v0.5.0-alpha — Cross-world portals
Pre-release
Pre-release
·
31 commits
to master
since this release
Cross-world portals: a portal can now lead to a different world — even one running a different game — with the destination rendered live inside the portal before you step through.
Highlights
- Multiworld link — a registry of worlds and portal endpoints, a pairing panel (
/porte) with one-click bidirectional doors, on-demand world startup, and player handoff between local servers. - Dual-client live portal view — while playing world A, a second passive connection streams world B and renders it into the portal's texture: real terrain, entities, lighting, sky, fog and time-of-day of the destination, correctly aligned to the frame.
- In-place session swap — crossing a paired portal swaps the two connections in ~6–7 ms instead of reconnecting: position, look and velocity carry through, the world you left stays hosted and visible behind you.
- Cross-game doors — the new bundled YaFPS arena game can sit on the other side of a door; the panel can create new worlds (any installed game) with the return door pre-built.
- Sturdier pairings — a rebuilt portal frame reclaims its endpoint and its pairing; portal state is delivered to clients on join.
- Engine as submodule — the patched engine now lives in giacomo986/luanti, branch
portal-fork(based on 5.16.1); this repo records the exact engine commit per release.
Fixes
- Permanent
gravity = 0after the park/unpark cycle on VoxeLibre worlds (walking on air, a jump ascended forever): the parked-ghost physics re-snapshot is now per-attribute. - Sky no longer flashes white after a round trip through a cross-world door.
- The player is no longer nudged sideways in the old world during a swap.
Downloads
Luanti-portal-x86_64.AppImage (make executable, run) or Luanti-portal-x86_64.flatpak (flatpak install --user). Both bundle the patched engine, the yaportal mod and the YaFPS game.