forked from Mirrorlandia_minetest/minetest
d7060c212f
Use the setting "profiler.load" to enable profiling. Other settings can be found in settingtypes.txt. * /profiler print [filter] - report statistics to in-game console * /profiler dump [filter] - report statistics to STDOUT and debug.txt * /profiler save [format [filter]] - saves statistics to a file in your worldpath * txt (default) - same treetable format as used by the dump and print commands * csv - ready for spreadsheet import * json - useful for adhoc D3 visualizations * json_pretty - line wrapped and intended json for humans * lua - serialized lua table of the profile-data, for adhoc scripts * /profiler reset - reset all gathered profile data. This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values. [filter] allows limiting the output of the data via substring/pattern matching against the modname. Note: Serialized data structures might be subject to change with changed or added measurements. csv might be the most stable, due to flat structure. Changes to the previous version include: * Updated and extended API monitoring * Correct calculation of average (mean) values (undistorted by idleness) * Reduce instrumentation overhead. * Fix crashes related to missing parameters for the future and occasional DIV/0's. * Prevent issues caused by timetravel (overflow, timejump, NTP corrections) * Prevent modname clashes with internal names. * Measure each instrumentation individually and label based on registration order. * Labeling of ABM's and LBM's for easier classification. Giving several ABM's or LBM's the same label will treat them as one. Missing labels will be autogenerated based on name or registration order. * Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it. * Profile the profiler to measure instrumentation overhead. |
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.. | ||
Doxyfile.in | ||
fst_api.txt | ||
lgpl-2.1.txt | ||
lua_api.txt | ||
main_page.dox | ||
menu_lua_api.txt | ||
minetest.6 | ||
minetestserver.6 | ||
protocol.txt | ||
README.android | ||
texture_overrides.txt | ||
world_format.txt |
Minetest Android port ===================== Date: 2014 06 28 Controls -------- The Android port doesn't support everything you can do on PC due to the limited capabilities of common devices. What can be done is described below: While you're playing the game normally (that is, no menu or inventory is shown), the following controls are available: * Look around: touch screen and slide finger * double tap: place a node or use selected item * long tap: dig node * touch shown buttons: press button * Buttons: ** left upper corner: chat ** right lower corner: jump ** right lower corner: crouch ** left lower corner: walk/step... left up right down ** left lower corner: display inventory When a menu or inventory is displayed: * double tap outside menu area: close menu * tap on an item stack: select that stack * tap on an empty slot: if you selected a stack already, that stack is placed here * drag and drop: touch stack and hold finger down, move the stack to another slot, tap another finger while keeping first finger on screen --> places a single item from dragged stack into current (first touched) slot Special settings ---------------- There are some settings especially useful for Android users. Minetest's config file can usually be found at /mnt/sdcard/Minetest. * gui_scaling: this is a user-specified scaling factor for the GUI- In case main menu is too big or small on your device, try changing this value. * inventory_image_hack: if your inventory items are messed up, try setting this to true Known issues ------------ Not all issues are fixed by now: * Unable to exit from volume menu -- don't use the volume menu, use Android's volume controls instead. * 512 MB RAM seems to be inadequate -- this depends on the server you join. Try to play on more lightweight servers. Versioning ---------- Android version numbers are 4 digits instead of Minetest's 3 digits. The last number of Android's version represents the Android internal version code. This version code is strictly incremental. It's incremented for each official Minetest Android build. E.g. prerelease Minetest Android builds have been 0.4.9.3, while the first official version most likely will be 0.4.10.4 Requirements ------------ In order to build, your PC has to be set up to build Minetest in the usual manner (see the regular Minetest documentation for how to get this done). In addition to what is required for Minetest in general, you will need the following software packages. The version number in parenthesis denotes the version that was tested at the time this README was drafted; newer/older versions may or may not work. * android SDK (x86_64 20131030) * android NDK (r9d) * wget (1.13.4) Additionally, you'll need to have an Internet connection available on the build system, as the Android build will download some source packages. Build ----- Debug build: * Enter "build/android" subdirectory * Execute "make" * Answer the questions about where SDK and NDK are located on your filesystem * Wait for build to finish After the build is finished, the resulting apk can be fond in build/android/bin/. It will be called Minetest-debug.apk Release build: * In order to make a release build you'll have to have a keystore setup to sign the resulting apk package. How this is done is not part of this README. There are different tutorials on the web explaining how to do it - choose one yourself. * Once your keystore is setup, enter build/android subdirectory and create a new file "ant.properties" there. Add following lines to that file: > key.store=<path to your keystore> > key.alias=Minetest * Execute "make release" * Enter your keystore as well as your Mintest key password once asked. Be careful it's shown on console in clear text! * The result can be found at "bin/Minetest-release.apk" Other things that may be nice to know ------------ * The environment for Android development tools is saved within Android build build folder. If you want direct access to it do: > make envpaths > . and_env After you've done this you'll have your path and path variables set correct to use adb and all other Android development tools * You can build a single dependency by calling make and the dependency's name, e.g.: > make irrlicht * You can completely cleanup a dependency by calling make and the "clean" target, e.g.: > make clean_irrlicht