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2021-07-27Take advantage of IrrlichtMt CMake target (#11287)JosiahWI1-34/+7
With the CMake changes to IrrlichtMt, it's now possible to use a target for IrrlichtMt. Besides greatly improving the ease of setting up IrrlichtMt for users building the client, it removes the need for Minetest's CMake to include transitive dependencies such as image libraries, cleaning it up a tiny bit. The PR works by finding the IrrlichtMt package and linking to the target it provides. If the package isn't found and it isn't building the client, it will still fall back to using just the headers of old Irrlicht or IrrlichtMt.
2021-07-27Improve documentation of tools (#11128)Wuzzy1-62/+122
2021-07-27ContentDB: Add reason to downloads (#10876)rubenwardy1-15/+26
2021-07-25Distribute shadow map update over multiple frames to reduce stutter (#11422)x204810-73/+225
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
2021-07-25Add smooth light-shadow transition at noon (#11430)x20481-2/+2
Node faces with normals pointing East/West (+X/-X) will transition between light and shadow at noon. This code makes the transition smooth.
2021-07-25Document glasslikeliquidlevel merge bits (#11479)random-geek1-6/+11
2021-07-22Remove unused ITextSceneNode header (#11476)hecks1-1/+0
Co-authored-by: hecktest <>
2021-07-21Remove unused header includeshecks3-4/+0
2021-07-20Fix no locales being generated when APPLY_LOCALE_BLACKLIST=0sfan51-2/+3
Also enable `ky` which appears to work fine.
2021-07-17CSM: Do not index files within hidden directoriesSmallJoker1-0/+3
CSM would previously scan for files within .git or .svn directories, and also special files such as .gitignore
2021-07-15Add wallmounted support for plantlike and plantlike_rooted nodes (#11379)Wuzzy9-7/+90
2021-07-14Fix documented default colors for set_skyHugues Ross1-3/+3
2021-07-12Remove hardcoded "You died." message in chat (#11443)Wuzzy1-1/+0
2021-07-12Fix revoke debug privs not reliably turn off stuff (#11409)Wuzzy1-6/+12
2021-07-12Fix build on Ubuntu 16.04 and macOSsfan51-6/+6
Apparently the C++ standard library is supposed to provide specializations of std::hash for enums (even in C++11) but those don't always work for whatever reason.
2021-07-11Avoid draw list and shadow map update in the same frame to reduce dtime ↵x20481-3/+14
jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes
2021-07-11Improve shadow rendering with non-default camera FOV (#11385)x20484-23/+37
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
2021-07-11Refactor video driver name retrieval (#11413)hecks3-27/+16
Co-authored-by: hecktest <>
2021-07-10Fix typo in lua_api.txthecktest1-1/+1
2021-07-10Script API: Fix segfault in remove_detached_inventorySmallJoker1-2/+2
when minetest.remove_detached_inventory is called on script init, the environment is yet not set up, hence m_env is still nullptr until all scripts are loaded
2021-07-10Use `persistence` instead of `persist` in NoiseParams examplesLean Rada1-7/+7
2021-07-09Add API for mods to hook liquid transformation events (#11405)Warr10245-1/+47
Add API for mods to hook liquid transformation events Without this API, there is no reliable way for mods to be notified when liquid transform modifies nodes and mods are forced to poll for changes. This allows mods to detect changes to flowing liquid nodes and liquid renewal using event-driven logic.