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* mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)you2017-08-281-184/+146
* Use crack animation on all tile layers (#6104)Dániel Juhász2017-08-281-5/+4
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-201-5/+2
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-191-4/+4
* Code modernization: src/m* (part 2)Loic Blot2017-08-191-76/+60
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-181-0/+1
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-161-0/+1
* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-261-8/+4
* VoxelManip cleanups (const ref, const move) + function removal (#6169)Loïc Blot2017-07-261-20/+12
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-261-10/+6
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-171-6/+1
* Use thread_local instead from some static settings (#5955)Loïc Blot2017-06-111-1/+1
* Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)Loïc Blot2017-04-291-34/+24
* Soft node overlay (#5186)Dániel Juhász2017-04-211-212/+313
* MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock c...Perttu Ahola2017-04-171-30/+24
* Some performance optimizations (#5424)Loïc Blot2017-03-221-37/+11
* Content_mapblock.cpp: Refactornumber Zero2017-03-201-1/+4
* Use fabs() instead of abs() (#5141)Dániel Juhász2017-01-301-2/+2
* Fix after hardware node coloring (#5114)Dániel Juhász2017-01-271-4/+4
* Add smooth lighting for all nodesnumber Zero2017-01-241-1/+1
* Add hardware node coloring. Includes:Dániel Juhász2017-01-231-116/+147
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-091-13/+12
* Move TileAnimation code to seperate filesfan52017-01-021-2/+1
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-061-14/+10
* Mapblock mesh: Fix updateFastFaceRow tiling issueobneq2016-08-181-18/+13
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-261-9/+19
* Dont make fastface if tile is not seamlessRealBadAngel2016-02-211-2/+3
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-161-6/+0
* Use vertices with tangents only when its needed.RealBadAngel2016-02-151-65/+113
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-081-53/+9
* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-071-8/+11
* Change i++ to ++iDavid Jones2015-08-251-5/+5
* Fixed minimap memory leakBřetislav Štec2015-07-271-0/+1
* Fix relief mapping issuesRealBadAngel2015-07-161-6/+2
* Clean-up Minimap codekwolekr2015-07-081-26/+6
* Add minimap featureRealBadAngel2015-06-271-0/+28
* Automated whitespace error fix for last commitest312015-06-141-1/+1
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-67/+59
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-011-1/+0
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-311-6/+6
* Optimise MapBlockMesh related functionsgregorycu2015-02-231-9/+17
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-3/+4
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...Craig Robbins2015-02-111-3/+2
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-2/+3
* Fix potential out-of-bounds array indexCraig Robbins2015-01-161-3/+3
* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ...TriBlade92015-01-141-3/+9
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-101-2/+1
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-211-2/+2
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-101-2/+2
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-071-7/+11