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* Update mesh collector and move it to a separate file (#6904)Vitaliy2018-03-221-1/+2
* Node definition manager refactor (#7016)Dániel Juhász2018-02-101-2/+2
* Fix items turning black (#6780)Vitaliy2017-12-161-4/+0
* Fix item and wield meshes (#6596)Vitaliy2017-11-141-33/+45
* Real global textures (#6105)Vitaliy2017-10-151-3/+8
* Overlays for wield and inventory images (#6107)Dániel Juhász2017-08-251-47/+108
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-201-1/+2
* Modernize source code: last part (#6285)Loïc Blot2017-08-201-12/+11
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-181-1/+2
* TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot2017-07-261-2/+2
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-111-49/+81
* Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot2017-07-021-7/+2
* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-211-19/+15
* Do not shade inventory items with textures (#5869)Dániel Juhász2017-06-011-0/+5
* Fix after soft node overlaysDániel Juhász2017-04-211-1/+1
* Soft node overlay (#5186)Dániel Juhász2017-04-211-87/+101
* Hardware coloring for itemstacksDániel Juhász2017-04-081-6/+13
* Add hardware node coloring. Includes:Dániel Juhász2017-01-231-22/+40
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-091-13/+13
* Use inventory_image in the first place for inventory item meshRealBadAngel2016-02-081-5/+2
* Use meshes to display inventory itemsRealBadAngel2016-02-071-3/+114
* Revert "Add support for using arbitrary meshes as items"Sapier2015-12-291-14/+0
* Add support for using arbitrary meshes as itemsSapier2015-12-291-0/+14
* Re-enable texture pre-filters on wielditems, fixing #3178.Aaron Suen2015-11-241-1/+1
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-201-1/+1
* src/wieldmesh.cpp: Fix mesh extrusion memory leakBřetislav Štec2015-08-021-3/+4
* Add wielded (and CAOs) shaderRealBadAngel2015-07-211-21/+12
* Fix typo in WieldMesh::setItem()kwolekr2015-05-081-1/+1
* Replace Wieldmesh::setItem assertion that could be triggered by the server wi...kwolekr2015-05-081-2/+7
* Add a check for animation when getting an extruded meshKevin Ott2015-05-041-4/+10
* 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 Suen2015-03-311-1/+1
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-071-2/+2
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-051-1/+1
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-1/+3
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...Craig Robbins2015-02-111-3/+1
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-1/+3
* Prevent client crashing if an NDT_AIRLIKE node is droppedCraig Robbins2015-01-051-13/+13
* Silence misc. warningskwolekr2014-12-231-1/+1
* Temporarily fix always bright wieldhand with shaders enabledkwolekr2014-12-221-2/+12
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-211-3/+3
* Wield: always obey anisotropic_filter setting, not just for hi res texturesKahrl2014-11-261-3/+2
* EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or belowKahrl2014-11-261-0/+2
* Wieldmesh: don't force anisotropic filtering on, instead disable mipmapsKahrl2014-11-261-2/+5
* Wielded fixes. Add shaders support.RealBadAngel2014-11-131-43/+83
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-0/+380