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>
nodemetadata.cpp, nodetimer.cpp
optimzation: simpler deserialize node position method
staticobject.cpp:
cleanup: use util/serialize.h inlines instead of its own de/serialization
serialize.cpp:
minor optimization/cleanup: avoid generation of unneeded string temporary
CMakeLists.txt, cmake_config.h.in: detection of endian.h
config.h: added HAVE_ENDIAN_H
Commits due to feedback squashed
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
- 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.
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!
Add curl_parallel_limit setting that will replace media_fetch_threads in
a later commit.
Fix a typo in MutexedQueue::pop_back() that made it impossible to compile
code that used this function. (Noticed this while implementing httpfetch.)
Texture names must now be escaped in formspec elements image[],
background[], image_button[], image_button_exit[].
Instead of special-case handling of texture loading (and unloading
which was missing) in guiFormSpecMenu.cpp, use the newly created
ISimpleTextureSource interface which is a minimal subset of
ITextureSource. There is an implementation of this interface
used by GUIEngine (MenuTextureSource).
Fix an off-by-one bug in unescape_string; it caused requests for a
texture called "\0".
On the lua side, notably minetest.env:<function>(<args>) should now
be replaced by minetest.<function>(<args>).
The old way is and will stay supported for a long time.
Also:
Update and clean up lua_api.txt (by celeron55)
Move EnvRef to lua and remove add_rat and add_firefly (by kahrl)
Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there
Framework for the attachment system, with no actual functionality yet
Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client
I will also want position and rotation offsets to be possible to apply to attachments
Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to