cx384
464cc92521
Main menu server tab mods button ( #15561 )
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Co-authored-by: Lars Müller <appgurulars@gmx.de>
2025-01-12 16:23:56 +01:00
cx384
5aeaf20849
CI png optimized check
2025-01-12 16:15:01 +01:00
cx384
1427a98c59
Optimize png files
2025-01-12 16:15:01 +01:00
sfan5
903d13ffff
Make sure mod paths are always absolute
2025-01-12 14:49:25 +01:00
sfan5
d0d7c11fe1
Stop ServerThread immediately on errors
2025-01-12 14:49:25 +01:00
sfan5
9dd09d1056
Prevent VoxelManipulator size overflow
2025-01-12 14:49:25 +01:00
sfan5
2cdf3af1b8
Reduce size of SMaterial struct
2025-01-12 14:49:25 +01:00
Hanicef
be75e42d77
Improve sleep accuracy on FPS limiter ( #15648 )
2025-01-12 14:49:13 +01:00
chmodsayshello
d4a6df3389
Add chat console scrollbar ( #15104 )
2025-01-12 14:49:01 +01:00
lhofhansl
d15214af52
Remove shadow direction quantization, increase shadow update frames instead ( #15665 )
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* This removes shadow direction quantization and defaults shadow_update_frames to 16 instead.
2025-01-11 16:41:50 -08:00
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
Desour
9a60b83061
Rename meshgen lighting variables
2025-01-11 16:43:37 +01:00
Desour
7ba5973108
Get rid of MapblockMeshGenerator::cur_node.light
2025-01-11 16:43:37 +01:00
Desour
c4bfa65201
Fix black plantlike_rooted without smoothlighting
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There was code to take the light of the node above, but the color was not updated.
To reproduce, don't set paramtype="light", (i.e. not what all the devtest nodes do).
2025-01-11 16:43:37 +01:00
Desour
6a1b4a93c7
MapblockMeshGenerator: Move unsmooth lighting color out of useTile, and instead compute it once per node
2025-01-11 16:43:37 +01:00
Desour
3becbda0aa
Get rid of MapblockMeshGenerator::cur_node.scale
2025-01-11 16:43:37 +01:00
Desour
a14b8d0976
Get rid of MapblockMeshGenerator::cur_node.tile
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There is more than one tile per node, so it shouldn't be stored like this.
This makes MapblockMeshGenerator less stateful.
2025-01-11 16:43:37 +01:00
Desour
966abc85da
transformNodeBox(): Rotate first by facedir
2025-01-11 16:43:37 +01:00
Desour
1e81c454c8
transformNodeBox(): Replace BOXESPUSHBACK macro with a lambda
2025-01-11 16:43:37 +01:00
Desour
cbc074feb5
Remove the unnecessary MeshCollector::append overload
2025-01-11 16:43:37 +01:00
DS
436b391a80
VoxelArea: Fix missing cacheExtent calls in helpers ( #15657 )
2025-01-11 16:43:20 +01:00
cosin15
37899f7a14
Fix CFileSystem::FileSystemType related UB ( #15669 )
2025-01-11 16:42:36 +01:00
sfan5
e5542e5b02
Remove or restrict some client settings ( #15633 )
2025-01-08 10:56:45 +01:00
sfan5
41f7031e49
Fix reduced bloom at 10 bits
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forgotten in eb8beb335e
2025-01-08 10:56:28 +01:00
Lars Müller
7f1316236b
Silence failing raycast unit test ( #15644 )
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The cause for the test failure is an edge case bug
in the raycast implementation (perfectly diagonal raycasts).
This is fixed by switching to a continuous random distribution
which makes it extremely unlikely that the buggy edge case occurs.
Additionally, devtest unit test failures now print their random seed
to be easier to reproduce in the future.
2025-01-08 10:56:05 +01:00
sfan5
c346612468
Fix falling nodes digging nodes they aren't supposed to ( #15638 )
2025-01-06 19:42:11 +01:00
DS
431c5c8b36
Fix wireframe mode in opengl3 driver ( #15626 )
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`GL_LINES` isn't suitable, because it makes lines between pairs of 2 vertices,
not loops around 3 vertices.
Support for OpenGL ES isn't simple, as it has no `glPolygonMode`. And showing broken
wireframe (i.e. with `GL_LINES`) would cause confusion.
2025-01-06 19:39:17 +01:00
Lars Müller
f467bde6ac
Add unit test for raycasts falsely skipping nodes ( #15555 )
2025-01-05 16:32:09 +01:00
sfan5
06f39e1915
Fix missing bounding box for CAO 'wielditem' visual
2025-01-05 16:30:53 +01:00
sfan5
4774e65ed9
Implement polygon offset in GL3 driver
2025-01-05 16:30:53 +01:00
sfan5
5b14c03301
Use polygon offset to fix z-fighting for overlay tiles
2025-01-05 16:30:53 +01:00
wrrrzr
dfd7628950
Rename getGameMinetestConfig to getGameConfig
2025-01-05 13:20:37 +01:00
DS
4c4918b154
Fix show_debug setting causing inconsistency between debug control and shown debug info
2025-01-05 13:20:21 +01:00
sfan5
5bcb7983ec
Fix missing bounding box for upright_sprite
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(also simplifies the mesh building)
fixes #15616
2025-01-04 12:40:14 +01:00
sfan5
0614b175b5
Optimize draw3DBox generic case
2025-01-04 12:40:14 +01:00
sfan5
4e2ca05f08
Add debug mode that shows mesh buffer bounding boxes
2025-01-04 12:40:14 +01:00
sfan5
9554e3d43a
Add support for glObjectLabel to aid debugging
2025-01-04 12:40:14 +01:00
wrrrzr
d2004d32f6
Move AutoExposure constructor to header
2025-01-04 12:39:52 +01:00
SmallJoker
e8f6127779
Reduce irrlicht_extrabloated.h includes in header files
2025-01-04 12:39:34 +01:00
sfan5
81f51492ff
Don't silence errorstream in tests ( #15629 )
2025-01-04 12:39:16 +01:00
JosiahWI
eb512cc36a
Eliminate superfluous null check in CGUIEnvironment::getNextElement
2025-01-04 12:38:38 +01:00
cx384
c4d624083d
Main menu server tab search improvements
2025-01-02 15:22:49 +01:00
wozrer
a1b8d20f18
Rename getMapSettingNoiseParams to getNoiseParams
2025-01-02 14:59:19 +01:00
sfan5
0a67e6180d
Disable failing unit test for the time being
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see #15598
2025-01-02 12:42:19 +01:00
lhofhansl
2db4ad8c77
Fix MSAA and bloom flashing artifacts ( #15610 )
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* Mark varColor and nightratio as centroids
* Leave old workaround in place for GLES
2025-01-01 14:18:05 -08:00
grorp
f54d209bc8
Remove normal map leftovers ( #15609 )
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leftovers from #10487 / ed22260822
2024-12-31 19:28:57 +01:00
sfan5
a4d2633ac6
Minor improvements in ImageSource code
2024-12-31 14:47:46 +01:00
sfan5
f37f9a6f0b
Optimize getImageAverageColor
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also fixes a bug with non-square handling
before:
getImageAverageColor [us] _____________________ 804x 11.253
after:
imageAverageColorInline [us] __________________ 804x 0.557
2024-12-31 14:47:46 +01:00
sfan5
ded8c25e34
Change default post_processing_texture_bits to 10
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Since the legacy GL driver is no longer the default,
we don't run into a situation where an unintended fallback to 8-bit happens.
2024-12-31 14:47:46 +01:00