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12726 commits

Author SHA1 Message Date
Lars Mueller
f0abe80bcb Try to improve readability 2025-05-19 00:13:35 +02:00
Lars Mueller
740223d30c Refine node mesh scaling logic
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.
2025-05-18 20:16:18 +02:00
Lars Mueller
511c637c2a 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.
2025-05-15 02:10:46 +02:00
updatepo.sh
d19640d57f Run updatepo.sh 2025-05-14 23:26:56 +02:00
Sepehr
7c5a0d9057 Translated using Weblate (Persian)
Currently translated at 8.7% (133 of 1525 strings)
2025-05-14 23:26:56 +02:00
Zacharias Tyllström
5cc44edab6 Translated using Weblate (Swedish)
Currently translated at 66.7% (1018 of 1525 strings)
2025-05-14 23:26:56 +02:00
Felipe Amaral
2103b0725c Translated using Weblate (Portuguese)
Currently translated at 79.4% (1212 of 1525 strings)
2025-05-14 23:26:56 +02:00
ninjum
ccc46f9515 Translated using Weblate (Galician)
Currently translated at 95.0% (1449 of 1525 strings)
2025-05-14 23:26:56 +02:00
Nana_M
15315e7388 Translated using Weblate (Russian)
Currently translated at 100.0% (1525 of 1525 strings)
2025-05-14 23:26:56 +02:00
Karol1165
faad4d7cea Translated using Weblate (Polish)
Currently translated at 84.4% (1288 of 1525 strings)
2025-05-14 23:26:56 +02:00
Alex Maryson Jr
2e717c2ba6 Translated using Weblate (Russian)
Currently translated at 98.6% (1504 of 1525 strings)
2025-05-14 23:26:56 +02:00
waxtatect
649fef4916 Translated using Weblate (French)
Currently translated at 100.0% (1525 of 1525 strings)
2025-05-14 23:26:56 +02:00
Romeostar
b0ef3ed2d5 Translated using Weblate (Russian)
Currently translated at 98.0% (1495 of 1525 strings)
2025-05-14 23:26:56 +02:00
Wuzzy
e6511c60ed Translated using Weblate (German)
Currently translated at 100.0% (9 of 9 strings)

Translation: Minetest/Minetest Android
Translate-URL: https://hosted.weblate.org/projects/minetest/minetest-android/de/
2025-05-14 23:26:56 +02:00
Linerly
9ff00cdfbb Translated using Weblate (Indonesian)
Currently translated at 100.0% (9 of 9 strings)

Translation: Minetest/Minetest Android
Translate-URL: https://hosted.weblate.org/projects/minetest/minetest-android/id/
2025-05-14 23:26:55 +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
e039f4c8af Improve mesh scaling factor documentation 2025-05-14 22:28:33 +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
y5nw
57c1ab905c
Migrate existing keycode-based keybindings (#16049)
Co-authored-by: grorp <gregor.parzefall@posteo.de>
Co-authored-by: sfan5 <sfan5@live.de>
2025-05-14 22:15:15 +02:00
Lars Müller
600763dffc
Fix table[] focus regression from f4285a5 (#16136) 2025-05-14 07:25:32 -04:00
grorp
959a8b5b8b
Fix black font and menu header when game exits in background (#16131) 2025-05-14 07:23:53 -04:00
sfan5
5f06885ffa Fix printing SER_FMT_VER_HIGHEST_READ in main.cpp 2025-05-13 18:26:47 +02:00
sfan5
94dd3da2aa Prevent mixing in-tree and out-of-tree builds
This is an easy pitfall to encounter when running an Android build.
2025-05-09 20:25:28 +02:00
siliconsniffer
9b2ee1dd5d
Remove Irrlicht GUI gradients (#16015)
Co-authored-by: rollerozxa <rollerozxa@voxelmanip.se>
Co-authored-by: grorp <grorp@posteo.de>
2025-05-07 08:56:00 +02:00
lhofhansl
1f9a3b5875 Update src/serverenvironment.cpp
Co-authored-by: sfan5 <sfan5@live.de>
2025-05-05 07:50:45 -07:00
Lars
05513467b6 Some ActiveBlockList improvements 2025-05-05 07:50:45 -07:00
Lars Mueller
34e73da424 Optimize appending to tables in core.serialize and dump 2025-05-04 16:32:17 +02:00
Lars Mueller
747857bffa Implement helpful __tostring for all userdata-based classes 2025-05-04 16:32:17 +02:00
Lars Mueller
9ad23e4384 Revamp dump 2025-05-04 16:32:17 +02:00
Lars Mueller
98b2edeb11 dump[2]: avoid misleading rounding of numbers 2025-05-04 16:32:17 +02:00
Lars Müller
f4285a59ac
Purge some dead code (mostly Irrlicht) (#16111)
* Remove obsolete Irrlicht attributes system

* Remove dead GUI element types

* Remove some obsolete Irrlicht headers

* Fix some oopsies from d96f5e1
2025-05-04 16:31:44 +02:00
sfan5
377fa5bb14 Minor improvements to image algorithms
- loop Y around X
- use float over double
2025-05-04 16:31:00 +02:00
sfan5
486fb7cc4d Add caching of generated textures as image 2025-05-03 11:32:41 +02:00
sfan5
9cb78f2dc5 Try to reuse texture objects in TextureSource::rebuildTexture() 2025-05-03 11:32:41 +02:00
sfan5
b841c23701 Clean up TextureSource and related code 2025-05-03 11:32:41 +02:00
sfence
0bdd5f294e
Make SDL2 default on macOS (#16039) 2025-05-02 21:28:13 +02:00
sfan5
d795c28af8
Tune polygon offset handling to avoid issues with mesh nodes (#16064) 2025-05-02 21:27:45 +02:00
z-op
c5abecbd3c
Improve log messages for core.clear_craft 2025-05-02 21:27:31 +02:00
sfan5
0c7149b8df
Build-related fixes (#16102)
- fix mo files rebuilt unnecessarily

- fix CMake policy warnings

- update vcpkg baseline
2025-05-02 21:27:18 +02:00
Lars Müller
d96f5e1c76
MetaDataRef: Make set_float preserve numbers exactly (#16090) 2025-05-02 21:27:00 +02:00
SmallJoker
6f3735281f
GUI: restore the Pause Menu after closing the Settings Menu 2025-05-02 21:26:34 +02:00
sfan5
893a74f9d7 Support HEAD and PATCH methods in http api 2025-05-01 10:46:24 +02:00
sfan5
d937cd9b90 Don't restrict multipart requests to POST 2025-05-01 10:46:24 +02:00
sfan5
4164cea58f Fix PUT and DELETE requests without data 2025-05-01 10:46:24 +02:00
Lars Mueller
01e4395977 glTF: Clean up rigid animation 2025-04-26 16:15:05 +02:00
Lars Mueller
5113fcaedd Fix glTF reader not ignoring parent transforms for skinned meshes 2025-04-26 16:15:05 +02:00
sfence
0d414c44da
Add testeditor to devtest for easier testing. (#15206)
* Add testeditor to devtest for easier testing.

Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2025-04-25 05:09:23 +02:00
minlemon
33ae1af79a Add how to run unit tests after compile instructions 2025-04-25 05:08:31 +02:00
minlemon
3497722a9d
Replace broken "What is Minetest?" link with archived copy 2025-04-24 20:07:51 +02:00
updatepo.sh
1de0eddb52 Update translation files 2025-04-24 16:53:19 +02:00