 15:47:00 +00:00
RealBadAngel
625a4c2e66
Add new drawtype GLASSLIKE_FRAMED
2013-04-24 21:45:18 -04:00
kwolekr
770305e28d
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
khonkhortisan
1586cdac53
unkn own block -> unkn own node
2013-04-05 15:57:39 +02:00
kwolekr
c517215bcf
Fix MapgenV6::generateCaves possible division by 0 and misc. cosmetic fixes
2013-03-30 21:24:37 -04:00