Re: Minetest 5.0.0 is on the road
Posted: Sat Jul 07, 2018 12:01
Guys this is not a PvP forum. Lol. You guys are crazy.
The official Minetest discussion board
https://forum.minetest.net/
All that talking about version numbers, and you goofed it up right afterwords :-PNutty8 wrote:I think that 0.5.1...
Having a formspec replacement and a better networking code would be nice too - oh and please a native realms API. Would be lovely. What works in commercial projects with TODOs and deadlines doesn't work out that well in open-source projects like Minetest. We're happy to see new contributors so that the project goes onward faster.Nutty8 wrote:I think that 0.5.1 would be a nice opportunity to introduce mobs as native features.
Oh man, I was just so hyped by the news of a major release four or five months agov-rob wrote:All that talking about version numbers, and you goofed it up right afterwords :-PNutty8 wrote:I think that 0.5.1...
I think the same about network (mainly after playing OpenTTD online) and formspec.Krock wrote:Having a formspec replacement and a better networking code would be nice too - oh and please a native realms API. Would be lovely. What works in commercial projects with TODOs and deadlines doesn't work out that well in open-source projects like Minetest. We're happy to see new contributors so that the project goes onward faster.Nutty8 wrote:I think that 0.5.1 would be a nice opportunity to introduce mobs as native features.
is there a estimated time for completion?nrz wrote:Minetest next release will be a breaking compat release.
Merely few months for the development.ManElevation wrote:is there a estimated time for completion?nrz wrote:Minetest next release will be a breaking compat release.
? dint they start like a year ago?Andrey01 wrote:Merely few months for the development.
This is breaking update. And so updates are usually developed for a long time. Very long development also may mean the update will be massive and it will contain multiplicity of changes, bugfixes and content. That`s why be patient! I hope the devs will release it in 1 or 2 months.ManElevation wrote:? dint they start like a year ago?Andrey01 wrote:Merely few months for the development.
That would be awesome, yes. But seeing the development speed and the recent releases I assume the new release won't be available till late Q4/2018 or early Q1/2019.Andrey01 wrote:I hope the devs will release it in 1 or 2 months.
First of all, getting familiar with the core structure. The wiki provides some help but for the other parts you'll have to look into the source and follow the function call paths.Nutty8 wrote:What can I do to be a Minetest (Game or not) developer?
same as Krock wrote.Krock wrote:First of all, getting familiar with the core structure. The wiki provides some help but for the other parts you'll have to look into the source and follow the function call paths.Nutty8 wrote:What can I do to be a Minetest (Game or not) developer?
Afterwards there are 700-800 issues on GitHub, whereas some might only be a few changed lines to implement or fix (provided that the right code location is known). The graphical interface is just one part of many, so that isn't a problem.
See also: https://github.com/minetest/minetest/bl ... IBUTING.md
(Not really an) EDIT: C++ is the main language of Minetest aside the Lua code in builtin, so that works out perfectly. Indeed are most of the TODOs big projects which require much planning so that the pull requests stay reviewable (5000 new lines are hard to review btw). It is however possible to break up a bigger project into smaller portions: code refactors, API implementation + docs, final tidy and optimizations (+ bugfixes?).
Wow. Very big content for 5.0.0 :)rubenwardy wrote:Updated the change log for 5.0.0-dev, it's long: https://dev.minetest.net/Changelog
(Still needs some cleaning up to remove similar things, and aim it more at end users)
I very much doubt this is the casePolySaken wrote:oh wow, If i want to support 5.0.0 I'll have to rewrite the entire code of ocular_networks
Yes, that was an exaggeration. However, player:get_attribute() and set_attribute are used many, many times. I would have to replace them all to use player:get_metarubenwardy wrote:I very much doubt this is the casePolySaken wrote:oh wow, If i want to support 5.0.0 I'll have to rewrite the entire code of ocular_networks
Better replace it with a custom wrapper that is used within your mod so you need to change this only once.PolySaken wrote:However, player:get_attribute() and set_attribute are used many, many times. I would have to replace them all to use player:get_meta
How would something like that be accomplished? I was under the impression that userdata values cannot be modified, since they are not ordinary tables but rather metatables with C-bindings.Better replace it with a custom wrapper that is used within your mod so you need to change this only once.
I believe, correct me if i'm wrong, that linuxdirk meant a Lua function like the following:sorcerykid wrote:How would something like that be accomplished? I was under the impression that userdata values cannot be modified, since they are not ordinary tables but rather metatables with C-bindings.Better replace it with a custom wrapper that is used within your mod so you need to change this only once.
Code: Select all
function ocular_networks.set_player_attr(player, attr, val)
player:set_attribute(attr, val) -- or player:get_meta():set_string(attr, val)
end
Code: Select all
modname = {}
modname.foo = function (whatever)
-- add functionality here
end
Code: Select all
modname.set_attribute = function (player, attr, val)
local modname = minetest.get_current_modname()
player:set_attribute(modname..'_'..attr, val)
end
This applies to 80 percent of Minetest development as well :DPolySaken wrote:I was too short-sighted to do it earlier, and am to busy (lazy) to do it now.