1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-10-05 19:31:04 +00:00
Commit graph

1327 commits

Author SHA1 Message Date
lhofhansl
053ca6287a
Use consistent dtime_limit (#16492) 2025-09-12 11:29:40 -07:00
sfan5
baaab310fe Use stable sort in HUD rendering 2025-08-24 00:54:39 +02:00
sfan5
36b5374715 Simplify HUD handling in Player class 2025-08-19 17:34:22 +02:00
sfan5
54d48decad Sort out incorrect logic in MeshUpdateQueue::addBlock() 2025-08-19 17:34:22 +02:00
sfan5
1d53ec4892 Delete broken interlaced 3d_mode
fixes #15406
2025-08-19 17:34:22 +02:00
sfan5
e835673c5e Extract bitmap class 2025-08-19 17:34:22 +02:00
sfan5
6da927a548 Add more texture size limit checks
closes #16014
2025-08-14 12:33:35 +02:00
sfan5
b6065797ce Clarify some keycode names
fixes #16258
2025-08-14 12:33:35 +02:00
sfan5
e2e571ca1f Initialize base image for [lowpart
fixes #16371
2025-08-14 12:33:35 +02:00
sfan5
81e08fc890 Handle overlay tiles for minimap color
fixes #16285
2025-08-14 12:33:35 +02:00
sfan5
55cca34ee9 Cache getTextureDirs() 2025-08-10 15:26:39 +02:00
sfan5
b1cb5fcb9f
Improve texture creation logging and checking 2025-08-08 13:42:36 +02:00
Lucas OH
ecc876045f
Replace some raw pointers by unique_ptr (#16304) 2025-08-06 23:17:34 +02:00
Lucas OH
93dd22b901
Clean up unused Forward Declarations (#16324) 2025-08-02 10:07:45 +02:00
sfan5
0c12c1f400 Add a bit of debug code around MapBlock refcounting 2025-08-02 10:05:22 +02:00
Lars Mueller
613ba689ff Work around #16221 by updating parent chains 2025-08-01 14:12:02 +02:00
sfan5
9ff38bdf7f Sky: Get custom sun and moon tinting to work again
This fixes a regression introduced by commit 58ccf0b.
2025-07-29 20:36:23 +02:00
sfan5
d679261488 Rewrite broken logic in blit_with_alpha2 2025-07-28 11:16:07 +02:00
grorp
7345b54f18 Android: Workaround for partially broken inputs 2025-07-28 11:14:37 +02:00
SmallJoker
d60f909566
ParticleSpawner: Fix crash caused by empty texture
no_texture.png is now used as a fallback (if available), like already seen with registered items with empty 'inventory_image'.
2025-07-22 16:39:51 +02:00
sfan5
3cb8ce69d2 Minor cleanups and logging changes 2025-07-16 11:42:54 +02:00
sfan5
e8e5ef0369 Deleted unused parts of blitter 2025-07-16 11:42:21 +02:00
sfan5
158bfa6442 Replace copyToWithAlpha with more appropriate functions
fixes #16316
2025-07-16 11:42:21 +02:00
Lucas OH
ce2380b58e
Include header files in CMake sources (#16297) 2025-07-12 13:23:35 +02:00
Lucas OH
f71e1447c9
Fix downward shadows at time 12000 (#16326) 2025-07-12 13:23:17 +02:00
Lars Müller
61551cfc3a
Remove irr namespace (#16309) 2025-07-09 10:35:52 +02:00
lhofhansl
1a58a2fd2b
Fix Camera's far clipping plane for large zooms (#16307)
* Make zoomed view beyond 2000 nodes are rendered correctly.
2025-07-03 17:11:36 -07:00
Lucas OH
5b37614d23
Use unique_ptr for trivial ownership (#16300) 2025-07-03 17:32:46 +02:00
Lars Müller
08bc036311
Remove obsolete SMeshBuffer.h (#16308) 2025-07-03 17:32:35 +02:00
DragonWrangler1
80be9bf76e
Add keybinding for world close key (#16250)
Fix according to Lua code style guidelines (grorp)

Fix order in defaultsettings.cpp (grorp)

remove unrequired comment, and whitespace

Co-authored-by: y5nw <y5nw@users.noreply.github.com>
Co-authored-by: grorp <grorp@users.noreply.github.com>
2025-07-01 14:31:26 +02:00
Lars
fcbf05fc30 Use MapBlock::copyTo to fill MeshMakeData 2025-06-27 10:36:33 -07:00
sfan5
2d36d32da8 Tune mesh generation interval and thread count 2025-06-26 16:39:26 +02:00
sfan5
2733df78c4 Skip pointless meshgen updates for air blocks 2025-06-26 16:39:26 +02:00
sfan5
6545710c8e Refactor meshgen-related code 2025-06-26 16:39:26 +02:00
lhofhansl
0ea89d4112
Avoid copying empty blocks for mesh-generation (#16286) 2025-06-25 15:05:34 +02:00
SmallJoker
fdc149f316
Formspec: Show a player inventory using core.show_formspec (#15963)
'core.show_formspec' now shows and updates the inventory formspec as if
it was opened using the hotkey on client-side.
2025-06-22 22:06:47 +02:00
Xeno333
225d2cf916
Make minimap respect drawtype = "airlike" (#16251) 2025-06-13 23:33:10 +02:00
grorp
e452c2900f Don't force-enable tileable_horizontal/vertical for solid nodes 2025-06-07 14:44:09 +02:00
sfan5
38255cb6bb Clean up makeScreenshot() and make message translateable 2025-06-07 14:43:26 +02:00
Lars Müller
fde6384a09
Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818)
* Fix animation blending (#14817)
* Bring back cool guy as another .x smoke test
* Add .x mesh loader unittest
* Do bounding box & matrix calculation at proper point in time
* Remove obsolete `SAnimatedMesh`
2025-06-01 23:21:35 +02:00
JosiahWI
0bb87eb1ff
Avoid signal-unsafe operations in POSIX signal handler (#16160) 2025-06-01 15:24:32 +02:00
SmallJoker
660b1cf9bf Formspec: remove gotText(wstr) remains
These functions are now unused (no caller).
2025-05-30 13:05:13 +02:00
sfan5
1214a1d4a6
Refactor ITextureSource use in main menu (#16135) 2025-05-24 22:49:29 +02:00
sfan5
452160cd00 Clean up read_tiledef and related parts a bit 2025-05-24 22:49:04 +02:00
cx384
d17f22f536
Fix texture coordinates of cuboid drawtypes (#16091)
Fixes issues related to combining animated and world-aligned textures.
Changes texture coordinates of cuboid drawtypes to stay in the [0,1] range, instead of carrying the mapblock alignment and becoming negative after transformations.
2025-05-24 15:59:32 +02:00
Lars Müller
7ac5502fdf
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.

- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we now apply a 10x scale to static, non-glTF models.

We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).

However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).

Thus, to preserve behavior, we:

1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.

See also: #16141
2025-05-20 18:37:33 +02:00
sfan5
8c8b7cb251
Clean up menus properly on client exit (#16150) 2025-05-18 12:13:48 +02:00
SmallJoker
3020c192b2
Client: Disable node specular shader effect (#16113)
This feature needs a proper API integration to result in a correct
in-game appearance. See #15898 for details.

This is a band-aid solution for the 5.12.0 release.
2025-05-17 15:02:47 +02:00
sfan5
8a28339ed3 Revert "Fix handling of skinned meshes for nodes"
It literally breaks torches and doors in MTG.
Regardless of whether this is an oversight or not let's not pull this in so close to release.
This reverts commit 612db5b2ca.
2025-05-14 23:21:33 +02:00
Lars Mueller
612db5b2ca Fix handling of skinned meshes for nodes
- Rigidly animated models (e.g. the gltf frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we only apply a 10x scale to static (.obj) models.
2025-05-14 22:28:33 +02:00