Minetest 5.5.0

sfan5
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Minetest 5.5.0

by sfan5 » Post

Minetest 5.5.0 has been released!

Highlights

  • We switched to our own Irrlicht fork allowing us to fix many longstanding bugs (text input, fullscreen, macOS support, graphics) and improve graphics in the future
  • More efficient map compression using the Zstd format. This has been shown to result in 20-30% faster map generation!
  • Formspec and Lua API features including a better Dynamic Media API and a PNG encoder
  • Work has been done to implement dynamic shadows, but they were not ready to be included in this release
  • Lots and lots of bug fixes and performance improvements
Note: This isn't a first but to avoid surprises we want to point out that once you have loaded a map in Minetest 5.5 you will not be able to load it in previous versions. Make backups first. (Client-server compatibility is untouched by this.)

Changelog: https://dev.minetest.net/Changelog#5.4. ... 6.92_5.5.0
Source code: https://github.com/minetest/minetest/tree/5.5.0

Downloads


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LMD
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Re: Minetest 5.5.0

by LMD » Post

Yay
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Sharpik
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Re: Minetest 5.5.0

by Sharpik » Post

Thanks to everyone who contributed.

In recent days, it seems that the release will precede programators World War III.
I appreciate that You managed to make it to the final release.

Special thanks for Sfan5 and his patience (a specially with some of us) :)
His brain must have suffered painfully from an overflow of information and decisions last days O:)

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Re: Minetest 5.5.0

by rudzik8 » Post

thank you very much for a new release!
i was watching the progress of development and downloading some 5.5.0-dev builds from sfan5 (and updating with every new release)
will wait for finished dynamic shadows
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Re: Minetest 5.5.0

by debiankaios » Post

Yay!

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Re: Minetest 5.5.0

by LMD » Post

Side node: If you feel your mouse sensitivity "changed", that's because of this change. You can calculate the new sensitivity to use as YOUR_SENSITIVITY / (math.tan(math.rad(YOUR_FOV) / 2) * 1.3763818698) in Lua.
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Re: Minetest 5.5.0

by Zughy » Post

Congratulations to everyone for the huge work :)

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runs
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Re: Minetest 5.5.0

by runs » Post

How can activate shadows? I know that removed, but can be still activated? I used the 5.5-dev and there was.

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Re: Minetest 5.5.0

by LMD » Post

runs wrote:
Mon Jan 31, 2022 17:16
How can activate shadows? I know that removed, but can be still activated? I used the 5.5-dev and there was.
See https://github.com/minetest/minetest/pull/11699
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Clyde
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Re: Minetest 5.5.0

by Clyde » Post

sfan5 wrote:
Sun Jan 30, 2022 22:18
Minetest 5.5.0 has been released!

Highlights

  • We switched to our own Irrlicht fork allowing us to fix many longstanding bugs (text input, fullscreen, macOS support, graphics) and improve graphics in the future
    [...]
Own fork of Irrlicht is ok, but as i understand, there are now Irrlicht and your fork of Irrlicht.
Is the fork than an own package in the derivates?
Because MT has the dependencies to Irrlicht, afaik till now it was the original Irrlicht.

Greetings, Clyde.
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Re: Minetest 5.5.0

by rubenwardy » Post

Clyde wrote:
Mon Jan 31, 2022 19:51
Own fork of Irrlicht is ok, but as i understand, there are now Irrlicht and your fork of Irrlicht.
Is the fork than an own package in the derivates?
Because MT has the dependencies to Irrlicht, afaik till now it was the original Irrlicht.

Greetings, Clyde.

You have multiple options:
  • You can clone/download IrrlichtMT to minetest/lib/irrlichtmt before building. Minetest will automatically build IrrlichtMt and statically link with it. This is what we do with our official builds
  • Distro maintainers can create an IrrlichtMt package, and Minetest will find it automatically
  • You can build Irrlicht separately, and point to it with a cmake variable (I forget which one)
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Re: Minetest 5.5.0

by Clyde » Post

Thank you, i know than, what i have to do.

BTW: Congratulations to the new Release, faster MT sounds awefull.
Greetings, Clyde.
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Re: Minetest 5.5.0

by Casimir » Post

Me reading the change log: Mhm, yeah, okay ... kinda nice ... neat, good too ... oh!
Allow for game-specific menu music (ExeVirus)
*me dancing to the new title screen music for VG*

And these two will occupy some hours of my time :)
Add wallmounted support for plantlike and plantlike_rooted nodes (Wuzzy)
Add API for mods to hook liquid transformation events (Warr1024)
Oh, and finally! Thank you!
Fix number of times a tool can be used before breaking being off by a number between 1 and 32767 (Wuzzy)

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Re: Minetest 5.5.0

by runs » Post

LMD wrote:
Mon Jan 31, 2022 19:45
runs wrote:
Mon Jan 31, 2022 17:16
How can activate shadows? I know that removed, but can be still activated? I used the 5.5-dev and there was.
See https://github.com/minetest/minetest/pull/11699
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Re: Minetest 5.5.0

by Jackknife » Post

I ran into a problem.

2022-01-31 17:19:17: ERROR[Main]: HTTPFetch for https://content.minetest.net/api/packag ... op_default failed (Timeout was reached)
2022-01-31 17:19:17: ERROR[Main]: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(): ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: attempt to index field 'aliases' (a nil value)
2022-01-31 17:19:17: ERROR[Main]: stack traceback:
2022-01-31 17:19:17: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: in function 'update_paths'
2022-01-31 17:19:17: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:1045: in function 'create_store_dlg'
2022-01-31 17:19:17: ERROR[Main]: ...test-5.5.0-win64\bin\..\builtin\mainmenu\tab_content.lua:172: in function 'handle_buttons'
2022-01-31 17:19:17: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:142: in function 'handle_buttons'
2022-01-31 17:19:17: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:186: in function <...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:172>
2022-01-31 17:19:32: ERROR[Main]: HTTPFetch for https://content.minetest.net/api/packag ... op_default failed (Timeout was reached)
2022-01-31 17:19:32: ERROR[Main]: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(): ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: attempt to index field 'aliases' (a nil value)
2022-01-31 17:19:32: ERROR[Main]: stack traceback:
2022-01-31 17:19:32: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: in function 'update_paths'
2022-01-31 17:19:32: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:1045: in function 'create_store_dlg'
2022-01-31 17:19:32: ERROR[Main]: ...test-5.5.0-win64\bin\..\builtin\mainmenu\tab_content.lua:172: in function 'handle_buttons'
2022-01-31 17:19:32: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:142: in function 'handle_buttons'
2022-01-31 17:19:32: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:186: in function <...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:172>
2022-01-31 17:19:59: ERROR[Main]: HTTPFetch for https://content.minetest.net/api/packag ... op_default failed (Timeout was reached)
2022-01-31 17:19:59: ERROR[Main]: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(): ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: attempt to index field 'aliases' (a nil value)
2022-01-31 17:19:59: ERROR[Main]: stack traceback:
2022-01-31 17:19:59: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:638: in function 'update_paths'
2022-01-31 17:19:59: ERROR[Main]: ...5.5.0-win64\bin\..\builtin\mainmenu\dlg_contentstore.lua:1045: in function 'create_store_dlg'
2022-01-31 17:19:59: ERROR[Main]: ...test-5.5.0-win64\bin\..\builtin\mainmenu\tab_content.lua:172: in function 'handle_buttons'
2022-01-31 17:19:59: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:142: in function 'handle_buttons'
2022-01-31 17:19:59: ERROR[Main]: ...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:186: in function <...ownloads\minetest-5.5.0-win64\bin\..\builtin\fstk\ui.lua:172>

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Re: Minetest 5.5.0

by Jackknife » Post

Never mind it decided to work

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Re: Minetest 5.5.0

by Linuxdirk » Post

Congratulations on the release and thank you to everyone who contributed!

I wonder why the vector functions are called with a dot (vector.new(), etc.) and not like the other functions with colon (minetest.settings:get(), item:get_meta(), meta:set_string(), etc.).

And will there be a set of position functions similar to the set of vector functions?

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Re: Minetest 5.5.0

by v-rob » Post

Linuxdirk wrote:
Wed Feb 02, 2022 02:33
I wonder why the vector functions are called with a dot (vector.new(), etc.) and not like the other functions with colon (minetest.settings:get(), item:get_meta(), meta:set_string(), etc.).

And will there be a set of position functions similar to the set of vector functions?
As of this release, actually, you can call vector functions with a colon (although vector.new() is a constructor, so it's still a dot, like minetest.get_meta() constructing a MetaDataRef), as well as using standard operators, like so:

Code: Select all

local v1 = vector.new(1, 2, 3)
local v2 = vector.new(4, 5, 6)

local v3 = v1 + v2
local len1 = v1:length()
local distance = v1:distance(v2)
I don't think positions are strictly necessary, actually. The code for the vector functions (such as addition) work exactly the same for a vector as for a position. Just don't use the vector functions that don't make sense for positions.
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Re: Minetest 5.5.0

by Wuzzy » Post

My personal highlights (heavily biased towards my own work, lol):

* Per-player fall damage modifier (via armor group). Good for: Boots of fall damage reduction
* Add group-based tool filtering for node drops. Translation: Silk Touch. Translation of the translation: Different tools might yield different drops when digging blocks
* Games can remove the checkboxes for damage, Creative Mode and server hosting in singleplayer. Good for: Simple games that don't want these checkboxes.
* With move_resistance you can specify nodes to slow players down like liquids but not actually be liquids. Good for: Cobweb (but without the weird liquid hackery)
* Wallmounted plantlike. Good for: Simple crystal spikes
* Degrotate support for meshnodes. Good for: Signs and heads and minicubes that can be rotated in smaller steps (like 15°)
* Per-game main menu music. Self-explanatory.
* Builtin is translatable (default chat commands and privileges, mostly). I worked very hard on this. Sadly we don't have many translations for builtin yet, hopefully this will change. See https://dev.minetest.net/Translating if you want to help

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Re: Minetest 5.5.0

by sorcerykid » Post

I wonder why the vector constructor wasn't named Vector(), thereby finally deprecating the very awkward vector.new() . After all, that would be consistent with all of the other constructors like ItemStack(), VoxelManip(), PerlinNoise(), PerlinNoiseMap(), etc.

A similar object factory is VoxelArea.new(), which is even more inconsistent, since the VoxelArea object is named in camelcase which suggests it is the constructor. Yet in reality it is a prototype for which your need to call a specialized method to instantiate a new object. Supposedly whomever authored the VoxelArea library came from the world of JavaScript and was trying to show off their skills.

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Re: Minetest 5.5.0

by rubenwardy » Post

The semi-standard way to construct classes in Lua is local object = ClassName:new(). (The : allows for easy inheritance, SubClass = ParentClass:new(); local instance = SubClass:new()). See https://www.lua.org/pil/16.1.html

Lua doesn't actually have a class system though, so we don't have to follow any specific convention - but it would be nice to follow a convention.

I believe that vector was modified in an effort to consistently set metatables on positions manipulated by mods
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Re: Minetest 5.5.0

by LMD » Post

rubenwardy wrote:
Thu Feb 03, 2022 17:45
Lua doesn't actually have a class system though, so we don't have to follow any specific convention - but it would be nice to follow a convention.
There was an attempt. To give my 2¢: I don't like the class:new constructor syntax at all and I believe a basic class library should facilitate inheritance instead, as was done in v-rob's PR (although the implementation should probably be different). I'm fine with both "named constructors" like class.new and setting __call on the class metatable such that class() works.
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Re: Minetest 5.5.0

by solars » Post

Is it save to use maps from previous Minetest versions?

Or can there be problems, when old very big maps (like Karsthafen) are used?
My big Minetest map Karsthafen: English thread / German thread / Youtube / German webpage

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Re: Minetest 5.5.0

by Mineminer » Post

solars wrote:
Thu Feb 03, 2022 21:45
Is it save to use maps from previous Minetest versions?

Or can there be problems, when old very big maps (like Karsthafen) are used?
We have like nearly a 5GB WAL enabled map, I think your good. Just remember you can't go back once you start the map on 5.5.0 or later.

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Re: Minetest 5.5.0

by ulla » Post

Nice update
X4cna2d4UqsiawIzUumDgPoYNx3JLGII

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