Minetest 0.5 is on the road

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Re: Minetest 0.5 is on the road

by Linuxdirk » Fri Feb 23, 2018 13:38

Mr. Xenon wrote:The longer you take to develop and the project will be better.

"Update early, update often".

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Re: Minetest 0.5 is on the road

by RSLRedstonier » Fri Feb 23, 2018 16:14

will this update break things for programmers?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!

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Re: Minetest 0.5 is on the road

by Byakuren » Fri Feb 23, 2018 17:29

If you hardcoded things like the size of the player collision box, eye height, location of collision box relative to player position, etc., you may have some broken functionality since player position has been moved to the collision box origin, I think. Previously player position was (0,-1,0) in collision box space, so mods had to compensate differently than entities which had their positions at (0,0,0).
Every time a mod API is left undocumented, a koala dies.

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Re: Minetest 0.5 is on the road

by zargulthewizard » Sun Feb 25, 2018 04:25

Minetest wasn't a complete project? But more to my concern, Minetest will become a complete (ie: DEAD) project?!
May God be with you, always.

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Re: Minetest 0.5 is on the road

by Mr. Xenon » Sun Feb 25, 2018 15:35

A technical question. In version 0.5.0, has the player positioning changed? because I noticed that the NPCs for info of my mod are placed at the top of a block. With the 0.4.16 it works perfectly so I would be happy to find useful information so I can fix my little mod that will be useful for my server. Thank you all.


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