RealBadAngel
|
38e7122600
Use inventory_image in the first place for inventory item mesh
|
há 8 anos atrás |
RealBadAngel
|
6cd2b3b445
Use meshes to display inventory items
|
há 8 anos atrás |
Sapier
|
25d128da36
Revert "Add support for using arbitrary meshes as items"
|
há 9 anos atrás |
Sapier
|
91bafceee6
Add support for using arbitrary meshes as items
|
há 9 anos atrás |
Aaron Suen
|
900db31063
Re-enable texture pre-filters on wielditems, fixing #3178.
|
há 9 anos atrás |
RealBadAngel
|
8b8d17b22b
Remove use of engine sent texture tiling flags - theyre no longer needed
|
há 9 anos atrás |
Břetislav Štec
|
c4287a0d68
src/wieldmesh.cpp: Fix mesh extrusion memory leak
|
há 9 anos atrás |
RealBadAngel
|
60350699c7
Add wielded (and CAOs) shader
|
há 9 anos atrás |
kwolekr
|
d59e6ad004
Fix typo in WieldMesh::setItem()
|
há 9 anos atrás |
kwolekr
|
f1ccfd3c3d
Replace Wieldmesh::setItem assertion that could be triggered by the server with an error
|
há 9 anos atrás |
Kevin Ott
|
5fa4fed097
Add a check for animation when getting an extruded mesh
|
há 9 anos atrás |
Craig Robbins
|
9527984dbc
Move globals from main.cpp to more sane locations
|
há 9 anos atrás |
Aaron Suen
|
db32e6c5aa
Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
|
há 9 anos atrás |
Craig Robbins
|
ced6d20295
For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives
|
há 9 anos atrás |
Loic Blot
|
0d1eedcccc
Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/
|
há 9 anos atrás |
Craig Robbins
|
c8f60bd224
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
|
há 9 anos atrás |
Craig Robbins
|
f824866686
Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
|
há 9 anos atrás |
Craig Robbins
|
d25ff8fd25
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
|
há 9 anos atrás |
Craig Robbins
|
beb6b3e593
Prevent client crashing if an NDT_AIRLIKE node is dropped
|
há 10 anos atrás |
kwolekr
|
565959db86
Silence misc. warnings
|
há 10 anos atrás |
kwolekr
|
249749dd8c
Temporarily fix always bright wieldhand with shaders enabled
|
há 10 anos atrás |
unknown
|
1e8e700ee6
Change TileSpec::frames to be std::vector not std::map
|
há 10 anos atrás |
Kahrl
|
264d740c9d
Wield: always obey anisotropic_filter setting, not just for hi res textures
|
há 10 anos atrás |
Kahrl
|
571ba5d9c5
EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below
|
há 10 anos atrás |
Kahrl
|
ec5188a49a
Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
|
há 10 anos atrás |
RealBadAngel
|
f25cc0dbae
Wielded fixes. Add shaders support.
|
há 10 anos atrás |
Kahrl
|
9b551d5cbc
Implement WieldMeshSceneNode which improves wield mesh rendering
|
há 10 anos atrás |