dragonfire-engine-teran/doc
Auke Kok e737b1c271 Nodebox: Allow nodeboxes to "connect"
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
2016-03-12 12:08:17 -05:00
..
old Move the old stuff to doc 2014-04-25 19:33:31 +02:00
Doxyfile.in Improve Doxyfile 2016-01-04 11:32:03 -05:00
README.android Correct spelling mistakes in documentation 2014-08-22 20:55:01 +02:00
fst_api.txt Correct spelling mistakes in documentation 2014-08-22 20:55:01 +02:00
lgpl-2.1.txt Remove doc/gpl-2.0.txt, add doc/lgpl-2.1.txt 2013-09-28 21:30:17 +02:00
lua_api.txt Nodebox: Allow nodeboxes to "connect" 2016-03-12 12:08:17 -05:00
main_page.dox Actually add Doxygen main page 2016-01-09 15:11:43 -05:00
menu_lua_api.txt SAPI: Move core.get_us_time() to Util module 2015-10-26 03:46:36 -04:00
minetest.6 Add server side ncurses terminal 2015-11-06 08:51:14 +01:00
minetestserver.6 Clean up and tweak build system 2015-03-27 15:00:48 -04:00
protocol.txt Add python script to doc/protocol.txt 2013-02-28 20:15:34 +01:00
texture_overrides.txt Fix documentation for texture override face selector behaviour 2015-05-20 19:58:27 +02:00
world_format.txt Fix a mistake in the world format documentation 2016-03-03 01:25:35 +01:00

README.android

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