Release #2036
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#P1 CRITICAL
#P2: HIGH
#P3: elevated
#P4 priority: medium
#P6: low
#Review
annoying
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bug
code quality
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delayed for engine release
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mapgen
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mineclone2+
Minecraft >= 1.13
Minecraft >= 1.17
missing feature
mobile
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model needed
multiplayer
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needs engine change
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nodes
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performance
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possible close
redstone
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mcl5
mcla
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Reference: VoxeLibre/VoxeLibre#2036
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Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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.
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.
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.
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.
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.
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"
: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:
The feature freeze there in
my_beautiful_release
branch will be done automatically, because everyone will continue pushing their contributions into themaster
branch.After the freeze has been done, you do:
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:
Or probably @erlehmann would like the last two lines from here to be better:
kay and erlehmann are like an angel and a devil my shoulders (you decide which is which lol).
Alright removed it.
Changed the wording
Added that.
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.
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]"
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.
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.
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
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).
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.
Release & Feature Freezeto ReleaseThese 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).
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:
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.
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.
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.
Have no idea what do you mean, on my servers the old maps work.
I worry about that too. But we will figure it out one way or another.
Well it's on your server that i noticed they dont. They're just colored squares now