Gefüllte Taubenbrust
03fd933c48
Update log.h
2024-12-28 10:49:16 +01:00
Gefüllte Taubenbrust
cb5d97e751
Apply suggestions
2024-12-28 10:47:57 +01:00
Gefüllte Taubenbrust
442245599b
Fix tinted sunlight
2024-12-22 22:19:43 +01:00
Gefüllte Taubenbrust
e8f486f3cc
Fix trailing whitespace
2024-12-22 20:28:13 +01:00
Gefüllte Taubenbrust
91f614cbee
Various fixes
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Fix binormal and tangent
Fix inconsistent sunrise/sunset timings and bright foliage at night
2024-12-22 20:26:41 +01:00
Gefüllte Taubenbrust
e7c7441429
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2024-12-22 19:08:52 +01:00
cx384
83bc27d99d
Move formspec code from game.cpp to separate file
2024-12-21 18:43:05 +01:00
sfan5
d4ccc8de79
Fix incorrect handling of skinned meshes as mesh nodes
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fixes #15576
2024-12-20 19:04:56 +01:00
siliconsniffer
7bf0b1fc7e
Add server url button to main menu ( #15536 )
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Co-authored-by: Zughy <63455151+Zughy@users.noreply.github.com>
2024-12-20 15:04:26 +01:00
sfan5
a6293b9861
Initial refactoring on shader usage and generation
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`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
sfan5
eb8beb335e
Fix bloom with post_processing_texture_bits < 16
2024-12-20 15:04:08 +01:00
sfan5
7354cbe463
Fix core::array::reallocate when shrinking
2024-12-20 15:04:08 +01:00
cx384
f06383f78c
Minor API reference fixes
2024-12-20 15:03:55 +01:00
cx384
b172e67295
Remove game_ui from Client class
2024-12-20 15:03:45 +01:00
sfan5
10f1e142f6
Fix threshold value for imageCleanTransparent
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fixes #15401
2024-12-20 15:03:30 +01:00
Gefüllte Taubenbrust
b3710a982e
Fixes and Lua control
2024-12-20 15:00:01 +01:00
Lars Müller
a37bdbf8b7
Restore .x
models to working state ( #15550 )
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* Add "lava flan" (.x model) smoke test
* Fix double finalize in `.x` mesh loader
* Use reserve instead of resize again
The weights are added indirectly via `AnimatedMesh->addWeight`
2024-12-18 20:29:35 +01:00
Lars Müller
f99a1a7c7c
Revert "Optimize raycast performance ( #15233 )"
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This reverts commit f7a695c212
.
2024-12-14 19:29:00 +01:00
Lars Müller
52a6673dab
Get rid of obsolete workaround for collision detection bugs ( #15540 )
2024-12-14 17:04:12 +01:00
Lars Müller
fef28aced9
Irrlicht: Get rid of obsolete setDebugName
( #15541 )
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Co-authored-by: sfan5 <sfan5@live.de>
2024-12-14 17:03:08 +01:00
Lars Müller
23e502fa0e
Test & document conventions used by matrix4::setRotation*
( #15542 )
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Also includes a minor `matrix4::transformVect` refactor to make testing easier.
2024-12-14 17:02:16 +01:00
sfence
f7a695c212
Optimize raycast performance ( #15233 )
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by skipping nodes not on the ray with selection boxes smaller than 1x1x1 early on
2024-12-14 17:01:06 +01:00
Wuzzy
ba63c1505a
Docs: Change translation example from NS
to PS
( #15476 )
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The currently established convention uses `NS` for "translation no-ops", i.e., it will be collected by a string-collecting utility but not be translated by Luanti at this place.
We don't want to mislead modders with this example into using `NS` for plural forms instead, breaking with the established convention and making use of automated tools harder.
See also: https://github.com/minetest/modtools/pull/11
2024-12-14 16:59:29 +01:00
y5nw
ac7406c8a1
Fixup parsing for Plural-Forms
( #15519 )
2024-12-12 15:33:34 +01:00
Lars Müller
1e59b9a756
Refactor SkinnedMesh
( #15522 )
2024-12-12 15:33:08 +01:00
SmallJoker
d123bc0951
Main menu: show favorite removal button for offline servers ( #15530 )
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This fixes a regression from 6c324cb871
.
2024-12-12 15:31:48 +01:00
Timur1324
9f71e74158
Get server list over https ( #15538 )
2024-12-12 15:31:12 +01:00
DS
bcbee873e8
Use openssl's sha1 and sha256, optionally ( #15472 )
2024-12-10 22:00:43 +01:00
sfan5
4f800dd2b4
Change VoxelArea volume to be u32
2024-12-10 22:00:28 +01:00
sfan5
67126cbd1b
Fix meaning of VoxelArea::hasEmptyExtent()
2024-12-10 22:00:28 +01:00
sfan5
8957739cdf
Use appropriate sized type for VoxelArea extent
2024-12-10 22:00:28 +01:00
Lars Mueller
3c5e0d10fc
Rotate meshnode normals correctly instead of recalculating
2024-12-10 22:00:18 +01:00
sfan5
21437090b8
Don't recalculate meshnode normals unnecessarily
2024-12-10 22:00:18 +01:00
siliconsniffer
eb6731bdc6
Main menu: Add server favorite button ( #15486 )
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This adopts PR 13446.
2024-12-08 20:28:37 +01:00
SmallJoker
480eb7d816
Mapgen: Fix biome Y calculation regression
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BiomeGen::getNextTransitionY(y) did not guarantee the condition (y < biome_y_min)
of the next loop because the function may return the value (biome_y_min - 1).
Hence, the biome was not updated until one Y coordinate after.
2024-12-08 20:27:33 +01:00
SmallJoker
50928b9759
Mapgen: Add rudimentary unittests
2024-12-08 20:27:33 +01:00
cx384
c7fe2ee5c9
Add core.spawn_tree_on_vmanip
( #15415 )
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This function works like `core.spawn_tree`, but spawns an L-system tree onto a VoxelManip object instead on the map.
2024-12-08 20:27:22 +01:00
Lars Müller
8d43ad2522
Migrate rendered Lua API docs CNAME to api.luanti.org
2024-12-08 19:48:52 +01:00
Lars Müller
ae96a8d4fa
Fix mainmenu crash if no servers match search
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fixes a regression caused by 6c324cb
2024-12-06 22:01:31 +01:00
veprogames
b857798848
Fix distorted Sun, Moon and Star visuals based on Orbit Tilt ( #15459 )
2024-12-06 22:00:06 +01:00
SmallJoker
5a8412dd23
Formspec: Move tooltip above cursor when lacking space ( #15470 )
2024-12-06 21:59:51 +01:00
cx384
88c845166c
Fix L-System trees fruit node regression ( #15513 )
2024-12-06 18:06:27 +01:00
Lars Müller
05d31222f7
Allow non-normalized weights in glTF models ( #15310 )
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We are being lax here, but the glTF specification just requires that "when the weights are stored using float component type, their linear sum SHOULD be as close as reasonably possible to 1.0 for a given vertex"
In particular weights > 1 and weight sums well below or above 1 can be observed in models exported by Blender if they aren't manually normalized.
These fail the glTF validator but Irrlicht normalizes weights itself so we can support them just fine.
The docs have been updated to recommend normalizing weights (as well as documenting the status of interpolation support).
Weights < 0, most of them close to 0, also occur. Consistent with Irrlicht, we ignore them, but we also raise a warning.
2024-12-06 18:05:03 +01:00
Lars Müller
3e10d9ccf5
Refactor: Merge [IC]SkinnedMesh
into SkinnedMesh
( #15511 )
2024-12-06 18:03:44 +01:00
sfan5
810f39767c
Move SMaterial std::hash impl to its header
2024-12-04 18:20:34 +01:00
sfan5
a799a54894
Fix some issues with mt_opengl
2024-12-04 18:20:34 +01:00
sfan5
1fb7202028
GL: fix and clean up some code
2024-12-04 18:20:34 +01:00
sfan5
36edc3f161
Add 10-bit texture format and setting to chose PP color depth
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(and move some settings to the advanced category)
2024-12-04 18:20:34 +01:00
AFCMS
e545e96d2b
Make string to v3f parsing consistent, replace core.setting_get_pos()
by core.settings:get_pos()
( #15438 )
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-12-04 18:19:46 +01:00
Lars Müller
18caf3a18d
Fix false positive compiler warning
2024-12-04 18:19:12 +01:00