Minetest 0.4.16 release teasing

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Minetest 0.4.16 release teasing

by nrz » Post

Hello community !

Minetest 0.4.16 approach, we defined 4th June as an expected date for the release.

Feature freeze is now in progress, no more feature will be added to minetest until release.

It's time to tease a little bit the changes in this version, and it's certainly the biggest version with user visible changes since 2 years.

Changelog (on 7 Apr.)
  • Minimum version supported is now 0.4.11
  • Fix definitively breath cheat
  • Add 2D sheet animations for nodes
  • Huge ABM handling code performance improvement
  • Enable mod_security by default
  • Drop client side chat prediction. No more messages shown to chat when you talk and you are disconnected
  • Add minetest.player_exists()
  • Add particle animation, glow
  • Little antispam fix
  • Add player attributes backend. This permits modders to store misc player related data to core and retrieve it after player loading. The attribute save is done by core.
  • Fix a little bit fog calculations
  • Server list add ping indicators
  • Add mod metadata API permitting mods to have a standard way to write their own data. We recommend you to use this instead of your custom files backend
  • Fix player deletion problem when too many objects are in a mapblock
  • Various mapgen enhancements
  • Add position & anchor attributes for formspecs
  • Add minetest.spawn_falling_node call
  • Redis authentication support
  • Server side occlusion culling
  • New custom progress bar (you can customize it with modpacks)
  • Better block sending priorities to send map to players
  • Sneaking changes
  • Smooth lighting
  • Added mesh generation delay
  • PostgreSQL bugfix on blocks deletion + PostgreSQL < 9.5 support
  • Windows integration enhancements
  • Wieldmesh natural orientation
  • Memleak fix on client disconnection
  • Various performance fixes
  • Code refactoring (Game, Environments)
  • Introducing Client-Side modding (CSM for intimates). You can now have local mods to read various client data and handle different client events. This new modding step is very secure, you don't have access to all standard Lua API, just a subset, to protect your computers. Mods should be installed in /clientmods. You will also have access to Client side commands, starting with a dot.
Updated on 17 Apr.
  • Introduce clang-format on repository to check and reformat C++ code with our rules (~15% source code managed)
  • Fix Windows icon
  • Move external libs outside of src/ to lib/
  • Update jsoncpp embedded lib to last C++03 version
  • Fix various minor memleaks
  • Recent LuaJIT fixes
  • Reduce network packet reading/writing memory usage
  • Fix node damage cheat. They are now calculated server side
  • Disable leveldb on Android
  • Implement delayed shutdown for server owners: /shutdown 60 => shutdowns in 1 min /shutdown -1 cancels it
Updated on 27 Apr.
  • Add a mapblock cache in MeshUpdateQueue to update client rendering performance
  • Various minor performance improvements
  • Binding tab now doesn't exit game when used
  • Light update for mapblocks
  • Implement daily gitlab package build for Debian/Ubuntu
  • Remove core.cause_crash Lua call
  • Add on_flood server Lua callback
  • Player data can now be into database. This is an important change, players to files are always supported but deprecated. Files backend for players will be removed in a future release. See http://wiki.minetest.net/Database_backends for compat matrix and migration steps.
Updated on 9 May
  • CSM: Add screenshot API, on_place_node callback, on_item_use callback
  • Client: reduce fake object reactions in client event queue
  • Various performance fixes (minor)
  • Add clouds API
  • Sounds: add fading sounds
  • Translations update (Malay, Turkish, Rusian, Japanese, Swedish, Spanish, Italian, Esperanto)
  • Save automatically window size when modified. This behaviour can be disabled in client settings
  • Player attributes: permit to remove attributes
  • Crashfix when reading schematic calls from API in some cases
  • Add cancel button to password change formspec
Updated on 22 May
  • Added cancel button to password change menu
  • Add private node meta to prevent some informations to be leaked to client (example: chest contents)
  • Improve pause menu with more user friendly informations and update keys dynamicly depending on your configuration
  • Limit sound volume when incorrect value was set into config
  • Fix Cursor lock problem when window is inactive
  • Particles are now sent to client regarding distance (huge performance improvement on particle servers)
  • Merge singleplayer & server tab on desktop clients
  • Really disable minimap when disabled in configuration
  • Add /clearinv chat command
  • Fix a damage bug when falling from a very high height
  • Translations updates
  • CSM: add send_chat_message API
Note: changelog is just a subset of repository commits, which is more human readable. If you want to see all commits, please look at our repository
Last edited by nrz on Thu May 25, 2017 11:53, edited 15 times in total.

User avatar
Fixer
Member
Posts: 904
Joined: Sun Jul 31, 2011 11:23
IRC: Fixer
In-game: Fixer
Location: Ukraine

Re: Minetest 0.4.16 release teasing

by Fixer » Post

I want to add "smooth lighting for literally everything" to the list, that is huge step forward for minetest graphics and of course lighting fixes, some time ago I made a list of changes that is a bit outdated but is pretty short yet good summary for avg players here: viewtopic.php?f=5&t=15230&start=50#p258023

Mesh generation delay is must have for people that have big fps stutter like me, disabled by default, but easily enabled and configured in minetest.conf, choosing some value in range like 5-15ms is a good start. 15ms helped me a lot and now I can actually play minetest without suffering sudden frame render time slowdowns of up to 70-100-200ms (with avg frame render speed at 15ms for default config, that was very noticeable).
Last edited by Fixer on Thu Apr 06, 2017 21:56, edited 6 times in total.

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

I forgot it, added

User avatar
TumeniNodes
Member
Posts: 2941
Joined: Fri Feb 26, 2016 19:49
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes
Location: in the dark recesses of the mind
Contact:

Re: Minetest 0.4.16 release teasing

by TumeniNodes » Post

All of you have been very busy... Thank you
Can't wait
A Wonderful World

hajo
Member
Posts: 606
Joined: Thu Oct 13, 2016 10:45
Location: DE
Contact:

Re: Minetest 0.4.16 release teasing

by hajo » Post

nrz wrote:Minetest 0.4.16 .. 4th June as an expected date for the release,
... biggest version with user visible changes since 2 years.

Changelog (on 06 Apr.)
...
* Introducing Client-Side modding (CSM for intimates).
You can now have local mods to read various client data
and handle different client events.

see all commits .. at our repository
So, how about changes/enhancements to the user-interface ?
As in
* F1 for help (+ moving 'hud on/off' to some other key, say F4)
* adding keys for turning left/right (this is currently mouse-only)
* ability to define additional / alternate keys
(e.g. open inventory with "i" as well as tab-key,
or moving with numpad-keys as well as with wasd)

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

hello hajo, it's a bit late for new features, we are trying to finish many opened PR. For the "/" alternate it's not simple because it's a server side feature, but using client side modding maybe we can permit to customize the client key for client mods.

Changing F1 to F4 is a nice idea but not simple as many users knows our bad scheme

User avatar
Linuxdirk
Member
Posts: 3216
Joined: Wed Sep 17, 2014 11:21
In-game: Linuxdirk
Location: Germany
Contact:

Re: Minetest 0.4.16 release teasing

by Linuxdirk » Post

nrz wrote:but using client side modding
CSM should be only be a part of Minetest, and not the excuse for not adding core functionality :)
nrz wrote:Changing [keys]
I hope one day it will finally be possible to 100% customize all keys used in Minetest.

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

Linuxdirk wrote: CSM should be only be a part of Minetest, and not the excuse for not adding core functionality :)
Oh i agree with you about that point, i prefer having strong C++ side with many features and expose a tiny set of lua features, but Minetest project wants modularity, then we got some consensus. If i was the only Minetest developer (and this will be never the case) builtin should be dropped to use only C++ side

User avatar
Linuxdirk
Member
Posts: 3216
Joined: Wed Sep 17, 2014 11:21
In-game: Linuxdirk
Location: Germany
Contact:

Re: Minetest 0.4.16 release teasing

by Linuxdirk » Post

nrz wrote:but Minetest project wants modularity
Modularity is good. Exposing as much as possible to the API is good. Configuration options with sane defaults for anything that currently is hardcoded are good. But saying "if you want [a functionality that should be in core because there it can be implemented the best] implement it by yourself using CSM" is not good.

... but this aside I'm looking forward to see CSM getting more secure from the server owner point of view (rel: X-ray mods that possibly break server's economy).

hajo
Member
Posts: 606
Joined: Thu Oct 13, 2016 10:45
Location: DE
Contact:

Re: Minetest 0.4.16 release teasing

by hajo » Post

nrz wrote:it's a bit late for new features,
The featurefreeze was planned for end of may ?
Changing F1 to F4 is a nice idea but not simple as many users knows our bad scheme
Almost all users of almost all programs expect f1 to call up help.
And it would be nice if many, many new users wouldn't have to experience that bad scheme.

Also, I hardly ever turn off hud, so putting something more useful there would be sensible.
Last edited by hajo on Sun Apr 09, 2017 04:04, edited 1 time in total.

User avatar
burli
Member
Posts: 1643
Joined: Fri Apr 10, 2015 13:18

Re: Minetest 0.4.16 release teasing

by burli » Post

Don't forget the leaf decay changes. Important for modders

viewtopic.php?f=18&t=16767

User avatar
Sergey
Member
Posts: 784
Joined: Wed Jan 11, 2017 13:28
Location: Russia

Re: Minetest 0.4.16 release teasing

by Sergey » Post

hajo wrote:Almost all users of almost all programs expect f1 to call up help.
And it would be nice if many, many new users wouldn't have to experience that bad scheme.

Also, I hardly ever turn of hud, so putting something more useful there would be sensible.
The only reason to turn off HUD is to make clean screenshot. Many players don't bother with it and make screenshots with HUD visible. I agree this feature (HUD on/off) is rarely used and, therefore, can be bound with another key, not [F1], which is strongly associated with help reference.
Last edited by Sergey on Fri Apr 07, 2017 18:31, edited 3 times in total.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: Minetest 0.4.16 release teasing

by Wuzzy » Post

Sneaking changes
Okay, this is a MASSIVE understatement.

Basically sneaking has been almost completely reworked. Very important bugfixes.
A ton of ugly sneaking-related bugs have been fixed:

- Can glitch through ceiling while sneaking and jumping at certain structures
- Can climb at absurd speeds when sneaking and jumping at nodes spaced one node apart (the infamous “sneak elevator”)
- Can't sneak properly on partial nodes such as slabs
- Can jump when you technically do not stand on the node anymore
- Can jump higher when sneaking + jumping

Sadly, the following hugely frustrating bug has NOT been fixed:
- Can avoid fall damage while sneaking (>4 YEARS OLD BUG!), https://github.com/minetest/minetest/issues/329

There are partial fixes, but they sadly didn't cut it. I really hope this bug gets fixed 100% before release.

User avatar
ErrorNull
Member
Posts: 271
Joined: Thu Mar 03, 2016 00:43
GitHub: ErrorNull0

Re: Minetest 0.4.16 release teasing

by ErrorNull » Post

"Add player attributes backend. This permits modders to store misc player related data to core and retrieve it after player loading. The attribute save is done by core."

Can I have more information about how to use this? This seems to be a much better way then my current technique of serializing player data and relying on lua file io.open io.close functions...

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: Minetest 0.4.16 release teasing

by Andrey01 » Post

Does it mean on 4th June?Hurray!Although before 4th June still longly...
Do you plan to add new block, items and also mobs?

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

Andrey01 i talked only about core engine, for Minetest Game see with paramat :)

ErrorNull: assuming you get a playerref, player:set_attribute("toto", "blah") player:get_attribute("toto")

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

Changelog updated

User avatar
ErrorNull
Member
Posts: 271
Joined: Thu Mar 03, 2016 00:43
GitHub: ErrorNull0

Re: Minetest 0.4.16 release teasing

by ErrorNull » Post

nrz wrote:ErrorNull: assuming you get a playerref, player:set_attribute("toto", "blah") player:get_attribute("toto")
Awesome. Thanks for the clarification NRZ.

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: Minetest 0.4.16 release teasing

by Andrey01 » Post

nrz wrote:Andrey01 i talked only about core engine, for Minetest Game see with paramat :)
Understandably, you don`t intend to add these addons

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

Oh, i don't follow minetest_game i'm only on core engine, the official game is not in my scope, it's a pure engine vision, understandable for some users with interesting features and performance enhancements

BBmine
Member
Posts: 3476
Joined: Sun Jul 12, 2015 22:51
GitHub: BBmine
IRC: BBmine
In-game: Baggins
Location: USA

Re: Minetest 0.4.16 release teasing

by BBmine » Post

I hope the sneak ladders were not disabled.

Sporax
Member
Posts: 149
Joined: Mon Jul 11, 2016 16:33
GitHub: Sporax
IRC: Sporax
In-game: Sporax
Location: France

Re: Minetest 0.4.16 release teasing

by Sporax » Post

Hello, i have one question for minetest devs:
When do you upload the 0.4.15 and 0.4.16 for OSX players?

nrz
Developer
Posts: 131
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz
Location: France
Contact:

Re: Minetest 0.4.16 release teasing

by nrz » Post

Sporax, i don't know, i know we have a travis MacOSX build, but i don't know if there is any coredev which does releases

Sporax
Member
Posts: 149
Joined: Mon Jul 11, 2016 16:33
GitHub: Sporax
IRC: Sporax
In-game: Sporax
Location: France

Re: Minetest 0.4.16 release teasing

by Sporax » Post

Hum ok thanks, bcs it's quite difficult to maintain a minetest server without the current version ;-)

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: Minetest 0.4.16 release teasing

by paramat » Post

BBmine read the news subforum for sneak news.

Locked

Who is online

Users browsing this forum: No registered users and 3 guests