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  1. Oct 06, 2016
  2. Oct 03, 2016
  3. Aug 29, 2016
  4. Aug 27, 2016
  5. Jun 03, 2016
    • est31's avatar
      Initial Gamepad support · 2060fd9c
      est31 authored
      Adds initial ingame gamepad support to minetest.
      
      Full Formspec support is not implemented yet and
      can be added by a later change.
      2060fd9c
  6. May 31, 2016
  7. May 07, 2016
  8. Apr 23, 2016
  9. Feb 13, 2016
  10. Feb 09, 2016
  11. Feb 07, 2016
  12. Jun 16, 2015
    • est31's avatar
      Add list-rings · c977fbd9
      est31 authored
      Adds list-rings, a method to implement item sending between inventories via shift-click.
      Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method.
      Also adds them to minimal game, and the standard inventory.
      Craft output slots are not supported.
      c977fbd9
  13. Jun 13, 2015
  14. May 19, 2015
  15. Mar 14, 2015
  16. Feb 10, 2015
    • ngosang's avatar
      Fix Exit to OS button focus in Pause Menu · dd2bb950
      ngosang authored
      dd2bb950
    • Loïc Blot's avatar
      Network Layer 7 rework (Packet handling) · a704c04f
      Loïc Blot authored
      * Move networkcode to a dedicated directory
      * Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
      * Create object NetworkPacket
        * It stores command (opcode) and data separated
        * It also stores peer_id
        * Data reading can be done by using a streaming interface
      * Change packet routing analysis
        * Remove old conditional analysis
        * Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
        * Connection state permit to categorize condition to handle before analyze packets
        * Create a handler for depreciated messages, instead of duplicating code
      a704c04f
  17. Dec 04, 2014
    • Zeno-'s avatar
      Right mouse button behaviour for craft/inventory If right mousebutton clicked... · f6912f42
      Zeno- authored
      Right mouse button behaviour for craft/inventory If right mousebutton clicked once then don't drop single items into slots. If right mouse button has been clicked and held a second time, drop items as the mouse is moved. In the second case (automatically drop/place items as mouse is moved) only auto-drop into blank slots, or slots that contain the same item.
      f6912f42
  18. Nov 30, 2014
    • Zefram's avatar
      Scale form elements consistently · d1d6a97b
      Zefram authored
      The ratios between the sizes of form elements, including text, is now
      fixed, aside from variations caused by rounding.  This makes form layout
      almost fully predictable, and particularly independent of player's
      screen size.  The proportions of non-text elements are the traditional
      proportions.
      
      For compatibility, the way in which element positions and sizes are
      specified remains unchanged, in all its baroqueness, with one exception.
      The exception is that the position of a label[] element is now defined
      in terms of the vertically center of the first line of the label,
      rather than the bottom of the first line of the label.  This change
      allows a label to be precisely aligned with button text or an edit box,
      which are positioned in a centering manner.  Label positioning remains
      consistent with the previous system, just more precisely defined.
      
      Make multi-line label[] elements work properly.  Previously the code set
      a bounding rectangle assuming that there would be only a single line,
      and as a result a multi-line label would be cut somewhere in the middle
      of the second line.  Now multi-line labels not only work, but have
      guaranteed line spacing relative to inventory slots, to aid alignment.
      
      Incidentally fix tabheader[] elements which were being constrained to
      the wrong width.
      
      Given an unusually large form, in variable-size mode, the form rendering
      system now chooses a scale that will fit the entire form on the screen,
      if that doesn't make elements too small.  Fixed-size forms, including the
      main menu, are have their sizes fixed in inch terms.  The fixed size for
      fixed-size forms and the preferred and minimum sizes for variable-size
      forms all scale according to the gui_scaling parameter.
      d1d6a97b
    • sapier's avatar
      Implement proper font handling · dceb9f7d
      sapier authored
      dceb9f7d
  19. Oct 30, 2014
  20. Oct 24, 2014
  21. Oct 05, 2014
  22. Sep 21, 2014
  23. Jul 16, 2014
  24. Jun 29, 2014
    • sapier's avatar
      Add support for Android 2.3+ · 1cc40c0a
      sapier authored
      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!
      1cc40c0a
    • sapier's avatar
      Add formspec api versioning · ebf7ea50
      sapier authored
      ebf7ea50
  25. Jun 25, 2014
  26. Jun 24, 2014
    • RealBadAngel's avatar
      Tooltips rework. · 27538ece
      RealBadAngel authored
      Separate element for tooltips. Delayed showing,
      use global color or given ones.
      27538ece
  27. Jun 22, 2014
  28. Jun 18, 2014
  29. Jun 12, 2014
  30. Apr 22, 2014
  31. Mar 13, 2014
  32. Mar 12, 2014
  33. Mar 05, 2014
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