DS
adf5ab45cd
Merge 07b17760ba
into 2d36d32da8
2025-06-27 13:06:10 +00:00
Xeno333
225d2cf916
Make minimap respect drawtype = "airlike"
( #16251 )
2025-06-13 23:33:10 +02:00
sfan5
03affa1bbb
Some minor code cleanups
2025-04-08 22:24:37 +02:00
cx384
a6d4cd7c15
Draw node animation for items ( #15930 )
2025-04-04 18:47:11 +02:00
sfan5
83fd837d75
Clean up TileLayer::applyMaterialOptions
2025-02-22 16:19:04 +01:00
sfan5
27bbe3a873
CAO 'node' visual ( #15683 )
2025-02-22 16:19:04 +01:00
wrrrzr
f17498b049
Delete irrlichttypes_extrabloated.h ( #15723 )
...
Co-authored-by: cx384 <cx384@proton.me>
2025-02-01 13:41:51 +01:00
sfan5
e5f276ecee
Apply some minor code cleanups
2025-01-19 18:39:32 +01:00
sfan5
636a734d78
Resolve some quirks with (wield) item meshes for nodes ( #15654 )
2025-01-13 09:39:06 +01:00
DS
07b17760ba
Clip posteffect color to respective nodes
2025-01-12 16:34:22 +01:00
Desour
d044c27b5f
MeshMakeData: Explain members, and add grid size and minimap flag
2025-01-11 16:43:37 +01:00
Desour
c0ce918d77
Meshgen: Handle enable_water_reflections like smooth_lighting
2025-01-11 16:43:37 +01:00
sfan5
e5542e5b02
Remove or restrict some client settings ( #15633 )
2025-01-08 10:56:45 +01:00
sfan5
5b14c03301
Use polygon offset to fix z-fighting for overlay tiles
2025-01-05 16:30:53 +01:00
Lars Müller
412cc96bc9
Fix some compiler warnings ( #15596 )
2024-12-26 11:29:00 +01:00
DS
df4e70b2c7
Add a setting to group transparency sorted triangles by buffer ( #15115 )
2024-11-28 14:22:53 +01:00
sfan5
794aea8e92
Drop fixed pipeline support code ( #15421 )
...
OpenGL 2.0 is now mandatory.
2024-11-13 14:24:01 +01:00
sfence
d849d51c2d
Replace licensing text in headers (LGPLv2.1) ( #15321 )
2024-10-28 15:57:39 +01:00
Desour
9827f9df1b
Use irr_ptr for MapBlockMesh::m_mesh
2024-09-18 12:19:40 +02:00
grorp
70e169f165
Drop fixed pipeline lighting stuff ( #15165 )
2024-09-18 12:18:28 +02:00
DS
4aec4fbe6f
Add support for Tracy profiler ( #15113 )
2024-09-15 13:47:45 +02:00
sfan5
275bef0633
Remove unused leftovers from normal mapping
2024-09-07 14:23:37 +02:00
sfan5
62131fe295
Put all pieces together and clean up leftover code
2024-09-02 21:50:13 +02:00
sfan5
47e4c33a50
Split CIndexBuffer from CMeshBuffer
2024-09-02 21:50:13 +02:00
sfan5
1298d6c020
Fix VBO hint for transparent block parts
2024-08-28 15:38:02 +02:00
sfan5
39970fed38
Consolidate transparent buffers lazily
2024-08-28 15:38:02 +02:00
sfan5
5d226268df
Irrlicht cleanups (mostly getting rid of core::array
)
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Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-08-17 19:49:11 +02:00
sfan5
71893807b3
Call malloc_trim() regularly to improve deallocation behavior ( #14707 )
2024-06-07 16:57:30 +02:00
Lars Müller
5c187363b2
Fix some clang compiler warnings ( #14654 )
...
* Fix some clang compiler warnings
* Get rid of sdl_supports_primary_selection
* Fix draw2DImage hiding overloaded virtual function
2024-05-15 19:56:25 +02:00
cx384
aaf77025b6
Split up tile.cpp/h
2024-03-03 15:52:05 +01:00
sfan5
09d542dfe0
Drop enable_vbo setting
...
Consistently applying this setting requires some code work,
because Irrlicht does not provide a global toggle.
At the same time I don't see any reason for someone to disable this.
2024-02-29 17:20:49 +01:00
numzero
bf2098c07f
Decouple MeshMakeData from Client
2024-02-22 15:45:17 +00:00
Desour
010d08f6a4
Fix -Wmissing-braces warnings in mapblock_mesh.cpp
2023-09-09 18:48:56 +02:00
Gregor Parzefall
6f0d36c41a
Fixes and improvements
2023-07-20 22:15:47 +02:00
Gregor Parzefall
7473e4cafd
Expose all OpenGL filtering modes, use OpenGL names for them
...
Because of a review comment on the Irrlicht PR by numberZero.
2023-07-20 22:15:47 +02:00
Gregor Parzefall
9bef3c136a
Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
...
You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
2023-07-20 22:15:47 +02:00
Gregor Parzefall
307e380f30
Refactor the way you set material properties
...
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
2023-07-20 22:15:47 +02:00
numzero
1102f92dac
Use a enum for tile rotation
2023-06-22 17:50:20 +02:00
numzero
729671d6ae
In getNodeTile, use a descriptive struct for the lookup table
2023-06-22 17:50:20 +02:00
Desour
8b73743baa
Reduce number of recursively included headers
...
This should improve compilation speed.
Things changed:
* Prefer forward-declarations in headers.
* Move header-includes out of headers if possible.
* Move some functions definitions out of headers.
* Put some member variables into unique_ptrs (see Client).
2023-04-27 18:50:33 +02:00
Vitaliy
35929d27e3
Remove fast faces ( #13216 )
...
Co-authored-by: Lars <larsh@apache.org>
2023-04-08 20:17:15 +02:00
x2048
705195b43e
Scale culler steps proportionally to the mesh sizes ( #13250 )
2023-03-11 14:10:26 +01:00
DS
6e1c70e02b
Fix a -Wreorder warning
2023-02-22 11:06:48 +01:00
sfan5
3bafbaac49
Remove dead code behind Irrlicht version checks
2023-02-18 16:46:51 +01:00
lhofhansl
d3a6ee00e6
Generalize mesh chunking, and make it configurable. ( #13179 )
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* Generalize mesh chunking. Set 3x3x3 chunks.
* Make mesh chunk size configurable... Default to 1 (off).
* Extract all mesh grid maths into a dedicated class
---------
Co-authored-by: x2048 <codeforsmile@gmail.com>
2023-02-08 13:42:12 -08:00
x2048
69fc206109
8x block meshes ( #13133 )
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Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh.
Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance.
Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
Co-authored-by: Lars <larsh@apache.org>
Co-authored-by: sfan5 <sfan5@live.de>
2023-01-31 17:30:59 +01:00
x2048
2715cc8bf6
Occlusion culling algorithm based on recursive descend ( #13104 )
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Co-authored-by: DS <vorunbekannt75@web.de>
2023-01-06 22:31:06 +01:00
x2048
3e7ee499d6
Always add increment when getting node interior light
2022-10-30 16:53:45 +01:00
Jude Melton-Houghton
9676364c1f
Optimize lighting calculation ( #12797 )
2022-10-09 10:50:26 -04:00
Wuzzy
3f801bc096
Fix liquid drawtype faces sometimes not rendering ( #12807 )
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Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2022-09-26 19:27:47 -04:00