Info that NPC is creating or a script successfuly compiled can be useful for debugging, but on a regular run it just clogs up the log file. If we need such specific info from users, they'll need to reproduce the issue using `--log-level debug` program argument.
Update screenshots and homepage URL, add release notes and supported control types. Remove the shadow from the app icon, as required by Flathub Quality Guidelines. Also all flatpak-related files are moved to the folder
Also debug builds have `(debug)` in the app name, documents provider label and authority. This is done to make it possible to install custom debug builds without uninstalling the official one.
* fix: satisfy the flathub linter 😭
* Fix the 0.99.0-beta4 release date
This version was released on May 3, 2022, 1:46 AM UTC
* chore: add instructions on how to get the game data working
* Remove CS+ screenshots, add valid content rating and screenshots caption
The engine is not distributed with the CS+ game data, so this screenshots are not correct for the most of the flatpak users. The content rating is just copy-pasted from the NXEngine package and and should probably be changed in the future
Also enable support for x86_64 ABI and bump `versionCode` for Android builds. 'local.properties' has been removed, as it must not be tracked by git and can be unintentionally commited with other changes.
The `cfg(target_os)` for the build script contains the name of the OS on which the build takes place (the OS of the host machine). Because of this, the build of the Android port on Windows is broken, as an attempt to add the Windows resource file fails. Probably the build for Windows on Linux, for Linux on Windows, etc., is also broken.
Therefore, in the build script, we must rely only on the values of the `TARGET` environment variable, which contains the target triple of the platform for which the build is performing. `cfg(target_os)` should only be used to include platform-specific dependencies (e.g. `winres` for Windows).
The engine would previously use the upscaled spritesheet for the headbands since the "original_textures" setting is only used with the Nicalis releases.
SDL generates ControllerDeviceAdded events for controllers that are
already plugged in at the start of the game, but only if those are
recognized as game controllers at the time that we run SDL_Init.
Unfortunately, rust-sdl2 requires initializing SDL before we can call
load_mappings_from_read.
doukutsu-rs ships with this nice gamecontrollerdb.txt file built-into
the binary and loads it at startup, but previously it would not work for
controllers already plugged in before the game started because of the
above. This change works around the ordering issues between recognizing
devices as game controllers and event generation. Instead of using the
ControllerDeviceAdded events, we now use JoyDeviceAdded events. We still
check that the device is a supported game controller, and if it's not
supported then we skip it.