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* Fix worldaligned texturesGiuseppe Bilotta2022-04-241-2/+5
| | | | | | | | | | | | As reported in #12197, b0b9732359d43325c8bd820abeb8417353365a0c introduces a regression in worldalign textures. The specific change that seems to be responsible for this issue is the change in order between the computation of the cuboid texture coordinates and the box edge correction. Fix #12197 by moving the box edge correction back to before the cuboid texture coordinates, as it used to be.
* Fix some textures not being sent correctly to older clientsGiuseppe Bilotta2022-04-241-3/+15
| | | | | | | | | | | | | Since b2eb44afc50976dc0954c868977b5829f3ff8a19, a texture defined as `[combine:16x512:0,0=some_file.png;etc` will not be sent correctly from a 5.5 server to a 5.4 client due to the overeager detection of unsupported base modifier `[` introducing a spurious `blank.png^` before the modifier. Fix this by whitelisting which base modifiers can be passed through unchanged to the client, and prefix `blank.png` for the others (which at the moment is just [png:, but the list may grow larger as new base modifiers are added.)
* Fix some debug info showing despite being disabled in the UI (#12205)Lars Müller2022-04-211-1/+2
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* Fix '[combine' when EVDF_TEXTURE_NPOT is disabled. (#12187)paradust72022-04-161-3/+0
| | | | | | | Stop scaling images to POT immediately when loaded. The 'combine' modifier hardcodes X and Y coordinates, and so behaves incorrectly if applied to a scaled image. Images emitted by generateImage() are already scaled to POT before being used as a texture, so nothing should break.
* upright_sprite: Fix walk animation in first person (#12194)SmallJoker2022-04-151-10/+7
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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-143-14/+12
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Remove unneeded ObjectRef setter return values (#12179)Lars Müller2022-04-101-30/+17
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* Don't test overflow behavior for VoxelArea extentsShadowNinja2022-04-081-2/+2
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* Fix typo and update settings filesShadowNinja2022-04-081-3/+5
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* Fix OOB read in trim("")ShadowNinja2022-04-081-2/+2
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* Remove duplicate test for trimShadowNinja2022-04-081-11/+2
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* Update directory name sanitizationShadowNinja2022-04-083-30/+23
| | | | | Only ASCII spaces have to be handles specially, and leading spaces are also disallowed.
* Add tests for sanitizeDirNameShadowNinja2022-04-081-0/+11
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* Add additional reserved directory namesShadowNinja2022-04-081-2/+29
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* Remove duplication in config.hShadowNinja2022-04-081-10/+6
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* Spacing fixesShadowNinja2022-04-0822-29/+29
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* Treat empty XDG_CACHE_HOME same as unsetShadowNinja2022-04-081-1/+1
| | | | This matches the XDG base directory spec.
* Fix compiler warningsShadowNinja2022-04-089-51/+44
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* Remove obsolete commented code (follow up to #12166)Dmitry Kostenko2022-04-071-9/+0
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-078-61/+73
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* Disentangle map implementations (#12148)Jude Melton-Houghton2022-04-076-57/+57
| | | | Fixes violation of Liskov substitution principle Fixes #12144
* Compile Lua as C++ (#11683)Jude Melton-Houghton2022-04-072-0/+80
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Fix -mwindows flag not being applied anymoresfan52022-04-031-1/+4
| | | | closes #12165
* Add depth sorting for node faces (#11696)x20482022-04-027-93/+625
| | | | Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
* Increase the ratio between shadow range and viewing rangeDmitry Kostenko2022-04-021-1/+1
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* Limit shadow map to the viewing range (#12158)x20482022-03-311-0/+2
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* Tune shadow perspective distortion (#12146)x20482022-03-315-18/+76
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Store vector metatable in registryJude Melton-Houghton2022-03-294-16/+18
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* Optimize swapping nodes with equivalent lightingJude Melton-Houghton2022-03-292-20/+51
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* Fix the documentation of InvRef:get_lists() and clean up code (#12150)DS2022-03-299-94/+54
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* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-2616-31/+210
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Fix memory leak in EmergeManagerDaroc Alden2022-03-141-0/+1
| | | | EmergeManager keeps a copy of the BiomeGen that it creates, but never deletes it.
* Fix footsteps for players whose collision box min y != 0 (#12110)Gregor Parzefall2022-03-141-3/+5
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* Fix undefined behavior in TileLayer (#12125)Daroc Alden2022-03-111-2/+3
| | | Initialize the values properly
* Remove direct OpenGL(ES) dependencysfan52022-03-091-29/+2
| | | | | IrrlichtMt now provides this for us (see last commit) fixes #12041
* Use Irrlicht bindings for GL callsfan52022-03-091-18/+11
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* Fix memory leak from SpatialAreaStore (#12120)Daroc Alden2022-03-091-0/+1
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* Correct normal bias for entitiesDmitry Kostenko2022-03-073-12/+7
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Fix shadows for upright sprite nodesDmitry Kostenko2022-03-071-24/+21
| | | | | Avoid using read only materials in mesh scene node, as it confuses shadow renderer.
* Avoid possible buffer overflow when checking face normalsDmitry Kostenko2022-03-071-1/+1
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* Use correct indexes when checking mesh normalsDmitry Kostenko2022-03-071-1/+1
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* Detect 'insane' normals in checkMeshNormals.Dmitry Kostenko2022-03-071-0/+16
| | | | | Detect non-zero normals which point in the opposite direction from the face plane normal.
* Improve lighting of entities.Dmitry Kostenko2022-03-073-18/+25
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
* Apply shadow texture to wield-based entitiesDmitry Kostenko2022-03-071-2/+7
| | | | For example, dropped nodes and items.
* Render shadows on entities.Dmitry Kostenko2022-03-071-0/+11
| | | | Fixes problem with mod 'drawers'.
* Readd basic_debug as a HUD flag (#12020)Lars Müller2022-03-055-50/+44
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* Allow get_sky to return a table (#11963)Zughy2022-03-052-28/+62
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* Fix segfault with autoscale_mode (again)sfan52022-03-021-5/+5
| | | | | closes #12100 This time add some asserts so there is no misunderstanding about the NULL-ness of layer->texture.
* Move the codebase to C++14sfan52022-02-267-18/+10
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* Lua API documentation: Various fixes (#12059)SmallJoker2022-02-231-24/+25
| | | | | Change 1: Clarify when on_step collision information is provided Change 2: Document PostgreSQL and Redis settings Change 3: Overall AreaStore documentation improvements including consistent parameter naming based on community suggestions