These changes will of course be available in the next Minetest version (0.4.11), but you can already use them in some builds as well as a recent, self-compiled Git build.
MeshnodesRealBadAngel has added support for meshnodes. Meshnodes look like entity meshes (.x, .b3d, .obj or .md2 format), but are placed as static “blocks”. He also made it so that nodeboxes are cached into memory, and are converted to meshes at load time, in order to greatly improve performance when there are many nodeboxes in view. Modders can also define node collision boxes indepentently of the node boxes.
Lastly, he also remade the wielded item rendering in order to support shaders.
Yes, these are nodes, not entities. These slopes can be walked on. They can also be crafted, as part of More Blocks (“slopes” branch). Also see Mesh primitive objects.
Curves from slope_test.
Bump-mapping now works on the wielded item, dropped items and other entities.
Map generation “v5”paramat worked on adding the good old “v5” map generation, which was the one used in Minetest 0.3. Like “v7”, it can use the Lua biome system, so it will only generate stone by default.
Don't worry, it still has hanging cliffs and floating blobs of terrain.
Node highlightingRealBadAngel added node highlighting, which changes the way nodes look when they are pointed at.
You can edit halo.png to change the selection's color and style.
In-game key change menumushiden implemented an in-game key change menu. You can now change keys without leaving a game or a server.
All keys can now be changed while playing.
Performance improvementsZeno- authored a few performance optimizations (1), (2), (3), (4) which may increase client performance quite a bit.
Tooltips when hovering over subgame iconsWuzzy implemented tooltips when your mouse hovers over a subgame icon.
New minetest_game textureskilbith, BlockMen and RHRhino worked on textures; among other ones, chest, flower, ladder and furnace textures have been renewed:
Modding / miscellaneouskwolekr added eased 3D noise; it can be used in mods.
kwoelkr and ShadowNinja cleaned the code around a bit.