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* Make sure real disconnect reason isn't overwrittensfan52022-05-291-1/+1
* Remove remains of video mode queryingsfan52022-05-292-16/+0
* Force-update shadows when the world is changed (#12364)x20482022-05-263-6/+19
* Improve code in mapblock_mesh.cpp a bitsfan52022-05-261-21/+13
* Quantize light frustum calculations (#12357)x20482022-05-231-1/+19
* Fixes needed to use irrArray backed by std::vector (#12263)paradust72022-05-224-33/+47
* Don't ignore server disconnects in client codesfan52022-05-211-3/+5
* Improve shadow filters (#12195)x20482022-05-213-0/+5
* Fix lighting of upright_sprite entities (#12336)x20482022-05-201-6/+2
* Fix lighting of the wield mesh (#12341)x20482022-05-203-3/+11
* Use std::map instead of core::map (#12301)paradust72022-05-181-1/+0
* Initialize wield mesh color when wield_image is setDmitry Kostenko2022-05-151-0/+3
* HUD: Update selection mesh every frame (#12270)Lars Müller2022-05-091-3/+5
* Consolidate some data structures in MapBlockMeshsfan52022-05-082-38/+44
* Fix mapblock geometry optimisation not workingROllerozxa2022-05-081-1/+0
* Avoid rendering invisible faces of simple nodeboxes (#12262)x20482022-05-042-13/+82
* guiScalingFilter: Fix most memory leaks (#12256)SmallJoker2022-05-042-3/+11
* Make logging cost free when there is no output target (#12247)paradust72022-05-042-2/+2
* Fix broken FPS/dtime counters in debug infosfan52022-05-031-1/+1
* Initialize wield mesh colors when changing item. (#12254)x20482022-05-011-0/+8
* Deal with compiler warningssfan52022-04-308-19/+18
* Refactor local time getter functions (#12221)Oblomov2022-04-281-3/+2
* Remove HW_buffer_counter after IrrlichtMt fix to remove HWBufferMap (#12232)paradust72022-04-282-0/+7
* Show unknown node in debug screen (#12230)Wuzzy2022-04-281-3/+7
* Fix worldaligned texturesGiuseppe Bilotta2022-04-241-2/+5
* Fix some debug info showing despite being disabled in the UI (#12205)Lars Müller2022-04-211-1/+2
* Fix '[combine' when EVDF_TEXTURE_NPOT is disabled. (#12187)paradust72022-04-161-3/+0
* upright_sprite: Fix walk animation in first person (#12194)SmallJoker2022-04-151-10/+7
* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-143-14/+12
* Spacing fixesShadowNinja2022-04-084-6/+6
* Fix compiler warningsShadowNinja2022-04-082-5/+7
* Remove obsolete commented code (follow up to #12166)Dmitry Kostenko2022-04-071-9/+0
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-078-61/+73
* Disentangle map implementations (#12148)Jude Melton-Houghton2022-04-071-2/+2
* Add depth sorting for node faces (#11696)x20482022-04-026-93/+624
* Increase the ratio between shadow range and viewing rangeDmitry Kostenko2022-04-021-1/+1
* Limit shadow map to the viewing range (#12158)x20482022-03-311-0/+2
* Tune shadow perspective distortion (#12146)x20482022-03-315-18/+76
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-266-29/+90
* Fix footsteps for players whose collision box min y != 0 (#12110)Gregor Parzefall2022-03-141-3/+5
* Fix undefined behavior in TileLayer (#12125)Daroc Alden2022-03-111-2/+3
* Use Irrlicht bindings for GL callsfan52022-03-091-18/+11
* Correct normal bias for entitiesDmitry Kostenko2022-03-073-12/+7
* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-071-24/+21
* Avoid possible buffer overflow when checking face normalsDmitry Kostenko2022-03-071-1/+1
* Use correct indexes when checking mesh normalsDmitry Kostenko2022-03-071-1/+1
* Detect 'insane' normals in checkMeshNormals.Dmitry Kostenko2022-03-071-0/+16
* Improve lighting of entities.Dmitry Kostenko2022-03-073-18/+25
* Apply shadow texture to wield-based entitiesDmitry Kostenko2022-03-071-2/+7
* Render shadows on entities.Dmitry Kostenko2022-03-071-0/+11