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* Add smooth lighting for all nodesnumber Zero2017-01-241-0/+5
* Add hardware node coloring. Includes:Dániel Juhász2017-01-231-102/+411
* Add particle animation, glowsfan52017-01-181-1/+1
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-091-7/+9
* Improve getPointedThing() (#4346)Dániel Juhász2017-01-041-0/+141
* Add 2D sheet animation for nodessfan52017-01-021-1/+1
* Move TileAnimation code to seperate filesfan52017-01-021-21/+14
* Limit light_source in the engine (#4814)juhdanad2016-11-281-0/+2
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-141-2/+2
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-151-2/+2
* Speed up emerge thread by using unordered map in a few places. Looking at 25%...gregorycu2016-10-081-6/+6
* Textures: Ignore unknown node in override.txtSmallJoker2016-10-081-7/+2
* Add minetest.unregister_item and minetest.register_alias_forcepaly22016-09-081-0/+35
* Make plantlike drawtype more funAuke Kok2016-08-261-1/+4
* Move unknown node message when applying texture overrides to infostream (#4218)Yutao Yuan2016-06-141-1/+1
* Move updateTextures and fillTileAttribs to ContentFeaturesEkdohibs2016-05-231-261/+273
* Connected nodes: fix 2 minor bugsAuke Kok2016-03-141-1/+2
* Allow nodes to specify which sides to connect to.Auke Kok2016-03-121-2/+23
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-121-12/+124
* Add minetest.register_lbm() to run code on block load onlyest312016-03-071-5/+7
* Nodedef: Restore smooth lighting to waterparamat2016-02-271-1/+1
* Remove new_style_waterRealBadAngel2016-02-261-2/+1
* Fix backface culling when connecting to new servers.Auke Kok2016-02-101-25/+18
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-081-1/+1
* Backface culling: Ignore setting in tiledef from old servers.Auke Kok2016-01-231-8/+26
* Allow per-tiles culling.Auke Kok2016-01-201-10/+2
* Liquids: Flow into and destroy 'floodable' nodesparamat2016-01-071-0/+4
* Use warningstream for log messages with WARNINGShadowNinja2015-10-141-5/+5
* Change i++ to ++iDavid Jones2015-08-251-5/+5
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-201-3/+1
* Fix tiling issues for PLANTLIKE and FIRELIKE with FSAARealBadAngel2015-08-051-1/+5
* Add wielded (and CAOs) shaderRealBadAngel2015-07-211-1/+3
* Fix relief mapping issuesRealBadAngel2015-07-161-5/+20
* Add new leaves style - simple (glasslike drawtype)RealBadAngel2015-07-081-2/+10
* Minimap updateRealBadAngel2015-06-281-1/+2
* Add minimap featureRealBadAngel2015-06-271-2/+5
* Add texture overridingrubenwardy2015-05-191-2/+63
* NodeResolver: Remove NodeResolveMethodkwolekr2015-05-071-28/+5
* NodeDefManager: Improve const-correctness of interfaceskwolekr2015-05-051-9/+16
* Tests: Add NodeResolver unittestskwolekr2015-05-051-9/+10
* Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr2015-04-161-71/+114
* 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 Suen2015-03-311-2/+2
* Revert "Fix issue #2441: crash on respawn, since a conversion std::list to st...kwolekr2015-03-201-6/+6
* Finer progress bar updates when initializing nodesest312015-03-151-3/+11
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-071-2/+5
* Fix issue #2441: crash on respawn, since a conversion std::list to std::vecto...Loic Blot2015-03-051-6/+6
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-051-1/+1
* NodeDef: Clear NodeResolver related entries too in clear()kwolekr2015-01-041-0/+8
* NodeResolver: Perform callback immediately if node registration phase finishedkwolekr2015-01-041-1/+25