Release #2036

Closed
opened 2022-02-27 22:42:18 +01:00 by cora · 15 comments
Contributor

Most of the critical stuff for 0.72 is fixed (or almost fixed) now. I would suggest we do 2 Weeks of feature freeze, test as much stuff as we can and then go for release.

  • Better player sitting animation [epCode]
  • Rewrite mcl_autogroups [ryvnf]
  • Add official Clientmod [EliasFleckenstein03]
  • Clientmod: Sprint with double-W [EliasFleckenstein03]
  • Separate Head / Body rotation [EliasFleckenstein03]
  • Fix deprecation warnings from MT 5.5-dev [EliasFleckenstein03; ryvnf]
  • Critical hits [epCode]
  • Player pushing [epCode]
  • Rewrite Armor and Damage API [EliasFleckenstein03]
  • Rewrite burning players / entities [EliasFleckenstein03]
  • Use the minecraft color set for tooltips and chat [AFCMS; EliasFleckenstein03]
  • Add stripped logs [NO11]
  • Add elytra [epCode; EliasFleckenstein03]
  • Add fireworks prototype [NO11]
  • Improve nether portal algorithms [kay27]
  • Performance tweaks [EliasFleckenstein03; kay27; jordan4ibanez; cora]
  • Make Cactus destroy items and minecarts [NO11]
  • Show preview of new banner pattern when crafting it [erlehmann]
  • Smoke API [iliekprogrammar; EliasFleckenstein03]
  • Torch API [EliasFleckenstein03]
  • MC-like kelp mechanics [iliekprogrammar]
  • Tweak endermen [jordan4ibanez]
  • Add script to reset end dimension [kay27]
  • Tweak horse taming [Saku Laesvuori]
  • Fix passive mobs despawning [Saku Laesvuori]
  • More lag-resistant item pickup [jordan4ibanez]
  • Mapgen fixes [kay27]
  • Fix igloo hidden trapdoor [kay27]
  • Fix screwdriver/bed and door duplication glitch [kay27]
  • Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian achievements [kay27]
  • Implement /spawnstruct dungeon [kay27]
  • Death drop refactoring [AFCMS]
  • Add missing API documentations [AFCMS]
  • Make helmet protect from falling anvils [AFCMS]
  • Add setting to disable command blocks [AFCMS]
  • Add mob easter eggs [EliasFleckenstein03]
  • Add villager sounds [epCode]
  • Fix tooltips for named items [BlueBlancmanche]
  • Make hoe dig some blocks faster [ryvnf]
  • Slightly lift your right arm when holding an item
  • Always open chests 90° [ZedekThePD]
  • Allow portals to break only in creative and to be pointed [iliekprogrammar]
  • Buckets API [AFCMS]
  • Fix anvil duplication glitch [EliasFleckenstein03]
  • Proper performance settings [EliasFleckenstein03; jordan4ibanez]
  • Jukebox API [AFCMS]
  • Flowers & Flowerpots API [AFCMS]
  • Deterministic mapgen [kay27]
  • Proper ender dragon spawning / egg leaving / end portal / XP behavior [EliasFleckenstein03]
  • Boss bars [EliasFleckenstein03]
  • End credits [EliasFleckenstein03]
  • Speed up end credits when pressing jump [NO11]
  • Make dragon egg teleport on punch [EliasFleckenstein03]
  • End gateway portals [EliasFleckenstein03]
  • Real Maps [EliasFleckenstein03]
  • Particles for bonemeal, elytra fireworks, totems, sponges in the nether [NO11]
  • Add item IDs to the description of items (Item ID Debug Setting) [NO11]
  • Better food particles [NO11]
  • Better Anvil nodebox [NO11]
  • Improve cactus mechanics [NO11]
  • Lightning, bone meal API [NO11]
  • Enable fly when creative is on [NO11]
  • Add mcl_playersSleepingPercentage setting [NO11]
  • Fix reference / ghost inv dupes [Fleckenstein]
  • Fix echest access without echest [Fleckenstein]
  • Add Lanterns and Chains [AFCMS]
  • Add Barrels [AFCMS]
  • Add Targets [AFCMS]
  • Add Composters [kabou]
  • Fire lag fixed [cora]
  • Vastly improved network traffic usage (from about 20kb/s down to <100b/s idle traffic) [anon5,erlehmann,Fleckenstein,cora]
  • Fixed nether wart and fire not generating in nether [E]
  • Added tradtional Chinese translation (partial) [EmojiGit]

Most of the list stolen from #1582. Added a few recent additions. Pls correct if any of this is wrong or something is missing.

I think what you guys did in the last year is plenty release worthy anyways.

Most of the critical stuff for 0.72 is fixed (or almost fixed) now. I would suggest we do 2 Weeks of feature freeze, test as much stuff as we can and then go for release. - [x] Better player sitting animation [epCode] - [x] Rewrite mcl_autogroups [ryvnf] - [x] Add official Clientmod [EliasFleckenstein03] - [x] Clientmod: Sprint with double-W [EliasFleckenstein03] - [x] Separate Head / Body rotation [EliasFleckenstein03] - [x] Fix deprecation warnings from MT 5.5-dev [EliasFleckenstein03; ryvnf] - [x] Critical hits [epCode] - [x] Player pushing [epCode] - [x] Rewrite Armor and Damage API [EliasFleckenstein03] - [x] Rewrite burning players / entities [EliasFleckenstein03] - [x] Use the minecraft color set for tooltips and chat [AFCMS; EliasFleckenstein03] - [x] Add stripped logs [NO11] - [x] Add elytra [epCode; EliasFleckenstein03] - [x] Add fireworks prototype [NO11] - [x] Improve nether portal algorithms [kay27] - [x] Performance tweaks [EliasFleckenstein03; kay27; jordan4ibanez; cora] - [x] Make Cactus destroy items and minecarts [NO11] - [x] Show preview of new banner pattern when crafting it [erlehmann] - [x] Smoke API [iliekprogrammar; EliasFleckenstein03] - [x] Torch API [EliasFleckenstein03] - [x] MC-like kelp mechanics [iliekprogrammar] - [x] Tweak endermen [jordan4ibanez] - [x] Add script to reset end dimension [kay27] - [x] Tweak horse taming [Saku Laesvuori] - [x] Fix passive mobs despawning [Saku Laesvuori] - [x] More lag-resistant item pickup [jordan4ibanez] - [x] Mapgen fixes [kay27] - [x] Fix igloo hidden trapdoor [kay27] - [x] Fix screwdriver/bed and door duplication glitch [kay27] - [x] Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian achievements [kay27] - [x] Implement /spawnstruct dungeon [kay27] - [x] Death drop refactoring [AFCMS] - [x] Add missing API documentations [AFCMS] - [x] Make helmet protect from falling anvils [AFCMS] - [x] Add setting to disable command blocks [AFCMS] - [x] Add mob easter eggs [EliasFleckenstein03] - [x] Add villager sounds [epCode] - [x] Fix tooltips for named items [BlueBlancmanche] - [x] Make hoe dig some blocks faster [ryvnf] - [x] Slightly lift your right arm when holding an item - [x] Always open chests 90° [ZedekThePD] - [x] Allow portals to break only in creative and to be pointed [iliekprogrammar] - [x] Buckets API [AFCMS] - [x] Fix anvil duplication glitch [EliasFleckenstein03] - [x] Proper performance settings [EliasFleckenstein03; jordan4ibanez] - [x] Jukebox API [AFCMS] - [x] Flowers & Flowerpots API [AFCMS] - [x] Deterministic mapgen [kay27] - [x] Proper ender dragon spawning / egg leaving / end portal / XP behavior [EliasFleckenstein03] - [x] Boss bars [EliasFleckenstein03] - [x] End credits [EliasFleckenstein03] - [x] Speed up end credits when pressing jump [NO11] - [x] Make dragon egg teleport on punch [EliasFleckenstein03] - [x] End gateway portals [EliasFleckenstein03] - [x] Real Maps [EliasFleckenstein03] - [x] Particles for bonemeal, elytra fireworks, totems, sponges in the nether [NO11] - [x] Add item IDs to the description of items (Item ID Debug Setting) [NO11] - [x] Better food particles [NO11] - [x] Better Anvil nodebox [NO11] - [x] Improve cactus mechanics [NO11] - [x] Lightning, bone meal API [NO11] - [x] Enable fly when creative is on [NO11] - [x] Add mcl_playersSleepingPercentage setting [NO11] - [x] Fix reference / ghost inv dupes [Fleckenstein] - [x] Fix echest access without echest [Fleckenstein] - [x] Add Lanterns and Chains [AFCMS] - [x] Add Barrels [AFCMS] - [x] Add Targets [AFCMS] - [x] Add Composters [kabou] - [x] Fire lag fixed [cora] - [x] Vastly improved network traffic usage (from about 20kb/s down to <100b/s idle traffic) [anon5,erlehmann,Fleckenstein,cora] - [x] Fixed nether wart and fire not generating in nether [E] - [x] Added tradtional Chinese translation (partial) [EmojiGit] Most of the list stolen from #1582. Added a few recent additions. Pls correct if any of this is wrong or something is missing. I think what you guys did in the last year is plenty release worthy anyways.
Author
Contributor

Maybe we can still include shields though. I haven't made it work in an hour or so of playing with it but i'm sure it's possible (there is this thing where shields can't be enchanted on enchanting tables in mc apparently - see MineClone2/MineClone2#1963.

Maybe we can still include shields though. I haven't made it work in an hour or so of playing with it but i'm sure it's possible (there is this thing where shields can't be enchanted on enchanting tables in mc apparently - see https://git.minetest.land/MineClone2/MineClone2/pulls/1963.
Contributor

Most of the critical stuff for 0.72 is fixed (or almost fixed) now. I would suggest we do 2 Weeks of feature freeze, test as much stuff as we can and then go for release.

Given the huge amount of changes since 0.71 I think this may be motivated for 0.72. But I think feature freezes should be avoided in the future. An alternative would also be to create a release branch (were bugfixes are backported) but I don't think that is a very good idea for MineClone2 since it increases the amount of code to maintain.

As MineClone2 has started to review changes before merging them, the master branch should be stable enough to release from directly, and if a major bugs would discovered after releasing one can create bugfix release. This is how I think things should be done for MineClone2.

Maybe we can still include shields though. I haven't made it work in an hour or so of playing with it but i'm sure it's possible (there is this thing where shields can't be enchanted on enchanting tables in mc apparently - see #1963.

I personally think shields can wait. The changelog for 0.72 is already huge. It was one year ago since MineClone2 had a release, and the last release unfortunately had some major bugs in it. So I think making a stable release and putting it on contentdb should have the highest priority right now. It would also be nice to leave some exciting things for the next release.

> Most of the critical stuff for 0.72 is fixed (or almost fixed) now. I would suggest we do 2 Weeks of feature freeze, test as much stuff as we can and then go for release. Given the huge amount of changes since 0.71 I think this may be motivated for 0.72. But I think feature freezes should be avoided in the future. An alternative would also be to create a release branch (were bugfixes are backported) but I don't think that is a very good idea for MineClone2 since it increases the amount of code to maintain. As MineClone2 has started to review changes before merging them, the master branch should be stable enough to release from directly, and if a major bugs would discovered after releasing one can create bugfix release. This is how I think things should be done for MineClone2. > Maybe we can still include shields though. I haven't made it work in an hour or so of playing with it but i'm sure it's possible (there is this thing where shields can't be enchanted on enchanting tables in mc apparently - see #1963. I personally think shields can wait. The changelog for 0.72 is already huge. It was one year ago since MineClone2 had a release, and the last release unfortunately had some major bugs in it. So I think making a stable release and putting it on contentdb should have the highest priority right now. It would also be nice to leave some exciting things for the next release.
Contributor

Hi,

  • The script is irrelevant to the gameplay, also you suggested better way with /deleteblocks chat command, so why mentioning, better delete the script.

  • Nether portals were basically rewritten (not improved), they are now v.3 here, with minor bugs left (if compare with mcl5, fixes are in PR 1976).

  • Most of mapgen determinism stuff were fixed in 0.71.0. Here are tiny leftovers: chorus grouth and books in chests loot. It's very minor bugfixes.

  • Also, according to git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27":

kay27: Fix igloo hidden trapdoor with minetest.after(), https://git.minetest.land/MineClone2/MineClone2/issues/1797
kay27: [mcl_mapgen_core] Don't crash if Ender Dragon doesn't spawn for some reason
kay27: [mcl_mobspawners] Fix random crash, https://git.minetest.land/MineClone2/MineClone2/issues/1707
kay27: [mcl_beds] Fix screwdriver/bed duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149
kay27: Fix screwdriver/door duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149
kay27: [mcl_spawn] Ignore 'ignore' nodes when checking the point, fix https://git.minetest.land/MineClone2/MineClone2/issues/1230
kay27: [mcl_achievements] Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian
kay27: Prevent accessing uninitialized mcl_weather from mcl_burning
kay27: Implement /spawnstruct dungeon

But I don't mind, because basically what I did was leaving. But other contributors might want to be credited properly and this command might help.


About the feature freeze, come on, git allows you to set the tag to arbitrary branch, you can do for example:

git checkout -b my_beautiful_release
git push -u origin my_beautiful_release

The feature freeze there in my_beautiful_release branch will be done automatically, because everyone will continue pushing their contributions into the master branch.

After the freeze has been done, you do:

git checkout my_beautiful_release
git tag 1.0
git push origin 1.0

And voila - you done it through the release branch with no freezes and with no blockers for so many people for nothing.

The only inconvenience - this branch should be kept for the future, it's why I don't like to have numerous release branches, though for major version changes it can be fine, but for minor version changes (like this, hahaha), it's more nice to just:

git checkout master
git pull
git checkout my_beautiful_release
git pull
git merge origin/master
git push

Or probably @erlehmann would like the last two lines from here to be better:

git merge origin/master --no-ff
git push
Hi, * The script is irrelevant to the gameplay, also you suggested better way with `/deleteblocks` chat command, so why mentioning, better delete the script. * Nether portals were basically rewritten (not improved), they are now v.3 here, with minor bugs left (if compare with mcl5, fixes are in PR 1976). * Most of mapgen determinism stuff were fixed in 0.71.0. Here are tiny leftovers: chorus grouth and books in chests loot. It's very minor bugfixes. * Also, according to `git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27"`: ``` kay27: Fix igloo hidden trapdoor with minetest.after(), https://git.minetest.land/MineClone2/MineClone2/issues/1797 kay27: [mcl_mapgen_core] Don't crash if Ender Dragon doesn't spawn for some reason kay27: [mcl_mobspawners] Fix random crash, https://git.minetest.land/MineClone2/MineClone2/issues/1707 kay27: [mcl_beds] Fix screwdriver/bed duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149 kay27: Fix screwdriver/door duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149 kay27: [mcl_spawn] Ignore 'ignore' nodes when checking the point, fix https://git.minetest.land/MineClone2/MineClone2/issues/1230 kay27: [mcl_achievements] Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian kay27: Prevent accessing uninitialized mcl_weather from mcl_burning kay27: Implement /spawnstruct dungeon ``` But I don't mind, because basically what I did was leaving. But other contributors might want to be credited properly and this command might help. ------------------------- About the feature freeze, come on, git allows you to set the tag to arbitrary branch, you can do for example: ```bash git checkout -b my_beautiful_release git push -u origin my_beautiful_release ``` The feature freeze there in `my_beautiful_release` branch will be done automatically, because everyone will continue pushing their contributions into the `master` branch. After the freeze has been done, you do: ```bash git checkout my_beautiful_release git tag 1.0 git push origin 1.0 ``` And voila - you done it through the release branch with no freezes and with no blockers for so many people for nothing. The only inconvenience - this branch should be kept for the future, it's why I don't like to have numerous release branches, though for major version changes it can be fine, but for minor version changes (like this, hahaha), it's more nice to just: ```bash git checkout master git pull git checkout my_beautiful_release git pull git merge origin/master git push ``` Or probably @erlehmann would like the last two lines from here to be better: ```bash git merge origin/master --no-ff git push ```
Author
Contributor

kay and erlehmann are like an angel and a devil my shoulders (you decide which is which lol).

kay and erlehmann are like an angel and a devil my shoulders (you decide which is which lol).
Author
Contributor
  • The script is irrelevant to the gameplay, also you suggested better way with /deleteblocks chat command, so why mentioning, better delete the script.

Alright removed it.

  • Nether portals were basically rewritten (not improved), they are now v.3 here, with minor bugs left (if compare with mcl5, fixes are in PR 1976).

Changed the wording

  • Most of mapgen determinism stuff were fixed in 0.71.0. Here are tiny leftovers: chorus grouth and books in chests loot. It's very minor bugfixes.

Added that.

  • Also, according to git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27":
kay27: Fix igloo hidden trapdoor with minetest.after(), https://git.minetest.land/MineClone2/MineClone2/issues/1797
kay27: [mcl_mapgen_core] Don't crash if Ender Dragon doesn't spawn for some reason
kay27: [mcl_mobspawners] Fix random crash, https://git.minetest.land/MineClone2/MineClone2/issues/1707
kay27: [mcl_beds] Fix screwdriver/bed duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149
kay27: Fix screwdriver/door duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149
kay27: [mcl_spawn] Ignore 'ignore' nodes when checking the point, fix https://git.minetest.land/MineClone2/MineClone2/issues/1230
kay27: [mcl_achievements] Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian
kay27: Prevent accessing uninitialized mcl_weather from mcl_burning
kay27: Implement /spawnstruct dungeon

But I don't mind, because basically what I did was leaving. But other contributors might want to be credited properly and this command might help.

You obviously mind enough to have made this list. We can include that there's really no problem. Some of them seem fairly minor though? Not sure why you picked these. My git says:

git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27" |wc -l
66

Are these the ones that are particularly important to you ? I don't really get it.

But theres also no reason to be like that: I literally wrote I copied that list from #1582.

> * The script is irrelevant to the gameplay, also you suggested better way with `/deleteblocks` chat command, so why mentioning, better delete the script. Alright removed it. > * Nether portals were basically rewritten (not improved), they are now v.3 here, with minor bugs left (if compare with mcl5, fixes are in PR 1976). Changed the wording > * Most of mapgen determinism stuff were fixed in 0.71.0. Here are tiny leftovers: chorus grouth and books in chests loot. It's very minor bugfixes. Added that. > * Also, according to `git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27"`: > > ``` > kay27: Fix igloo hidden trapdoor with minetest.after(), https://git.minetest.land/MineClone2/MineClone2/issues/1797 > kay27: [mcl_mapgen_core] Don't crash if Ender Dragon doesn't spawn for some reason > kay27: [mcl_mobspawners] Fix random crash, https://git.minetest.land/MineClone2/MineClone2/issues/1707 > kay27: [mcl_beds] Fix screwdriver/bed duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149 > kay27: Fix screwdriver/door duplication glitch, https://git.minetest.land/MineClone2/MineClone2/issues/1149 > kay27: [mcl_spawn] Ignore 'ignore' nodes when checking the point, fix https://git.minetest.land/MineClone2/MineClone2/issues/1230 > kay27: [mcl_achievements] Add mcl:stoneAge, mcl:hotStuff, mcl:obsidian > kay27: Prevent accessing uninitialized mcl_weather from mcl_burning > kay27: Implement /spawnstruct dungeon > ``` >But I don't mind, because basically what I did was leaving. But other contributors might want to be credited properly and this command might help. You obviously mind enough to have made this list. We can include that there's really no problem. Some of them seem fairly minor though? Not sure why you picked these. My git says: `git log 0.71.0..HEAD --pretty="%an: %B" | egrep "^kay27" |wc -l` 66 Are these the ones that are particularly important to you ? I don't really get it. But theres also no reason to be like that: I literally wrote I copied that list from #1582.
Contributor

Some of the other items in your list are minor fixes too.

Lets give kay27 proper credit for all the work he has done, and is still doing, as mineclone2 also benefits from his current work on mineclone5. You could summarize some of it as "Fix many crashes [kay27]"

Some of the other items in your list are minor fixes too. Lets give kay27 proper credit for all the work he has done, and is still doing, as mineclone2 also benefits from his current work on mineclone5. You could summarize some of it as "Fix many crashes [kay27]"
Contributor

Improper credits are so-so, that's why I replied. Take it easy, the list was an example, I prefer to be removed because I looks like didn't work on 0.72.

Actually, I had a big debt to 0.72 - multiple mapgen issues introduced in 0.71. I asked if I have to update mapgen PR, and the answer was positive. It would be not bad to add it. But there was stupidest ever review by @AFCMS with vectors and spaces. When you then got 5.5 vectors, you wanted them to work in 5.3 which is impossible. Meanwhile bugs from 0.71 copied into Mineclonia, wrongly fixed there and welcomed back here, it's very disappointing.

Long story short, lots of mods are facing problems on placing schematics, like this:

I investigated and fixed this for MCL5. This is called mapgen API v2 and v3 - both are much better than current MCL2's emerges which were done because of depending on MT release 5.4. There were done many wrong things, emerging huge areas caused chain-reacted map generations and sometimes crashes. But they are buried pretty good and they are rare themselves, maybe it makes an imporession that everything is fine? Many mapgen things wrong by design, basically my old wrong suppositions and errors, before mapgen v3, btw, Wuzzy labelled them 'needs engine change' and didn't fix.

So I think now you can understand:

Seeing here "Mapgen fixes [kay27]" is just killing me.

Improper credits are so-so, that's why I replied. Take it easy, the list was an example, I prefer to be removed because I looks like didn't work on 0.72. Actually, I had a big debt to 0.72 - multiple mapgen issues introduced in 0.71. I asked if I have to update mapgen PR, and the answer was positive. It would be not bad to add it. But there was stupidest ever review by @AFCMS with vectors and spaces. When you then got 5.5 vectors, you wanted them to work in 5.3 which is impossible. Meanwhile bugs from 0.71 copied into Mineclonia, wrongly fixed there and welcomed back here, it's very disappointing. Long story short, lots of mods are facing problems on placing schematics, like this: * https://github.com/minetest/minetest/issues/8232 I investigated and fixed this for MCL5. This is called mapgen API v2 and v3 - both are much better than current MCL2's emerges which were done because of depending on MT release 5.4. There were done many wrong things, emerging huge areas caused chain-reacted map generations and sometimes crashes. But they are buried pretty good and they are rare themselves, maybe it makes an imporession that everything is fine? Many mapgen things wrong by design, basically my old wrong suppositions and errors, before mapgen v3, btw, Wuzzy labelled them 'needs engine change' and didn't fix. So I think now you can understand: Seeing here "Mapgen fixes [kay27]" is just killing me.
Author
Contributor

Some of the other items in your list are minor fixes too.

fair but again: i pretty much just copied this from elsewhere like i said in the original post.

I think your mapgen stuff is great but I also think it's a huge thing and we won't do it justice if we quicktest it and then put it in: Peoples existing maps might be at risk here (not saying they are, but there's the possibility) that's why, like i think I have said in other places i think it's better not to have it in the release last minute.

> Some of the other items in your list are minor fixes too. fair but again: i pretty much just copied this from elsewhere like i said in the original post. I think your mapgen stuff is great but I also think it's a huge thing and we won't do it justice if we quicktest it and then put it in: Peoples **existing maps might be at risk here** (not saying they are, but there's the possibility) that's why, like i think I have said in other places i think it's better not to have it in the release last minute.
Contributor

Heh, I read again what I posted before. Looks silly. I'm sorry. Feel free to ignore it. Honestly, actually, what made sense for me - fortresses related to warts, warts are:

And:

MCL5 fix is a bit overkill but it supports fortresses.

MCLA fix caused emerge problems and missing entire chunks, so it has more chance to break up the maps, also it is a yet another conflict which I have to resolve before adding fortresses? How many new stuff you plan to add before merging 1976? It's challenging - keeping it up to date with MCL5.

Also MCLA fix isn't compatible with modular structure and further cleanups like MineClone5/MineClone5#109 Though I don't mind but you did IIRC

Heh, I read again what I posted before. Looks silly. I'm sorry. Feel free to ignore it. Honestly, actually, what made sense for me - fortresses related to warts, warts are: * https://git.minetest.land/Mineclonia/Mineclonia/src/branch/master/mods/MAPGEN/mcl_mapgen_core/init.lua#L2223 And: * https://git.minetest.land/MineClone5/MineClone5/src/branch/master/mods/MAPGEN/mcl_mapgen_core/nether_wart.lua MCL5 fix is a bit overkill but it supports fortresses. MCLA fix caused emerge problems and missing entire chunks, so it has more chance to break up the maps, also it is a yet another conflict which I have to resolve before adding fortresses? How many new stuff you plan to add before merging 1976? It's challenging - keeping it up to date with MCL5. Also MCLA fix isn't compatible with modular structure and further cleanups like https://git.minetest.land/MineClone5/MineClone5/pulls/109 Though I don't mind but you did IIRC
Author
Contributor

Also MCLA fix isn't compatible with modular structure and further cleanups like MineClone5/MineClone5#109 Though I don't mind but you did IIRC

Well if need be that can easily be reverted i guess seeing as it's p small and simple reverting #1976 would likely be not so easy ^^.

That's why I picked the mcla one as a quick, well tested fix that will work for release (and not having nether warts spawn basically breaks survival potions).

> Also MCLA fix isn't compatible with modular structure and further cleanups like https://git.minetest.land/MineClone5/MineClone5/pulls/109 Though I don't mind but you did IIRC Well if need be that can easily be reverted i guess seeing as it's p small and simple reverting #1976 would likely be not so easy ^^. That's why I picked the mcla one as a quick, well tested fix that will work for release (and not having nether warts spawn basically breaks survival potions).
Author
Contributor

Let's not call it feature freeze though i suppose people really hate that word lol.

It's not like I can or want to stop people from making new features. The point is to focus on testing for a little while.

Let's not call it feature freeze though i suppose people really hate that word lol. It's not like I can or want to stop people from making new features. The point is to focus on testing for a little while.
cora changed title from Release & Feature Freeze to Release 2022-03-02 12:46:45 +01:00
Contributor

Are these the ones that are particularly important to you ? I don't really get it.

These ones were the whole list of them minus merge commits (a half of them), minus very minor things (a half of the rest), minus what is listed already (the most of the rest).

Well if need be that can easily be reverted i guess seeing as it's p small and simple reverting #1976 would likely be not so easy ^^.

Before it will be reverted, it needs to be merged from master into MineClone2/MineClone2#1976 to make it up to date with current master branch. Without it, this branch can't be up to date. There is currently the following conflict:

<<<<<<< HEAD
	if not singlenode then
		-- Big lava seas by replacing air below a certain height
		if mcl_mapgen.lava then
			set_layers(vm_context, pr, mcl_mapgen.overworld.min, mcl_mapgen.overworld.lava_max, c_lava, c_air)
			if c_nether then
				set_layers(vm_context, pr, mcl_mapgen.nether.min, mcl_mapgen.nether.lava_max, c_nether.lava, c_air)
			end
		end
	end
end, 1)

local modpath = minetest.get_modpath(minetest.get_current_modname())

dofile(modpath .. "/clay.lua")
dofile(modpath .. "/tree_decoration.lua")
dofile(modpath .. "/nether_wart.lua")
dofile(modpath .. "/light.lua")
if v6 then
	dofile(modpath .. "/v6.lua")
elseif not singlenode then
	dofile(modpath .. "/biomes.lua")
end
if not singlenode and c_nether then
	dofile(modpath .. "/nether.lua")
end
=======

	return lvm_used, shadow
end

local function basic_node(minp, maxp, blockseed)
	if mg_name ~= "singlenode" then
		-- Generate special decorations
		generate_underground_mushrooms(minp, maxp, blockseed)
		generate_nether_decorations(minp, maxp, blockseed)
		generate_structures(minp, maxp, blockseed, minetest.get_mapgen_object("biomemap"))
	end
end

mcl_mapgen_core.register_generator("main", basic, basic_node, 1, true)

>>>>>>> origin/master

Not as I couldn't resolve it. But I can't make it obviously in a proper and respectful way. It seems to me like there is no way, right?

Since you've made up your mind about your preferences, I can’t kinda merge it, but in fact just throw out the code.

> Are these the ones that are particularly important to you ? I don't really get it. These ones were the whole list of them minus merge commits (a half of them), minus very minor things (a half of the rest), minus what is listed already (the most of the rest). > Well if need be that can easily be reverted i guess seeing as it's p small and simple reverting #1976 would likely be not so easy ^^. Before it will be reverted, it needs to be merged from master into https://git.minetest.land/MineClone2/MineClone2/pulls/1976 to make it up to date with current master branch. Without it, this branch can't be up to date. There is currently the following conflict: ```diff <<<<<<< HEAD if not singlenode then -- Big lava seas by replacing air below a certain height if mcl_mapgen.lava then set_layers(vm_context, pr, mcl_mapgen.overworld.min, mcl_mapgen.overworld.lava_max, c_lava, c_air) if c_nether then set_layers(vm_context, pr, mcl_mapgen.nether.min, mcl_mapgen.nether.lava_max, c_nether.lava, c_air) end end end end, 1) local modpath = minetest.get_modpath(minetest.get_current_modname()) dofile(modpath .. "/clay.lua") dofile(modpath .. "/tree_decoration.lua") dofile(modpath .. "/nether_wart.lua") dofile(modpath .. "/light.lua") if v6 then dofile(modpath .. "/v6.lua") elseif not singlenode then dofile(modpath .. "/biomes.lua") end if not singlenode and c_nether then dofile(modpath .. "/nether.lua") end ======= return lvm_used, shadow end local function basic_node(minp, maxp, blockseed) if mg_name ~= "singlenode" then -- Generate special decorations generate_underground_mushrooms(minp, maxp, blockseed) generate_nether_decorations(minp, maxp, blockseed) generate_structures(minp, maxp, blockseed, minetest.get_mapgen_object("biomemap")) end end mcl_mapgen_core.register_generator("main", basic, basic_node, 1, true) >>>>>>> origin/master ``` Not as I couldn't resolve it. But I can't make it obviously in a proper and respectful way. It seems to me like there is no way, right? Since you've made up your mind about your preferences, I can’t kinda merge it, but in fact just throw out the code.
Author
Contributor

Look, i have repeatedly said that I want to evaluate #1976 AFTER release. Now you can obviously disagree with it and that's alright.

But since you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5 (funny enough erlehmann is salty that i'm not turning it into mcla lol) let me be very clear: The maps fix you wanted me to merge (and were indeed a bit pushy about imo) turns out to be a bit of a disaster sorry to say (old maps do indeed not work). So forgive me that I am a bit careful.

Look, i have repeatedly said that I want to evaluate #1976 AFTER release. Now you can obviously disagree with it and that's alright. But since you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5 (funny enough erlehmann is salty that i'm not turning it into mcla lol) let me be very clear: The maps fix you wanted me to merge (and were indeed a bit pushy about imo) turns out to be a bit of a disaster sorry to say (old maps do indeed not work). So forgive me that I am a bit careful.
Contributor

you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5

I worry that I won't be able to sync it again if I'll add fortresses - a bit too different games, too many mods affected, one of the problems will be the warts.

old maps do indeed not work

Have no idea what do you mean, on my servers the old maps work.

> you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5 I worry that I won't be able to sync it again if I'll add fortresses - a bit too different games, too many mods affected, one of the problems will be the warts. > old maps do indeed not work Have no idea what do you mean, on my servers the old maps work.
Author
Contributor

you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5

I worry that I won't be able to sync it again if I'll add fortresses - a bit too different games, too many mods affected, one of the problems will be the warts.

I worry about that too. But we will figure it out one way or another.

old maps do indeed not work

Have no idea what do you mean, on my servers the old maps work.

Well it's on your server that i noticed they dont. They're just colored squares now

> > you seem to be a bit salty about the fact that i am not turning mcl2 into mcl5 > > I worry that I won't be able to sync it again if I'll add fortresses - a bit too different games, too many mods affected, one of the problems will be the warts. I worry about that too. But we will figure it out one way or another. > > old maps do indeed not work > > Have no idea what do you mean, on my servers the old maps work. Well it's on your server that i noticed they dont. They're just colored squares now
NO11 closed this issue 2022-04-06 13:51:07 +02:00
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Reference: VoxeLibre/VoxeLibre#2036
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