New Feature Hype Thread
- rubenwardy
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Re: New Feature Hype Thread
Animated support is implemented already in a follow up PR so it's certainly possible
- Wuzzy
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Re: New Feature Hype Thread
Static (=no animations) glTF support has been merged! YES!
https://github.com/minetest/minetest/pull/14557
A BIG first step in the right direction!
https://github.com/minetest/minetest/pull/14557
A BIG first step in the right direction!
- Blockhead
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Re: New Feature Hype Thread
And now we also have animation support! Hurrah!
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- Wuzzy
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Re: New Feature Hype Thread
Wow, this is AMAZING! I guess this means I need to improve my Blender or Blockbench skills then, there is no longer an excuse. :D
And finally I can ignore the ugly workarounds, ancient plugins and and mummified Blender versions from eons ago.
I have yet to test this in practice tho, but I'm positive.
And finally I can ignore the ugly workarounds, ancient plugins and and mummified Blender versions from eons ago.
I have yet to test this in practice tho, but I'm positive.
- SylvesterKruin
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Re: New Feature Hype Thread
Awesome! I've been waiting for this for a while, it'll make editing animated models from mods much easier (assuming mods start to support glTF, of course).
Funnily enough, I used Blender 2.8 for Minetest models, and then I got to the point where I couldn't remember why the plugin needed that version. I tried it with Blender 4 and it seemed to work fine... I used 4 to edit the models for my Subways mod. ¯\_(ツ)_/¯
The Little Luantier
- Wuzzy
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Re: New Feature Hype Thread
It looks like mods and games will be able to FINALLY use the gettext PO file format.
This makes life for maintaining translations much easier. I will finally be able to retire the (somewhat hacky) "Minetest Translation Tools". And game and mod translations can be directly uploaded to Weblate instances.
As a nice bonus, this also unlocks support for plurals.
This makes life for maintaining translations much easier. I will finally be able to retire the (somewhat hacky) "Minetest Translation Tools". And game and mod translations can be directly uploaded to Weblate instances.
As a nice bonus, this also unlocks support for plurals.
- Wuzzy
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Re: New Feature Hype Thread
A small but important change was recently made: HUD text size can now (in the dev version) be multiplied by fractional numbers instead of only whole numbers.
The old system only allows you to pick text sizes 100%, 200%, 300%, 400%, etc. which is WAY too coarse.
The new system will allow to resize text in the HUD more fine-grained. This will unlock various HUD improvements.
The old system only allows you to pick text sizes 100%, 200%, 300%, 400%, etc. which is WAY too coarse.
The new system will allow to resize text in the HUD more fine-grained. This will unlock various HUD improvements.
- Wuzzy
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Re: New Feature Hype Thread
We can now finally skip the "item change" animation when setting the player’s wielded item. This means we can finally have proper compasses that don’t annoyingly bounce up and down in your wieldhand all the time.
https://github.com/luanti-org/luanti/pull/17020/changes
(And yes, I tested it with updating a real compass mod, and it worked!)
https://github.com/luanti-org/luanti/pull/17020/changes
(And yes, I tested it with updating a real compass mod, and it worked!)
- Blockhead
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Re: New Feature Hype Thread
I thought this was already possible by changing the metadata on the compass item to a new metadata image each time the player's direction changes instead of an entirely different compass item like the old technique.
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- Wuzzy
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Re: New Feature Hype Thread
Sadly, to my great disappointment, changing the item image in meta was not the solution to this, as it still triggered the item change animation. We had to wait for specifically new API in set_wielded_item to be added. With player:set_wielded_item(item, true), it will skip the item change animation.
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Re: New Feature Hype Thread
In the next version, you will be able to force certain HUD elements to be displayed always, i.e. they cannot be hidden with the "Toggle HUD" key.
This can be useful for some full-screen effects.
https://github.com/luanti-org/luanti/pull/17165
This can be useful for some full-screen effects.
https://github.com/luanti-org/luanti/pull/17165
Re: New Feature Hype Thread
Um, understand Freedom of Choice, if somebody doesn't want that HUD element, they should have the right to turn it off.Wuzzy wrote: ↑Sun May 24, 2026 12:12In the next version, you will be able to force certain HUD elements to be displayed always, i.e. they cannot be hidden with the "Toggle HUD" key.
This can be useful for some full-screen effects.
https://github.com/luanti-org/luanti/pull/17165
cdb_3241b8795e7e
- Linuxdirk
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Re: New Feature Hype Thread
But it will also make clean screenshots impossible.
- Blockhead
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Re: New Feature Hype Thread
ArceusI wrote: ↑Sun May 24, 2026 19:32Um, understand Freedom of Choice, if somebody doesn't want that HUD element, they should have the right to turn it off.Wuzzy wrote: ↑Sun May 24, 2026 12:12In the next version, you will be able to force certain HUD elements to be displayed always, i.e. they cannot be hidden with the "Toggle HUD" key.
This can be useful for some full-screen effects.
https://github.com/luanti-org/luanti/pull/17165
The very pull request that adds it also adds commands to devtest to toggle hideability, maybe someone could release it as a standalone mod?
Code: Select all
core.register_chatcommand("hudtogglehideable", {
description = "Makes all HUD elements (un)hideable",
func = function(name)
local player = core.get_player_by_name(name)
if not player then
return false, "No player."
end
-- Toggle un/hideable
local to_set = not player_hud_all_hideable[name]
for id, _ in pairs(player:hud_get_all()) do
player:hud_change(id, "hideable", to_set)
end
player_hud_all_hideable[name] = to_set
return true, "All HUD elements are " .. (to_set and "hideable" or "unhideable") .. " now."
end
})
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Re: New Feature Hype Thread
Yeah, a mod would help by simply removing that feature from Luanti, only making it optional rather than forced.Blockhead wrote: ↑Sun May 24, 2026 22:58ArceusI wrote: ↑Sun May 24, 2026 19:32Um, understand Freedom of Choice, if somebody doesn't want that HUD element, they should have the right to turn it off.Wuzzy wrote: ↑Sun May 24, 2026 12:12In the next version, you will be able to force certain HUD elements to be displayed always, i.e. they cannot be hidden with the "Toggle HUD" key.
This can be useful for some full-screen effects.
https://github.com/luanti-org/luanti/pull/17165The very pull request that adds it also adds commands to devtest to toggle hideability, maybe someone could release it as a standalone mod?
Code: Select all
core.register_chatcommand("hudtogglehideable", { description = "Makes all HUD elements (un)hideable", func = function(name) local player = core.get_player_by_name(name) if not player then return false, "No player." end -- Toggle un/hideable local to_set = not player_hud_all_hideable[name] for id, _ in pairs(player:hud_get_all()) do player:hud_change(id, "hideable", to_set) end player_hud_all_hideable[name] = to_set return true, "All HUD elements are " .. (to_set and "hideable" or "unhideable") .. " now." end })
cdb_3241b8795e7e
- Linuxdirk
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Re: New Feature Hype Thread
It needs to be a client mod because people might want to take clean screenshots on servers, too.
Re: New Feature Hype Thread
Oh, yes, thanks. Of course clients shouldn't be able to remove them with CSM, that's cheating!
The whole point of this feature it to prevent players from having a clear view, just like you don't want players to fly without the fly privilege. (If you want to take a screenshot from a higher perspective.)
Can your read this?
- Blockhead
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Re: New Feature Hype Thread
Then disable CSMs on your server
So you can do what, watermark your server or game? You really think something so trivial should need people to go compile from source or depend on "cheat client" type people?
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Re: New Feature Hype Thread
Oh goodness, looks like this feature Wuzzy stated has divided not only the community, but the developers too...Maybe such a feature shouldn't be in there and the feature scrapped. Minecraft would sure as hell make our lives more miserable, so Luanti as a whole shouldn't do that. Especially since I use AZ Screen Recorder, if I make Videos or Screenshots, it should be as clear as possible.
cdb_3241b8795e7e
Re: New Feature Hype Thread
Please stay civil and don't resort to straw man arguments, I did never say such a thing.
Also, you are getting close the forum rule 2.2 territory here.
There are other things you can do, like just asking the server owner, using the enable_local_map_saving setting to screenshot the map in singleplayer, or don't play on servers which such malicious behavior in the first place. There are much worse things they can do but whatever.
I don't really understand the commotion. If you really think this is a problem please open a github issue, such that it can be addressed properly. You could for example add a setting to opt out this feature, that can be checked by the server to deal with such players accordingly (for older clients this currently has to be done anyway).
Thought, you can already do something like this with a mod, but the server has to install it.
Btw. the CSM problem will most likely be fixed soon.
Can your read this?
Re: New Feature Hype Thread
Um, I don't know if staff can actually bend rule 2.2...Considering they actually run these forums.cx384 wrote: ↑Tue May 26, 2026 15:23Please stay civil and don't resort to straw man arguments, I did never say such a thing.
Also, you are getting close the forum rule 2.2 territory here.
There are other things you can do, like just asking the server owner, using the enable_local_map_saving setting to screenshot the map in singleplayer, or don't play on servers which such malicious behavior in the first place. There are much worse things they can do but whatever.
I don't really understand the commotion. If you really think this is a problem please open a github issue, such that it can be addressed properly. You could for example add a setting to opt out this feature, that can be checked by the server to deal with such players accordingly (for older clients this currently has to be done anyway).
Thought, you can already do something like this with a mod, but the server has to install it.
Btw. the CSM problem will most likely be fixed soon.
cdb_3241b8795e7e
Re: New Feature Hype Thread
"Freedom of choice" sounds great, but if I add, say, a cobra whose venomous spit causes a blindness effect that fogs your vision and makes it hard to see, then the engine as-is lets players just cut that feature out of the game at any time by pressing a button, which means the dangerous cobra is now harmless.
That might be fine in singleplayer, but if somebody sets up a server with the expectation that everyone faces the same challenges to progress in a fair way, then that key becomes a built-in cheat button for players that decide to use it.
That might be fine in singleplayer, but if somebody sets up a server with the expectation that everyone faces the same challenges to progress in a fair way, then that key becomes a built-in cheat button for players that decide to use it.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
Re: New Feature Hype Thread
I know that, but I exclusively play Single-player (For now), so honestly that freedom of choice is a good thing for me.Mantar wrote: ↑Tue May 26, 2026 22:05"Freedom of choice" sounds great, but if I add, say, a cobra whose venomous spit causes a blindness effect that fogs your vision and makes it hard to see, then the engine as-is lets players just cut that feature out of the game at any time by pressing a button, which means the dangerous cobra is now harmless.
That might be fine in singleplayer, but if somebody sets up a server with the expectation that everyone faces the same challenges to progress in a fair way, then that key becomes a built-in cheat button for players that decide to use it.
cdb_3241b8795e7e
- Blockhead
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Re: New Feature Hype Thread
Ok, this response is spot on, sorry for being too reactive and deliberately assuming the worst.cx384 wrote: ↑Tue May 26, 2026 15:23Please stay civil and don't resort to straw man arguments, I did never say such a thing.
Also, you are getting close the forum rule 2.2 territory here.
There are other things you can do, like just asking the server owner, using the enable_local_map_saving setting to screenshot the map in singleplayer, or don't play on servers which such malicious behavior in the first place. There are much worse things they can do but whatever.
I don't really understand the commotion. If you really think this is a problem please open a github issue, such that it can be addressed properly. You could for example add a setting to opt out this feature, that can be checked by the server to deal with such players accordingly (for older clients this currently has to be done anyway).
Thought, you can already do something like this with a mod, but the server has to install it.
Btw. the CSM problem will most likely be fixed soon.
If I don't follow the rules then it's not a fair system. Anyway rule 2.2 has to have serious violations not mere off-hand suggestions, that is the precedent for how it's enforced.
You're right and I was a bit reactive. That server should have, by default, a trustworthy client, and that's how this engine project is run. For anyone who doesn't like the server rules, there is usually the option to play singleplayer if you want to modify stuff like this.
Edit/P.S.: This is a bit like when fog/max view distance became server-side enforceable. Shadow Forest uses it to great effect, and just being able to turn it off in the foggy section ruins the game.
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- Linuxdirk
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Re: New Feature Hype Thread
… you would usually use player:set_lighting(), player:override_day_night_ratio(), and maybe player:set_sky(), or a combination of those three, but not a non-removable HUD element.
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