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We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062 |
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old | ||
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