Luanti 5.11.0 release candidate

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LMD
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Luanti 5.11.0 release candidate

by LMD » Post

The release candidate for Luanti 5.11 is there! Please help us test it.

The release is planned to be in about a working week.

Report problems on this thread or on GitHub.

Some highlights
  • Settings in the pause menu - change settings without quitting the game
  • Android: New editor to customize the touch controls layout
  • GUI: Server list improvements (search, packages, connected players, website links)
  • Font media files
Compatibility notes
  • Clients >= 5.11.0 will no longer support BMP texture files. This deprecation was first announced in 5.8.0.
  • Basic shader support is now mandatory. New minimum required OpenGL version: 2.0. See the issue for details.
  • A bug related to skeletal animation has been fixed. The bug shows mostly when bones have "perfect" rotations and are manipulated via bone overrides. Affected mods need to fix the rotations used for bone overrides. Multiple workarounds are possible. See the issue for details.
Test it out
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Re: Luanti 5.11.0 release candidate

by Wuzzy » Post

I like that Luanti follows the "Release Early, Release Often" principle for a while now. :-)

The in-game settings menu will now unpause the game in singleplayer. This seems like a regression because before, everything in the Esc menu in singleplayer keeps the game paused (including the controls menu).

The settings menu ignores the game's theming (like the other sub-menus). That alone wouldn't be a big problem but the default Luanti theme sucks. Semitransparent background makes everything harder to read, especially in-game. But I guess this is a general problem with the Luanti main menu styling so it would make sense to address it all together.

We can have custom fonts now? That’s very nice. I need to try it out later.

The documentation on custom fonts is a bit unclear because it's unclear what the naming convention is. Is "regular" the full name, a prefix, suffix, etc.? Does the mod name prefix rule still apply here? (Don't answer the questions here, just fix the documentation) A minimal example would help.

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Re: Luanti 5.11.0 release candidate

by DragonWrangler1 » Post

LMD wrote:
Sun Feb 09, 2025 17:51
The release candidate for Luanti 5.11 is there! Please help us test it.

... ... ... ...

Some highlights
  • Font media files
Oh. Definently gonna have to check that out.

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Re: Luanti 5.11.0 release candidate

by Desour » Post

Wuzzy wrote:
Mon Feb 10, 2025 02:17
The in-game settings menu will now unpause the game in singleplayer.
This is a known issue. It's done (intentionally) like this because doing the pause would also (intentionally, but stupidly) decrease fps, which would result in a laggy menu. It's planned to fix this by using the fps_unfocused not for pause menu. Please also note that the new pause menu settings are in a very early state, you can expect changes.
Wuzzy wrote:
Mon Feb 10, 2025 02:17
The settings menu ignores the game's theming (like the other sub-menus). That alone wouldn't be a big problem but the default Luanti theme sucks. Semitransparent background makes everything harder to read, especially in-game. But I guess this is a general problem with the Luanti main menu styling so it would make sense to address it all together.
The game's theming, which is done with formspec_prepend, can add arbitrary formspec elements, so we can't use it because of security reasons (imagine a server mod that adds a harmless looking checkbox that disables mod security, for example). Other pause menu sub-menus also don't use the theming, fyi.
But I agree that it's hard to read. Better default main menu theming sounds like a good solution to me.
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Re: Luanti 5.11.0 release candidate

by Blockhead » Post

I'm liking the new server browser improvements. Not a lot else I've been able to note yet, but the git logs show what looks like a lot of quality improvements. Hopefully there's groundwork to help SDL and OpenGL improvements down the line.
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Re: Luanti 5.11.0 release candidate

by DragonWrangler1 » Post

I have to agree with Wuzzy. The docs on media fonts are a bit vauge.

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Re: Luanti 5.11.0 release candidate

by LMD » Post

The documentation on custom fonts is a bit unclear because it's unclear what the naming convention is. Is "regular" the full name, a prefix, suffix, etc.? Does the mod name prefix rule still apply here?
I genuinely don't know how it is unclear, because the documentation states:
The stems (file names without extension) are self-explanatory: [...]
Otherwise I would have had to end every file name with .(ttf|woff) in the docs.

I would appreciate suggestions for a clearer way to document this.

There are no mod name prefixes because these are overrides for the global default fonts. They should only be set by games, as the documentation recommends. (But they are still realized as standard media, especially as I plan to add arbitrary custom fonts eventually.)
Don't answer the questions here, just fix the documentation
Problem is that I first need to figure out how to fix it :p
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Re: Luanti 5.11.0 release candidate

by DragonWrangler1 » Post

LMD wrote:
Fri Feb 14, 2025 13:51
The documentation on custom fonts is a bit unclear because it's unclear what the naming convention is. Is "regular" the full name, a prefix, suffix, etc.? Does the mod name prefix rule still apply here?
I genuinely don't know how it is unclear, …
The naming for me wasn’t the problem, rather. It’s rather vague in the area of how to enable them. I was thinking of something like minetest.add_font. Not dropping a font named regular into the fonts folder and loading. Fortunately your example mod did help solve that confusion.

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Re: Luanti 5.11.0 release candidate

by Linuxdirk » Post

Any plans to do something regarding SDL2, now that SDL3 was released some time ago?

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Re: Luanti 5.11.0 release candidate

by real_mineplayer » Post

Desour wrote:
Mon Feb 10, 2025 11:20
Wuzzy wrote:
Mon Feb 10, 2025 02:17
The in-game settings menu will now unpause the game in singleplayer.
This is a known issue. It's done (intentionally) like this because doing the pause would also (intentionally, but stupidly) decrease fps, which would result in a laggy menu. It's planned to fix this by using the fps_unfocused not for pause menu. Please also note that the new pause menu settings are in a very early state, you can expect changes.
Wouldn't it be possible to add a fps_menu for just the menu which affects the main menu and the in-game settings menu. Which means, that the game in the background will use fps_unfocused while the settings menu will use the menu fps. I guess this would be a larger change, but it would increase the performance because the game in the background isn't loaded that often. Then fps_unfocused just has to be a divisor of menu fps (or should be).

To be fair, after writing this, I think this idea isn't that good.

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Re: Luanti 5.11.0 release candidate

by Desour » Post

real_mineplayer wrote:
Thu Feb 20, 2025 15:54
Desour wrote:
Mon Feb 10, 2025 11:20
Wuzzy wrote:
Mon Feb 10, 2025 02:17
The in-game settings menu will now unpause the game in singleplayer.
This is a known issue. It's done (intentionally) like this because doing the pause would also (intentionally, but stupidly) decrease fps, which would result in a laggy menu. It's planned to fix this by using the fps_unfocused not for pause menu. Please also note that the new pause menu settings are in a very early state, you can expect changes.
Wouldn't it be possible to add a fps_menu for just the menu which affects the main menu and the in-game settings menu. Which means, that the game in the background will use fps_unfocused while the settings menu will use the menu fps. I guess this would be a larger change, but it would increase the performance because the game in the background isn't loaded that often. Then fps_unfocused just has to be a divisor of menu fps (or should be).

To be fair, after writing this, I think this idea isn't that good.
Would be easy to do. But why do you want to have different fps in menu than in-game?

The bug is already fixed btw. In the release, it is paused, and uses fps_unfocused. In master, it uses normal fps (=> entirely fixed).
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Re: Luanti 5.11.0 release candidate

by real_mineplayer » Post

Desour wrote:
Thu Feb 20, 2025 20:29
But why do you want to have different fps in menu than in-game?
because I want to run the game in the background with a few fps (like 5) while I want that I can use the menu easily without having to wait a little bit (e.g. 20 fps)

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