- Oct 06, 2016
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Loïc Blot authored
Also remove some unused parameters/functions
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- Oct 03, 2016
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rubenwardy authored
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- Aug 29, 2016
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rubenwardy authored
Fixes #4397
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- Aug 27, 2016
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rubenwardy authored
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rubenwardy authored
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- Jun 03, 2016
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est31 authored
Adds initial ingame gamepad support to minetest. Full Formspec support is not implemented yet and can be added by a later change.
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- May 31, 2016
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Nathanaëlle Courant authored
Add documentation, move files to a proper place and avoid memory leaks. Make it work with most kind of texts, and allow backgrounds too.
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- May 07, 2016
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Nathanaëlle Courant authored
Doing it the other way round was a mistake, since it breaks minetest.formspec_escape with escape sequences that contain special characters.
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Nathanaëlle Courant authored
This makes it work even if it contains escape sequences, which didn't work before.
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- Apr 23, 2016
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Nathanaëlle Courant authored
Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
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- Feb 13, 2016
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RealBadAngel authored
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est31 authored
Thanks @ExcaliburZero for noticing. Fixes #3698.
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- Feb 09, 2016
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RealBadAngel authored
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- Feb 07, 2016
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RealBadAngel authored
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- Jun 16, 2015
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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.
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- Jun 13, 2015
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Ilya Zhuravlev authored
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- May 19, 2015
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kwolekr authored
Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
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- Mar 14, 2015
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Zeno- authored
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- Feb 10, 2015
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ngosang authored
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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
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- Dec 04, 2014
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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.
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- Nov 30, 2014
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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.
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sapier authored
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- Oct 30, 2014
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kwolekr authored
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- Oct 24, 2014
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Kahrl authored
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- Oct 05, 2014
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BlockMen authored
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- Sep 21, 2014
- Jul 16, 2014
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sapier authored
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- Jun 29, 2014
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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!
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sapier authored
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- Jun 25, 2014
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RealBadAngel authored
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- Jun 24, 2014
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RealBadAngel authored
Separate element for tooltips. Delayed showing, use global color or given ones.
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- Jun 22, 2014
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sapier authored
Fix positioning of tabheader in order to be usable for scaling GUIs WARNING: this changes position of current tabheaders, mods have to adjust!
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- Jun 18, 2014
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sapier authored
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- Jun 12, 2014
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sapier authored
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- Apr 22, 2014
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sapier authored
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- Mar 13, 2014
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BlockMen authored
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- Mar 12, 2014
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Selat authored
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- Mar 05, 2014
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sapier authored
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