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  1. Dec 11, 2015
    • est31's avatar
      Fix android build · 6133b2bc
      est31 authored
      Fix android build since commit
      
      696148e2 "Fix Event implementation"
      
      by @ShadowNinja.
      
      Fixes #3444. Thanks @kwolekr for pointing out the fix.
      6133b2bc
  2. Nov 11, 2015
  3. Oct 06, 2015
  4. Aug 24, 2015
    • ShadowNinja's avatar
      Fix Android build of threading sources · 32e4f4b3
      ShadowNinja authored
      32e4f4b3
    • ShadowNinja's avatar
      Clean up threading · e4bff8be
      ShadowNinja authored
        * Rename everything.
          * Strip J prefix.
          * Change UpperCamelCase functions to lowerCamelCase.
        * Remove global (!) semaphore count mutex on OSX.
        * Remove semaphore count getter (unused, unsafe, depended on internal
          API functions on Windows, and used a hack on OSX).
        * Add `Atomic<type>`.
        * Make `Thread` handle thread names.
        * Add support for C++11 multi-threading.
        * Combine pthread and win32 sources.
        * Remove `ThreadStarted` (unused, unneeded).
        * Move some includes from the headers to the sources.
        * Move all of `Event` into its header (allows inlining with no new includes).
        * Make `Event` use `Semaphore` (except on Windows).
        * Move some porting functions into `Thread`.
        * Integrate logging with `Thread`.
        * Add threading test.
      e4bff8be
  5. Jul 29, 2015
    • est31's avatar
      Android: fix horrible libiconv build · eb3aac20
      est31 authored
      Before, our libiconv build was a joke. We first called configure for our own build host system,
      then called make, before we executed a Android.mk script we provided as patch. The first "native make"
      always failed, and the LIBICONV_LIB file setting in our Makefile didn't match the built one,
      resulting in an always-rebuild of iconv.
      
      This commit cleans up this total mess, removes the double-build, and the Android.mk, and properly calls
      ./configure with the according target platform, and uses a built toolchain.
      
      As we have to deal with the android bug "NDK: Support for prebuild libs with full sonames"
      https://code.google.com/p/android/issues/detail?id=55868
      as the 2013 patch
      https://lists.gnu.org/archive/html/libtool-patches/2013-06/msg00002.html
      by Google's David Turner wasn't inside the 2011 libtool, we pass -avoid-version to
      libtool.
      
      Thanks to the proper build, wide_to_utf8 works for android now, removing us of the need to disable it.
      eb3aac20
  6. Jul 27, 2015
  7. Jun 27, 2015
  8. Jun 13, 2015
  9. May 19, 2015
  10. May 17, 2015
  11. May 11, 2015
    • est31's avatar
      Make early protocol auth mechanism generic, and add SRP · 82e35edf
      est31 authored
      Adds everything needed for SRP (and everything works too),
      but still deactivated, as protocol v25 init packets aren't final yet.
      Can be activated by changing the LATEST_PROTOCOL_VERSION header to 25
      inside networkprotocol.h.
      82e35edf
    • est31's avatar
      Add LibGMP · 181f7baa
      est31 authored
      Uses system provided libgmp if found, if not it falls back to mini-gmp.
      181f7baa
  12. May 08, 2015
  13. May 05, 2015
    • kwolekr's avatar
      Tests: Add NodeResolver unittests · b45df9d6
      kwolekr authored
      Minor misc. NodeResolver cleanups
      Prefix faux content type constants for testing with t_ to avoid
      confusion or name collisions
      b45df9d6
  14. May 04, 2015
  15. Apr 29, 2015
    • kwolekr's avatar
      Fix MSVC compatibility · 37ca3212
      kwolekr authored
      Make sure to include random unittests in android builds, too
      Use SWAP() macro
      Ensure that negative ranges are tested as well in random unittests
      37ca3212
  16. Apr 26, 2015
    • kwolekr's avatar
      Tests: Modularize unit testing · 7220ca90
      kwolekr authored
      Split unit tests into separate files under src/unittest/
      Give better unittest diagnostics
      Clean up some code
      7220ca90
  17. Apr 01, 2015
  18. Mar 16, 2015
  19. Mar 05, 2015
  20. Feb 21, 2015
  21. Feb 18, 2015
  22. Feb 12, 2015
    • Loïc Blot's avatar
      main.cpp rework * Move ClientLauncher class to a dedicated file *... · 146f77fd
      Loïc Blot authored
      main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLauncher now owns print_video_modes and speed_tests functions (they are only called by him) * Move GameParams to shared/gameparams.h because it's shared between server and client and launcher need to know it * Move InputHandlers class to client/inputhandler.h * Cleanup includes
      146f77fd
  23. Feb 11, 2015
  24. Jan 15, 2015
  25. Jan 07, 2015
  26. Jan 05, 2015
  27. Jan 04, 2015
  28. Dec 01, 2014
  29. Nov 25, 2014
  30. Nov 08, 2014
    • Kahrl's avatar
      Implement WieldMeshSceneNode which improves wield mesh rendering · 9b551d5c
      Kahrl authored
      - Don't create and cache an extruded mesh for every (non-node) item.
        Instead use a single one per image resolution.
      
      - For cubic nodes reuse a single wield mesh too
      
      - Improve lighting of the wielded item
      
      - Increase far value of wield mesh scene camera, fixes #1770
      
      - Also includes some minor refactorings of Camera and GenericCAO.
      9b551d5c
  31. Nov 01, 2014
  32. Sep 21, 2014
  33. Aug 16, 2014
  34. Jul 16, 2014
  35. Jul 06, 2014
  36. 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
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