Most serious bugs (according to you)

hajo
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Re: Most serious bugs (according to you)

by hajo » Post

Wuzzy wrote:Players are immortal when they are attached (e.g. riding a boat).
This is quite bad.
Why? It's rare to see a player on a boat.

I get crashes from shift-moving stuff much more often.
Same for crash when pasting text...

I would prefer to have common bugs fixed with higher priority

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Wuzzy
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Re: Most serious bugs (according to you)

by Wuzzy » Post

Why? It's rare to see a player on a boat.
Really depends on the subgame. If you ride horses (see Mobs Redo), it's much more common. Also, players can easily abuse this bug by trolling other players, or as a cheat.
I get crashes from shift-moving stuff much more often.
Same for crash when pasting text...
What are the GitHub issue IDs for these?

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Re: Most serious bugs (according to you)

by azekill_DIABLO » Post

Wuzzy wrote: Players are immortal when they are attached (e.g. riding a boat). This is quite bad.
Uh?
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Re: Most serious bugs (according to you)

by cx384 » Post

1. Sometimes when I enter a world after a game crash I can see my hand lying on the ground. (That's brutal)
Image

2. Hard to explain look.
Image
Image
Maybe this bug is fixed but I am not sure.
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Can your read this?

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Re: Most serious bugs (according to you)

by azekill_DIABLO » Post

1. you can finally high five yourself!
2. and 3. WTF have you done to shaders and parralax occlusion?
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Wuzzy
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Re: Most serious bugs (according to you)

by Wuzzy » Post

Another serious bug IMO:

You cannot use minetest.add_entity or minetest.add_item to spawn an entity reliably. What's worse, you don't even learn from the return value whether the spawning attempt has failed, so there's not even a simple workaround.

https://github.com/minetest/minetest/issues/4759

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Re: Most serious bugs (according to you)

by Wuzzy » Post

FINALLY!

“Player is immortal while attached (issue 4484)”

is now FIXED in the development version of Minetest.

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Re: Most serious bugs (according to you)

by azekill_DIABLO » Post

Yay!
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Re: Most serious bugs (according to you)

by Stix » Post

Wuzzy wrote:FINALLY!

“Player is immortal while attached (issue 4484)”

is now FIXED in the development version of Minetest.
YES! we can have boats on CTF again!
when the server used to have them players would go in the water at the middle of the map and kill everyone in sight from there safe lazy-boy-chair.
Hey, what can i say? I'm the bad guy.

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Re: Most serious bugs (according to you)

by Krock » Post

Stix wrote:YES! we can have boats on CTF again!
The PR which fixed that bug also adds additional entity callbacks, thus it will be 0.5.0-dev only. The CTF server would have to apply the PR and solve possible merge conflicts manually in order to allow damage for attached entities.

---------

My two cents for the most serious bugs: jerky jumping. When jumping diagonally, the player is moved to the left and right without pressing any additional keys. It's quite annoying as soon you notice it.
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Re: Most serious bugs (according to you)

by DeepMiner » Post

Not being able to build stairs or other kind of fences. Doors not lining up with fence post walls. not being able to but slabs on their sides. slabs & logs not lining properly e.g moves or rotates to wrong position slabs move either up or down out of alignment with previously slab when making stairs .

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Re: Most serious bugs (according to you)

by azekill_DIABLO » Post

Krock wrote: My two cents for the most serious bugs: jerky jumping. When jumping diagonally, the player is moved to the left and right without pressing any additional keys. It's quite annoying as soon you notice it.
Even on flat ground it works. it's horrible.
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Re: Most serious bugs (according to you)

by Byakuren » Post

Krock wrote:
Stix wrote:YES! we can have boats on CTF again!
The PR which fixed that bug also adds additional entity callbacks, thus it will be 0.5.0-dev only. The CTF server would have to apply the PR and solve possible merge conflicts manually in order to allow damage for attached entities.

---------

My two cents for the most serious bugs: jerky jumping. When jumping diagonally, the player is moved to the left and right without pressing any additional keys. It's quite annoying as soon you notice it.
Happens when walking orthogonally too, you just get slowed down instead of pushed to the side.
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Re: Most serious bugs (according to you)

by Reedych » Post

Minetest bugs do not exist. Are bugs are features.
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Re: Most serious bugs (according to you)

by azekill_DIABLO » Post

Sneak Jumping intensifies.
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Re: Most serious bugs (according to you)

by Wuzzy » Post

HUGE NEWS!

Issue #95, the oldest open bug, has just been closed!
Bug 95 was closed after 9 years and 10 months.
This bug was about broken depth sorting (problems with semi-transparent nodes). This bug made it bascially not really feasible to have lots of semi-transparent nodes in Minetest (except simple liquids) because of graphical glitches.

I'm so glad this is finally fixed now! :-)

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Re: Most serious bugs (according to you)

by Oblomov » Post

Wuzzy wrote:
Mon Apr 04, 2022 20:33
HUGE NEWS!

Issue #95, the oldest open bug, has just been closed!
Bug 95 was closed after 9 years and 10 months.
This bug was about broken depth sorting (problems with semi-transparent nodes). This bug made it bascially not really feasible to have lots of semi-transparent nodes in Minetest (except simple liquids) because of graphical glitches.

I'm so glad this is finally fixed now! :-)
It would be nice to have some pics of the before/after showing the fix in action.

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Re: Most serious bugs (according to you)

by Wuzzy » Post

Now with 5.6.0 released, the depth sorting fix is in stable release! Here's an image:

Image

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Re: Most serious bugs (according to you)

by c56 » Post

there once was a bug in ctf (its probably still around but very difficult to replicate ) if it lags enough and you open a chest while dying (falling from jumpnade ) (due to lag it will close the death formspec ) and your left in a glitched state note i only managed to pull it off once but during this i was invincible and mapchunks that where not loaded did not load it was possible to open chests but not move items to your inventory
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Re: Most serious bugs (according to you)

by bomberman » Post

5.7.0-dev broken labels on the signs https://i.imgur.com/I6xl8eg.png

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Re: Most serious bugs (according to you)

by Wuzzy » Post

HUGE NEWS again!

Issue 4759 is fixed after 7 years! This is the issue that causes entity spawning to be unreliable / a game of chance. https://github.com/minetest/minetest/issues/4759

Now my list would be empty now, but I added a new issue:
https://github.com/minetest/minetest/issues/12578

This bug causes the wielded item color to be wrong if the item is colorized. This breaks e.g. the hand color in Hades Revisited and the paint brush in Repixture.

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Re: Most serious bugs (according to you)

by Mantar » Post

Worst bug IMO is the formspec bug which causes the username/password field to reset when the server list updates. It trips me up constantly!
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Re: Most serious bugs (according to you)

by Blockhead » Post

I've never established if it's an engine bug or an edge case or something, but that bug where when you try to open other formspecs from the train's right-click menu in advtrains, and it just doesn't open the new one and you stay on the same formspec. Sometimes I can only get where I want with the keyboard shortcuts. It often happens trying to open the onboard computer of a locomotive/multiple unit or when trying to open the wagon properties, no matter if it's from the selection menu with all the options like onboard computer, wagon properties seat selection or from the inventory forsmspec of a wagon.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: Most serious bugs (according to you)

by Trog » Post

Got a blue screen spawning dunklesauraus .( a very very big fish ) . They need to be spawned on the river bed or they go belly up ,was fighting a kraken ,two sharks and a duck at time , got over excited and instead of spawning three i spawned over fifty . then my computer made a dreadful noise and crashed. surely a failsafe needs to be put in place for over enthusiastic spawning of dunklesauraus.

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Re: Most serious bugs (according to you)

by sorcerykid » Post

I think the most annoying bug in Minetest is broken entity translucency. Although it was finally addressed as of last month, it suffered from a number of setbacks over the course of 6 years. Perhaps it could be characterized as the "Most Cursed Bug of Minetest".

#1. The Backstory

Entity translucency was originally added to the engine in June of 2018 during development of the 5.0 branch. However, in a curious twist of fate, the feature was broken only a few months later. By December of 2018, a decision was made to hard-code the alpha channel cutoff for transparency to 0.5 in order to support the OpenGL ES driver in Irrlicht. That one seemingly innocuous change had the unintended side-effect of making translucent entities completely invisible when their opacity was less than 50%.

Fix more transparency issues with ogles2 driver #8005

In May 2020, I asked on the forums whether there was a known bug with entity translucency, because I couldn't figure out how to get use_texture_alpha to work under Minetest 5.3. Of course, by this time it had already been two version cycles since the feature was first broken, but I had no idea whether or not it had ever worked correctly.

use_texture_alpha for entities? - Minetest Forums

At first I assumed it might be a regression. After all, a related bug had been reported in April of 2020 in which the newly added shaders in Minetest 5.2 had broken entity translucency. (Sigh) Perhaps you getting the impression by now that this feature was just doomed to never work correctly?

Entity use_texture_alpha broken after 6958071 (Basic model shading) #9637

Given that the underlying issue was still not resolved, I filed a bug report on GitHub in June of 2020. Thankfully, someone (far more knowledgeable about OpenGL and shaders) proposed a very simple solution. I crossed my fingers that a quick turnaround might be in order, since the fix entailed only a few lines of code.

#2. The Timeline

Despite my earnest expectations for a speedy resolution, entity translucency remained broken for 4 YEARS. Not only that, but it was still being documented as working across six "stable" versions, despite not actually working.
  • Minetest 5.0 -- feature merged and working
  • Minetest 5.0 -- feature broken
  • Minetest 5.1 -- feature still broken
  • Minetest 5.2 -- feature broken again (by new shaders)
  • Minetest 5.3 -- feature "fixed" to previous broken state, yet documented as working
  • Minetest 5.4 -- feature still broken, yet documented as working
  • Minetest 5.5 -- feature still broken, yet documented as working
  • Minetest 5.6 -- feature still broken, yet documented as working
  • Minetest 5.7 -- feature still broken, yet documented as working
  • Minetest 5.8 -- feature still broken, yet documented as working
Fast forward to January 2024. Someone on IRC asked whether there was a known bug with entity translucency. Nobody responded, so the person opened a new issue on GitHub. My original issue (which described the exact same bug) remained open and oustanding.

Alpha-blending entities disappear completely when enable_shaders=false and alpha <= 127 #14204

Meanwhile, this new issue garnered immediate attention. Not only was it given the High Priority label, but a PR was submitted by a core dev within just 4 days. The total turnaround time after review and approval was less than one week. So, that's six years of entity translucency being broken due to a minor oversight, and the entire "fix" was but a mere 11 lines of code.

ContentCAO: Fix threshold of alpha channel textures #14213

To add to the perpetual "fate" of this feature, it then took an additional five weeks for anyone to even discover that this new issue was in fact a "duplicate" of my original issue, so it wasn't actually closed until mid-February.

#3. The Roadmap

According to the official Minetest Roadmap on GitHub:

Image

Notice that for rendering and graphics improvements, the priority is supposed to be fixing issues -- only then are fancier features like shadows, lighting, etc. to be worked on. Yet that's not what happened. Instead all sorts of cool and fun graphical effects were being incorporated into the engine while entity translucency (a basic capability of any modern 3D game engine) remained broken.
  • Godrays & Volumetric Lighting -- merged Dec 2023
  • Modder Control of Fog Distance -- merged Jun 2023
  • Bloom & Dynamic Exposure -- merged Sep 2022
  • Dynamic Shadows -- merged Jan 2022
  • Animated Particlespawners -- merged Jul 2022
Interestingly enough, this roadmap was officially adopted and published only five months after I had reported that translucent entities were broken. So there was clearly justification and incentive not only to resolve that longstanding bug, but to prioritize it before these other rendering and graphic improvements.

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