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* Update missing files for Android.mkLoic Blot2015-02-18
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* Android build fixLoic Blot2015-02-18
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* main.cpp rework * Move ClientLauncher class to a dedicated file * ↵Loic Blot2015-02-12
| | | | ClientLauncher now owns print_video_modes and speed_tests functions (they are only called by him) * Move GameParams to shared/gameparams.h because it's shared between server and client and launcher need to know it * Move InputHandlers class to client/inputhandler.h * Cleanup includes
* Fix Android build since a704c04f00bfea4b77550169fa08105c2ee0dfd0Oxh. ok @zeno-Loic Blot2015-02-11
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* Android, build: Update curl to 7.40.00sapier2015-01-15
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* Fix Android crash on keyboard connection change.Kodexky2015-01-13
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* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
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* Fix armv7 using arm arch while arm uses armv7sapier2015-01-08
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* Switch android build to external sqlite3sapier2015-01-07
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* Fixes for androidsapier2015-01-06
| | | | | | | | | Copy only minetest_game to apk by default Don't copy .git and .svn folders to apk Fix bouncing asset copy scrollbar due to long filepaths Reenable font scaling to fix broken menu on high dpi screens Implement minetest loglevel to android loglevel mapping Disable touch digging while moving around
* Fix broken android version due to new openssl not linking correct to curlsapier2015-01-05
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* Switch to official openssl version and update to 1.0.1jsapier2015-01-04
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* Speedup initial android startup on some devices by factor 10 or moresapier2015-01-02
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* Bump version to 0.4.11kwolekr2014-12-24
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* Add fontengine.cpp to Android.mkKahrl2014-12-01
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* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
| | | | | | | | | | | Fix typo in Android Makefile ndk path. Fix touchscreen parts of game.cpp to work after Zeno's refactor. Fix isdigit and isspace overload conflict with Android Irrlicht in string.h Enable sensor landscape rotation in Android Manifiest. Add mapgen v5 to Android build. Fix Makefile not checking leveldb. Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Split up mapgen.cppkwolekr2014-11-01
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Makefile support for build without leveldbsapier2014-08-16
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* Fix error handling on inconsistent client ready messagesapier2014-07-16
| | | | Fix android makefile to provide a correct dummy githash if detection fails
* Fix android build after removal of indev and math mapgensapier2014-07-16
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* Update version numbers for 0.4.10sapier2014-07-06
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* Switch android to leveldb as sqlite3 is broken and fails to save any ↵sapier2014-07-06
| | | | mapblock there
* Add support for Android 2.3+sapier2014-06-29
There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
lass="hl kwc">inline f32 getFovY() const { return m_fov_y; } // Get maximum of getFovX() and getFovY() inline f32 getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio); // Update render distance void updateViewingRange(); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } // Set the current camera mode inline void setCameraMode(CameraMode mode) { m_camera_mode = mode; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } Nametag *addNametag(scene::ISceneNode *parent_node, const std::string &nametag_text, video::SColor nametag_color, const v3f &pos); void removeNametag(Nametag *nametag); const std::list<Nametag *> &getNametags() { return m_nametags; } void drawNametags(); inline void addArmInertia(f32 player_yaw); private: // Nodes scene::ISceneNode *m_playernode = nullptr; scene::ISceneNode *m_headnode = nullptr; scene::ICameraSceneNode *m_cameranode = nullptr; scene::ISceneManager *m_wieldmgr = nullptr; WieldMeshSceneNode *m_wieldnode = nullptr; // draw control MapDrawControl& m_draw_control; Client *m_client; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; v2f m_wieldmesh_offset = v2f(55.0f, -35.0f); v2f m_arm_dir; v2f m_cam_vel; v2f m_cam_vel_old; v2f m_last_cam_pos; // Field of view and aspect ratio stuff f32 m_aspect = 1.0f; f32 m_fov_x = 1.0f; f32 m_fov_y = 1.0f; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim = 0.0f; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state = 0; // Speed of view bobbing animation f32 m_view_bobbing_speed = 0.0f; // Fall view bobbing f32 m_view_bobbing_fall = 0.0f; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim = 0.0f; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button = -1; // Animation when changing wielded item f32 m_wield_change_timer = 0.125f; ItemStack m_wield_item_next; CameraMode m_camera_mode = CAMERA_MODE_FIRST; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; f32 m_cache_fov; f32 m_cache_zoom_fov; bool m_arm_inertia; std::list<Nametag *> m_nametags; };