head 1.2; access; symbols pkgsrc-2026Q1:1.2.0.2 pkgsrc-2026Q1-base:1.2 pkgsrc-2025Q4:1.1.0.6 pkgsrc-2025Q4-base:1.1 pkgsrc-2025Q3:1.1.0.4 pkgsrc-2025Q3-base:1.1 pkgsrc-2025Q2:1.1.0.2 pkgsrc-2025Q2-base:1.1; locks; strict; comment @// @; 1.2 date 2026.02.10.02.06.36; author ktnb; state Exp; branches; next 1.1; commitid 1Tl7XOLFfuwWWLtG; 1.1 date 2025.05.29.17.36.03; author ktnb; state Exp; branches; next ; commitid dvp3dRyDaliYlPWF; desc @@ 1.2 log @luanti: update to 5.15.1 Client / Audiovisuals - Fix crash when closing the game while the settings menu was open - Formspec styling: positive borderwidths values do work now - Formspec: Fix highlighting elements that cannot be focused - Improved render-related error handling - Fix OpenGL compatibility check to re-enable dynamic shadows on macOS - Attempt to work around rendering issues related to array textures - Rendering cleanups and improvements - Nodes with alpha are now correctly rendered in the inventory - Fix metadata-provided tool capabilities - Text fields now support the following inputs: double-click, triple-click, (Shift+)Page Up/Down, Ctrl+Shift+Left/Right - Allow FXAA to be used together with FSAA or SSAA - Fix ObjectRef:get_player_control sometimes getting stuck - Settings menu: Add tooltips to noiseparams - Shadow shaders now work on the opengl3 driver - glTF: Models exported by Goxel are no longer falsely rejected - Significant rendering performance improvement - Most shaders are now supported on OpenGL ES 3.0 - Dynamic shadows too, for OpenGL ES >= 3.2 - Fix improper texture 2D rendering on the opengl3 driver - Settings menu: Show unavailable settings - Forward the setting vsync to SDL2/3 - The opengl3 driver is now the default on non-Android - Main menu: Fixes related to nested modpacks - Main menu: Add ESC exit confirmation dialog - Fix missing textures due to fog - Fonts: update bundled fonts, add mono font shadow - Fix incorrect minimap radar access - Windows: Replaced the WiX installer with a self-extracting launcher - Settings menu improvements - Main menu: The world configuration now shows world mods - Actions can now be bound to multiple keys - PS5 (DualSense) controller support - Fixed vertlabel[] discarding colors - Formspec: The focused element (Tab key) is now highlighted - Main menu: Added dark theme, configurable by the setting menu_theme World / Server / Environment - Require ‘give’ priv for /pulverize and /clearinv - Logging: Make timestamps configurable - Mapgen chunks may now be non-cubic - Priority tuning for mapblock sending and liquid queue - Multiple fixes in the rollback code - The singlenode mapgen is now run in multiple threads Script API / Modding - Lua API documentation improvements - Small API fixes - New game.conf setting: default_mapgen - Add inventory image animation API - .jpg/.jpeg game backgrounds are now supported - New function core.path_exists - Backport PUC Lua 5.4’s string.{pack,unpack,packsize} - PlayerHPChangeReason now provides more information - HUD text elements now support colors with alpha Misc / Maintenance - Skip (failing) unittest when the devtest game is missing - Improve Phosh integration - Code cleanups and improvements - Roadmap update - Fix segfault with null video driver - Build maintenance - Fixes related to object rendering - Remove Irrlicht devices except SDL2 - Initial SDL3 support added @ text @$NetBSD: patch-src_client_game.cpp,v 1.1 2025/05/29 17:36:03 ktnb Exp $ Temporary fix for bug with SDL. https://github.com/luanti-org/luanti/issues/16199 --- src/client/game.cpp.orig 2026-02-08 11:42:38.000000000 +0000 +++ src/client/game.cpp @@@@ -1927,8 +1927,8 @@@@ void Game::updateCameraDirection(CameraO Since we have our own code to synthesize mouse events from touch events, this results in duplicated input. To avoid that, we don't enable relative mouse mode if we're in touchscreen mode. */ - if (cur_control) - cur_control->setRelativeMode(!g_touchcontrols && !isMenuActive()); +// if (cur_control) +// cur_control->setRelativeMode(!g_touchcontrols && !isMenuActive()); if ((device->isWindowActive() && device->isWindowFocused() && !isMenuActive()) || input->isRandom()) { @ 1.1 log @luanti: update to 5.12.0 - use SDL2 for window and input handling - some breaking changes to the api - many updates to visuals and client @ text @d1 1 a1 1 $NetBSD$ d6 1 a6 1 --- src/client/game.cpp.orig 2025-05-29 12:58:05.749735811 +0000 d8 2 a9 2 @@@@ -2432,8 +2432,8 @@@@ void Game::updateCameraDirection(CameraO Since Minetest has its own code to synthesize mouse events from touch events, @