Good for: Cobweb (but without the weird liquid hackery) * With move_resistance you can specify nodes to slow players down like liquids but not actually be liquids. Good for: Simple games that don't want these checkboxes. * Games can remove the checkboxes for damage, Creative Mode and server hosting in singleplayer. Translation of the translation: Different tools might yield different drops when digging blocks * Add group-based tool filtering for node drops. * Per-player fall damage modifier (via armor group). My personal highlights (heavily biased towards my own work, lol): ![]() ownloads\minetest-5.5.0-win64\bin\.\builtin\fstk\ui.lua:186: in function ownloads\minetest-5.5.0-win64\bin\.\builtin\fstk\ui.lua:142: in function 'handle_buttons' test-5.5.0-win64\bin\.\builtin\mainmenu\tab_a:172: in function 'handle_buttons' 5.5.0-win64\bin\.\builtin\mainmenu\dlg_a:638: attempt to index field 'aliases' (a nil value) 17:19:59: ERROR: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(). 17:19:32: ERROR: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(). 17:19:17: ERROR: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(). (Client-server compatibility is untouched by this.) Note: This isn't a first but to avoid surprises we want to point out that once you have loaded a map in Minetest 5.5 you will not be able to load it in previous versions. Lots and lots of bug fixes and performance improvements.Work has been done to implement dynamic shadows, but they were not ready to be included in this release.Formspec and Lua API features including a better Dynamic Media API and a PNG encoder.This has been shown to result in 20-30% faster map generation! More efficient map compression using the Zstd format.We switched to our own Irrlicht fork allowing us to fix many longstanding bugs (text input, fullscreen, macOS support, graphics) and improve graphics in the future.Seasons will not be added to core Minetest because there is no axial tilt (which also won't be added), again that's for mods. The idea is too complex and problematic for core Minetest and isn't really needed, it should remain a mod thing. conf.ĭynamic variation of temperature and humidity, with freezing and melting water, was worked on by proller but was a mess and was removed. In all mapgens you can set the biome/temperature and humidity noises in. ![]() However this will result in jungles in cold biomes, so i will have to relocate jungles. Then divided into taiga and tundra using humidity noise. ![]() If optional cold biomes are added to mgv6 they will be defined by biome noise < -0.45 (1/3rd of the map). Humidity noise is limited to 0 to 1, then if > 0.75 defines jungle in non-desert areas.
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