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* Bump version to 0.4.12Perttu Ahola2015-02-18
* Update missing files for Android.mkLoic Blot2015-02-18
* Android build fixLoic Blot2015-02-18
* main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLaunc...Loic Blot2015-02-12
* Fix Android build since a704c04f00bfea4b77550169fa08105c2ee0dfd0Oxh. ok @zeno-Loic Blot2015-02-11
* Android, build: Update curl to 7.40.00sapier2015-01-15
* Fix Android crash on keyboard connection change.Kodexky2015-01-13
* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
* Fix armv7 using arm arch while arm uses armv7sapier2015-01-08
* Switch android build to external sqlite3sapier2015-01-07
* Fixes for androidsapier2015-01-06
* Fix broken android version due to new openssl not linking correct to curlsapier2015-01-05
* Switch to official openssl version and update to 1.0.1jsapier2015-01-04
* Speedup initial android startup on some devices by factor 10 or moresapier2015-01-02
* Bump version to 0.4.11kwolekr2014-12-24
* Add fontengine.cpp to Android.mkKahrl2014-12-01
* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Split up mapgen.cppkwolekr2014-11-01
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Makefile support for build without leveldbsapier2014-08-16
* Fix error handling on inconsistent client ready messagesapier2014-07-16
* Fix android build after removal of indev and math mapgensapier2014-07-16
* Update version numbers for 0.4.10sapier2014-07-06
* Switch android to leveldb as sqlite3 is broken and fails to save any mapblock...sapier2014-07-06
* Add support for Android 2.3+sapier2014-06-29
l opt">&env, v3f pos, v3f velocity, v3f acceleration, float expirationtime, float size, bool collisiondetection, bool vertical, video::ITexture *texture, v2f texpos, v2f texsize ); ~Particle(); virtual const core::aabbox3d<f32>& getBoundingBox() const { return m_box; } virtual u32 getMaterialCount() const { return 1; } virtual video::SMaterial& getMaterial(u32 i) { return m_material; } virtual void OnRegisterSceneNode(); virtual void render(); void step(float dtime); bool get_expired () { return m_expiration < m_time; } private: void updateLight(); void updateVertices(); video::S3DVertex m_vertices[4]; float m_time; float m_expiration; ClientEnvironment *m_env; IGameDef *m_gamedef; core::aabbox3d<f32> m_box; core::aabbox3d<f32> m_collisionbox; video::SMaterial m_material; v2f m_texpos; v2f m_texsize; v3f m_pos; v3f m_velocity; v3f m_acceleration; LocalPlayer *m_player; float m_size; u8 m_light; bool m_collisiondetection; bool m_vertical; v3s16 m_camera_offset; }; class ParticleSpawner { public: ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player, u16 amount, float time, v3f minp, v3f maxp, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc, float minexptime, float maxexptime, float minsize, float maxsize, bool collisiondetection, bool vertical, video::ITexture *texture, u32 id); ~ParticleSpawner(); void step(float dtime, ClientEnvironment &env); bool get_expired () { return (m_amount <= 0) && m_spawntime != 0; } private: float m_time; IGameDef *m_gamedef; scene::ISceneManager *m_smgr; LocalPlayer *m_player; u16 m_amount; float m_spawntime; v3f m_minpos; v3f m_maxpos; v3f m_minvel; v3f m_maxvel; v3f m_minacc; v3f m_maxacc; float m_minexptime; float m_maxexptime; float m_minsize; float m_maxsize; video::ITexture *m_texture; std::vector<float> m_spawntimes; bool m_collisiondetection; bool m_vertical; }; void allparticles_step (float dtime); void allparticlespawners_step (float dtime, ClientEnvironment &env); void delete_particlespawner (u32 id); void clear_particles (); void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, ClientEnvironment &env, v3s16 pos, const TileSpec tiles[]); void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, ClientEnvironment &env, v3s16 pos, const TileSpec tiles[]); void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, ClientEnvironment &env, v3s16 pos, const TileSpec tiles[]); #endif