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* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-091-3/+3
* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-101-0/+1
* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-211-11/+2
* Minimap: show player markersRealBadAngel2016-02-191-0/+3
* Move object nametags to cameraRealBadAngel2016-02-181-2/+28
* Add wielded (and CAOs) shaderRealBadAngel2015-07-211-1/+0
* Change error_message from wstring to stringShadowNinja2015-03-271-1/+1
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-051-1/+1
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-071-2/+0
* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-071-0/+8
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-9/+5
* Add support for interlaced polarized 3d screenssapier2014-05-181-4/+21
* Add support for dpi based HUD scalingsapier2014-04-271-1/+1
* Fix all warnings reported by clangSfan52014-04-151-2/+1
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-121-0/+2
* Add third person viewBlockMen2014-04-121-1/+4
* Fix rendering glitches when far from the center of the mapNovatux2014-03-041-0/+8
* Fix and improve view range tunerPerttu Ahola2013-08-031-6/+6
* Add a little animation when changing the wielded itemPilzAdam2013-05-201-1/+7
* Swing the camera down when the player lands on the ground, based on the veloc...MirceaKitsune2013-04-111-0/+2
* fix mesh leak in camera classsapier2013-04-071-0/+3
* Update Copyright YearsSfan52013-02-241-1/+1
* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
* Optimize headersPerttu Ahola2012-06-171-1/+1
* Properly and efficiently use split utility headersPerttu Ahola2012-06-171-1/+1
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-051-4/+4
* c55sound continuedPerttu Ahola2012-03-241-2/+5
* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-101-1/+2
* Page up and down change the minimum viewing rangeKahrl2012-02-011-9/+0
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-121-49/+5
* inventorycube: use all three specified textures; also moved mesh creation / m...Kahrl2011-12-031-8/+1
* Fix structs being declared as classesGiuseppe Bilotta2011-12-011-1/+1
* GameDef compilesPerttu Ahola2011-11-291-2/+2
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-291-1/+2
* Header file tweaking; mainly for speedPerttu Ahola2011-10-121-0/+3
* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and...Kahrl2011-09-211-0/+3
* Create a separate scene manager for the wielded tool. This fixes the glitchyn...Kahrl2011-09-211-6/+7
* Digging animationKahrl2011-09-201-8/+11
* Wielded tool updates, leaves and glass work nowKahrl2011-09-191-1/+6
* Convert any inventory item into a mesh, bring back InventoryItem::getImageRay...Kahrl2011-09-191-2/+3
* Added sprite extruderKahrl2011-09-191-2/+64
* This looks more like MC view bobbing, but still not even closeKahrl2011-09-181-2/+2
* Made wielded tool move slightly (and smoothly) during view bobbing. Making th...Kahrl2011-09-151-2/+13
* View bobbing is slower in the water.Kahrl2011-09-151-0/+2
* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-081-6/+7
* Collected and moved existing camera infrastructure from game.cpp to camera.cp...Kahrl2011-09-081-0/+141