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* Force send a mapblock to a player. Send a single mapblock to a specific remote player. This is badly needed for mods and games where players are teleported into terrain which may be not generated, loaded, or modified significantly since the last player visit. In all these cases, the player currently ends up in void, air, or inside blocks which not only looks bad, but has the effect that the player might end up falling and then the server needs to correct for the player position again later, which is a hack. The best solution is to send at least the single mapblock that the player will be teleported to. I've tested this with ITB which does this all the time, and I can see it functioning as expected (it even shows a half loaded entry hallway, as the further blocks aren't loaded yet). The parameter is a blockpos (table of x, y, z), not a regular pos. The function may return false if the call failed. This is most likely due to the target position not being generated or emerged yet, or another internal failure, such as the player not being initialized. * Always send mapblock on teleport or respawn. This avoids the need for mods to send a mapblock on teleport or respawn, since any call to `player:set_pos()` will pass this code. |
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mkdocs | ||
client_lua_api.txt | ||
Doxyfile.in | ||
fst_api.txt | ||
lgpl-2.1.txt | ||
lua_api.txt | ||
main_page.dox | ||
menu_lua_api.txt | ||
minetest.6 | ||
minetestserver.6 | ||
mod_channels.png | ||
protocol.txt | ||
README.android | ||
texture_packs.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. 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 (api-26) * android NDK (r17c) * 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