Minetest 5.0.0 is on the road

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Linuxdirk
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Re: Minetest 0.5 is on the road

by Linuxdirk » Post

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 » Post

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!
viewtopic.php?f=9&t=17568

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Re: Minetest 0.5 is on the road

by Byakuren » Post

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 » Post

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 » Post

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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Re: Minetest 0.5 is on the road

by PETE » Post

rubenwardy wrote:
sorcerykid wrote:How did you download a Minetest 0.5 client? The core devs haven't even announced the release of 0.4.17 yet.
"0.4.17" should really be called "0.4.16.1". We are currently working towards 0.5, but will backport bug fixes to the 0.4 line. ie: "0.4.17" will be a fixes only release.
Does it mean I have it on my mac(downloaded from homebrew)
look at screenshot
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(32.47 KiB) Not downloaded yet
Whats the trick? I wish I knew

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Re: Minetest 0.5 is on the road

by rubenwardy » Post

No, you have copied the 0.4.16 folder so it's added _1 to distinguish them. You have 0.4.16

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Re: Minetest 0.5 is on the road

by nrz » Post

FYI the date on the 0.5 changelog is the last commit integrated in the changelog, not the release date, which will be announced on the forums.

Concerning 0.4.17 we are thinking about a release on the 15 april. Time to make those backports official, but don't wait for the 0.5 features, they are exclusive to 0.5

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Re: Minetest 0.5.0 is on the road

by Stix » Post

Will kelp have an animated texture? Also what about adding seagrass?
Hey, what can i say? I'm the bad guy.

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Re: Minetest 0.5.0 is on the road

by Andrey01 » Post

Stix wrote:Will kelp have an animated texture? Also what about adding seagrass?
0.4.17 will contain only bugfixes, nothing new stuff. I hope they will might be in 0.5.0.

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Re: Minetest 0.5.0 is on the road

by Enrikoo » Post

Minetest 0.5.0 doesn't release after 0.4.16. It releases after 0.4.17 and it will be released on this month (April) on 15th day.

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Re: Minetest 0.5.0 is on the road

by Wolfshippie » Post

Enrikoo wrote:Minetest 0.5.0 doesn't release after 0.4.16. It releases after 0.4.17 and it will be released on this month (April) on 15th day.
genius

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Re: Minetest 0.5.0 is on the road

by Andrey01 » Post

Enrikoo wrote:Minetest 0.5.0 doesn't release after 0.4.16. It releases after 0.4.17 and it will be released on this month (April) on 15th day.
Enrikoo, who are you telling to it?

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Re: Minetest 0.5.0 is on the road

by PolySaken » Post

will 0.5.0 have player velocity methods?

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Re: Minetest 0.5.0 is on the road

by Andrey01 » Post

Developers, please, add a chance to copy, insert text in-game chat.

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Re: Minetest 0.5.0 is on the road

by Wuzzy » Post

This is already possible with Ctrl+C and Ctrl+V. Mark text with Shift+Left/Right
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Re: Minetest 0.5.0 is on the road

by Ektod » Post

still missing in most non-chat texts like books etc etc etc

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Re: Minetest 0.5.0 is on the road

by webdesigner97 » Post

Wuzzy wrote:This is already possible with Ctrl+C and Ctrl+V. Mark text with Shift+Left/Right
Not exactly what most people would consider good UX.

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Re: Minetest 0.5.0 is on the road

by paramat » Post

Note we have now changed to the 'major.minor.patch' version scheme so the next MT will be 5.0.0. Current MT is 5.0.0-dev.

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Re: Minetest 0.5.0 is on the road

by dawgdoc » Post

paramat wrote:Note we have now changed to the 'major.minor.patch' version scheme so the next MT will be 5.0.0. Current MT is 5.0.0-dev.
What??
You mean no more correcting those who say MT 4.17.1? Oh, I see we still can viewtopic.php?f=3&t=20309&view=unread#p322651 ;-p
And I guess we still get to correct those who don't catch this post and continue with the old format : 0.5.0

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Re: Minetest 0.5.0 is on the road

by Stix » Post

paramat wrote:Note we have now changed to the 'major.minor.patch' version scheme so the next MT will be 5.0.0. Current MT is 5.0.0-dev.
Whos idea was this!? Its not even April 4th yet! (checks calendar)

But seriously, is there any point in doing this besides confusing everyone? This is just totally confusing: we have a version number with "0" before it to signify this isn't a finished game, and then we b-hop to version 5.0!?
Hey, what can i say? I'm the bad guy.

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Re: Minetest 5.0.0 is on the road

by Andrey01 » Post

I don`t see any mind in it, either immediately to skip on 5.0.x series. What is it for?

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Re: Minetest 5.0.0 is on the road

by rubenwardy » Post

The first number has been removed, and a new number added.

So from 0.Major.Minor to Major.Minor.Patch

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Re: Minetest 0.5.0 is on the road

by Linuxdirk » Post

dawgdoc wrote:You mean no more correcting those who say MT 4.17.1?
No, this dumb change only applies to >=5.0.0. Older versions are still properly versioned.

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Re: Minetest 5.0.0 is on the road

by rubenwardy » Post

5.0.0 is more properly versioned than older versions, we're now basically using SemVer

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