Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Camera: remove auto tune FPS, single view range setting | RealBadAngel | 2016-02-21 | 1 | -11/+2 |
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* | Minimap: show player markers | RealBadAngel | 2016-02-19 | 1 | -0/+3 |
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* | Move object nametags to camera | RealBadAngel | 2016-02-18 | 1 | -2/+28 |
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* | Add wielded (and CAOs) shader | RealBadAngel | 2015-07-21 | 1 | -1/+0 |
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* | Change error_message from wstring to string | ShadowNinja | 2015-03-27 | 1 | -1/+1 |
| | | | | This removes a lot of narrow/wide conversions where a wide string was never used. | ||||
* | Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵ | Loic Blot | 2015-03-05 | 1 | -1/+1 |
| | | | | tile.hpp to src/client/ | ||||
* | Fix regression (increase/decrease viewing range with +/- keys) | Craig Robbins | 2014-12-07 | 1 | -2/+0 |
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* | Performance of main client loop up to 2x faster In places, up to 3 times faster | Craig Robbins | 2014-12-07 | 1 | -0/+8 |
| | | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released | ||||
* | Implement WieldMeshSceneNode which improves wield mesh rendering | Kahrl | 2014-11-08 | 1 | -9/+5 |
| | | | | | | | | | | | | | - 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. | ||||
* | Add support for interlaced polarized 3d screens | sapier | 2014-05-18 | 1 | -4/+21 |
| | | | | Add (experimental) support for topbottom as well as sidebyside 3d mode | ||||
* | Add support for dpi based HUD scaling | sapier | 2014-04-27 | 1 | -1/+1 |
| | | | | | | Add support for (configurable) multiline hotbar Improved screensize handling Add userdefined gui scale by BlockMen | ||||
* | Fix all warnings reported by clang | Sfan5 | 2014-04-15 | 1 | -2/+1 |
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* | Add player:set_eye_offset() by @MirceaKitsune and clean up | BlockMen | 2014-04-12 | 1 | -0/+2 |
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* | Add third person view | BlockMen | 2014-04-12 | 1 | -1/+4 |
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* | Fix rendering glitches when far from the center of the map | Novatux | 2014-03-04 | 1 | -0/+8 |
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* | Fix and improve view range tuner | Perttu Ahola | 2013-08-03 | 1 | -6/+6 |
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* | Add a little animation when changing the wielded item | PilzAdam | 2013-05-20 | 1 | -1/+7 |
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* | Swing the camera down when the player lands on the ground, based on the ↵ | MirceaKitsune | 2013-04-11 | 1 | -0/+2 |
| | | | | velocity the surface is hit with. | ||||
* | fix mesh leak in camera class | sapier | 2013-04-07 | 1 | -0/+3 |
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* | Update Copyright Years | Sfan5 | 2013-02-24 | 1 | -1/+1 |
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* | Change Minetest-c55 to Minetest | PilzAdam | 2013-02-24 | 1 | -1/+1 |
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* | Optimize headers | Perttu Ahola | 2012-06-17 | 1 | -1/+1 |
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* | Properly and efficiently use split utility headers | Perttu Ahola | 2012-06-17 | 1 | -1/+1 |
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* | Switch the license to be LGPLv2/later, with small parts still remaining as ↵ | Perttu Ahola | 2012-06-05 | 1 | -4/+4 |
| | | | | GPLv2/later, by agreement of major contributors | ||||
* | c55sound continued | Perttu Ahola | 2012-03-24 | 1 | -2/+5 |
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* | Fix and tune things, add tool "recharge" animation, add dummyball | Perttu Ahola | 2012-03-10 | 1 | -1/+2 |
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* | Page up and down change the minimum viewing range | Kahrl | 2012-02-01 | 1 | -9/+0 |
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* | The huge item definition and item namespace unification patch (itemdef), see ↵ | Kahrl | 2012-01-12 | 1 | -49/+5 |
| | | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef | ||||
* | inventorycube: use all three specified textures; also moved mesh creation / ↵ | Kahrl | 2011-12-03 | 1 | -8/+1 |
| | | | | modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube | ||||
* | Fix structs being declared as classes | Giuseppe Bilotta | 2011-12-01 | 1 | -1/+1 |
| | | | | | | Some compilers complain when a class is declared as a struct or vice versa. Fix by making sure that the correct tag is used both in declaration and definition. | ||||
* | GameDef compiles | Perttu Ahola | 2011-11-29 | 1 | -2/+2 |
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* | Create framework for getting rid of global definitions of ↵ | Perttu Ahola | 2011-11-29 | 1 | -1/+2 |
| | | | | node/tool/item/whatever types | ||||
* | Header file tweaking; mainly for speed | Perttu Ahola | 2011-10-12 | 1 | -0/+3 |
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* | Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵ | Kahrl | 2011-09-21 | 1 | -0/+3 |
| | | | | and refactored some other code into calls of that | ||||
* | Create a separate scene manager for the wielded tool. This fixes the ↵ | Kahrl | 2011-09-21 | 1 | -6/+7 |
| | | | | glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark). | ||||
* | Digging animation | Kahrl | 2011-09-20 | 1 | -8/+11 |
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* | Wielded tool updates, leaves and glass work now | Kahrl | 2011-09-19 | 1 | -1/+6 |
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* | Convert any inventory item into a mesh, bring back ↵ | Kahrl | 2011-09-19 | 1 | -2/+3 |
| | | | | InventoryItem::getImageRay(), some const-correctness fixes | ||||
* | Added sprite extruder | Kahrl | 2011-09-19 | 1 | -2/+64 |
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* | This looks more like MC view bobbing, but still not even close | Kahrl | 2011-09-18 | 1 | -2/+2 |
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* | Made wielded tool move slightly (and smoothly) during view bobbing. Making ↵ | Kahrl | 2011-09-15 | 1 | -2/+13 |
| | | | | the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too. | ||||
* | View bobbing is slower in the water. | Kahrl | 2011-09-15 | 1 | -0/+2 |
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* | Implemented view bobbing (testing simple lemniscate shape) | Kahrl | 2011-09-08 | 1 | -6/+7 |
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* | Collected and moved existing camera infrastructure from game.cpp to ↵ | Kahrl | 2011-09-08 | 1 | -0/+141 |
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant. |