Once again, you can dig any node given enough
time and patience, but now you no longer receive
the resources from that node, and the node goes
into a "displaced" state where you can move past
it but it will re-place itself as soon as you walk
away, similar to how scaling nodes work.
- The sorting actually only worked in English, and
not in any translated languages.
- The ordering would bias players towards focusing
on alphabetically-first hints, which are not
necessarily the best to try. Shuffling instead
should suggest alternative options each time the
tab is brought up.
- The ordering-bias effect is probably worse for
non-English where it's less obvious that there's
a mundane and non-meaningful reason why they
are in a particular order.
In theory we're losing the ability to quickly check
for a hint with known text is in one of the lists on
the tab for English speakers but this is not really
a core intended use-case for hints.
- Move time_speed into config defaults instead of overwriting
host's minetest.conf (affects other SP worlds).
- Keep time synced in a loop now, to compensate for the fact that
time_speed might be overridden.
- Correct the exact time of day for "no shadow time" to 0.2, which
seems to work in the corner-case empirically. The previous
value of 5/24 still had long faint shadows on a perfectly flat
world.
On the off chance that the client honors this,
raise the default gamma so that nav-by-feel/scale
spot light is actually visible. Based on anecdotal
evidence, gamma=2 makes this workable on
most displays while still retaining some
semblance of a brightness curve.
Described in player guide "movement" tab.
It's analogous to the old "/stuck" command that
was removed once long ago, but much more
tedious to execute, so players still have an
incentive to extricate themselves manually.
It was checking the craft before actually placing
the node, causing the crude glass recipe to
complete when molten glass flowed into a mold
with water below, then it got replaced by the
source node, then it re-quenched to chromatic on
the next ABM pass. Now it actually quenches
directly to chroma immediately like it should.
As soon as an item is placed run a cooking recipe
check, so auto-furnaces can run at maximum
designed speed instead of having to wait for ABMs,
which may lag. This should make MP performance
also a lot closer to SP performance...
- Add a glossary for confusing terms that have
been difficult to translate.
- Clarify crediting for weblate users.
- Further simplify translation request in wishlist.
Users can now register themselves for translation, no need to
contact an admin to create a new account.
Also reorg some of the engine bugs in the wishlist, prioritize.
Old behavior used to round exactly-off-by-half
values up toward +inf, but since
https://github.com/minetest/minetest/pull/10803
they are rounded toward +/-inf, which means that
if a player's y coord was exactly -1.5, it used to
round up to -1.0 but now rounds down to -2.0.
This affects using vector.round to get the pos of
the node the player's feet are standing INSIDE,
because if the player's y coord is exactly -0.5, as
would happen while they're standing perfectly at
rest on top of a node, it will instead give us the
node they're standing ON.
This causes spurious player "pushout" events,
because the game thinks players are standing
inside the node they're actually standing on top
of.
To work around this, just add a small positive
fudge factor to the player's y coord to bias it
toward +inf.
This was apparently causing sand not to cook if it
had another sand node on top of it, because the
inverted cooking ABM would detect the top sand
node only and not process the cook check for the
lower one.
- For inventory and wield images, this is already
possible via override.txt since 5.3.
- For special tiles, this will be possible in 5.4.
- This complicates things, and introduces warning
messages into mods built without awareness of
this feaure.
- As far as I know, no texture packs have actually
ever used this feature.
Node inventories are sent to clients, while metadata
fields are automatically set private by the server
and not sent to clients. Not using node meta
inventories may help reduce the amount of data
sent to clients, especially in storage-heavy areas
where we were duplicating the work of sending the
inventory data not used on the client, as well as the
visible item entities.
Automatically convert old-format data to new upon
reading.
Also, needed to provide some APIs for sane access
to data in serialized format, and another way to
signal that a node can accept a stack other than
the size of inventory[solo]
Now nodes other than sponges (i.e. downstream
mods) can create artificial temporary water sources
similar to sponge squeezing.
The API allows specifying a source node and position,
so the water will dissipate if the source node is
removed. A min/max TTL can also be specified, so
like the sponge, it can require external triggering to
maintain the water flow as well as the presence of
the node.
The original theory was that preallocating the array forced lua
to use the "array part" of a table instead of the "hash part",
which should be faster since lookups are a simple linear offset
calculation and not a hash with collision check.
It turns out, however, that in empirical testing, whether the
array-preallocated or the naive-allocated version is faster depends
on circumstances, such as how sparse the array is, how uniform
access is, or how much other load the system is under. This seems
to suggest that arrays are more computationally-efficient but less
cache-efficient, so cache evictions caused by other concurrent
processes may slow this method down significantly.
Worst-case performance will be the most noticeable here, since a
system that's heavily loaded would have the most need for speed
in the first place, so it's probably better generally to use the
naive allocation.
In all, the naive allocation method also seemed to be the least
sensitive to external factors. In addition to the array method,
attempts to pre-compile the dynamic checks into a binary tree of
if/then statements (which could be JITted and optimized) failed
as well.
- Apply logic as first-class support so we can still
have custom after_dig_node hooks.
- Shared flag nodecore.silktouch_digging that can
be used in after_dig_node callbacks to determine
if we're in the middle of a silk-touch dig.
- Add coal particles to tarstone digging if the coal
is destroyed/dispersed during the dig operation.
Once coal is mixed into the stone, it's "locked"
away. Breaking the hardened stone releases the
coal as a fine powder that's not recoverable.
I'd rather violate the 1st law of thermodynamics and
not preserve the coal here than violate the 2nd law
and have it neatly "unmix" itself back into a lump.
It doesn't catch 100% of everything, but presumably
it catches at least some things, and has little
marginal cost on top of the ABM alone.
Players have been remarking about the fact that
dungeons sometimes initialize right before their
eyes. LBMs SHOULD be able to fire outside of the
ABM active range, giving us a chance to catch these
a little earlier before the player is close enough to
notice...?