Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[roadmap] Minetest 0.5.0 objectives #2370

Closed
10 of 22 tasks
nerzhul opened this issue Feb 21, 2015 · 58 comments
Closed
10 of 22 tasks

[roadmap] Minetest 0.5.0 objectives #2370

nerzhul opened this issue Feb 21, 2015 · 58 comments
Labels
Roadmap The change matches an item on the current roadmap.

Comments

@nerzhul
Copy link
Member

nerzhul commented Feb 21, 2015

This issue permits to have a view on minetest objectives for the 0.5.0 release, which will happen in the future (4-6 months ? later ? we don't know).

If you have ideas for the next release, please add it there

Objectives

Breaking changes

New features

New Lua API features

  • on_punch callback to detect who punch who
  • Mod security
  • Client-side Lua?

Improvements

Code organisation

  • Organize code into a shallow directory structure (e.g., gui* to client/)
  • Rename and organize files to follow naming conventions (should be foo_bar (content_abm.cpp), but foobar (defaultsettings.cpp), fooBar (guiTable.cpp), and foo-bar (database-sqlite3.cpp) variations exist)
@nerzhul nerzhul added the Roadmap The change matches an item on the current roadmap. label Feb 21, 2015
@nerzhul nerzhul added this to the 0.5 milestone Feb 21, 2015
@C1ffisme
Copy link

Did you seriously add the Roadmap label just for this ONE issue?

Add Voxel Area Entities to the New features list. Trust me, it will give us a feature minecraft does not have yet, and will let many more players see what open-source is all about.

@SmallJoker
Copy link
Member

@C1ffisme, would you expect more roadmaps for this milestone?

Allow us to rotate objects in all directions and add "undocked" nodes, so it's possible push those away like real items.
I've seen the game "StarMade" and it's a great inspiration to cover the mostly unused sky of our 60 km high worlds with floating structures.

@RobertZenz
Copy link
Contributor

@nerzhul There's #1399 around, which is most likely a very big feature/work and is marked for 0.5.

@C1ffisme But FLOSS is not about "we have so many more features than everyone else", it's about "you can change it and do with it what you want".

@RHRhino
Copy link

RHRhino commented Feb 21, 2015

Some ideas:

  • Wielded light (carrying torches in your hand should light up caves)
  • Colored light
  • Minetest-to-Blender export (I want to render my buildings/worlds ^.^ )
  • Randomized textures

@SmallJoker "undocked nodes" 👍 How about pushing falling nodes?
@C1ffisme "Voxel Area Entities" 👍

@SmallJoker
Copy link
Member

@RHRhino, pushing falling nodes which can be attached to other falling nodes

@JakubVanek
Copy link
Contributor

Some of my suggestions:

@Amaz1
Copy link
Contributor

Amaz1 commented Feb 21, 2015

I think #2080 would be a good addition.

@JakubVanek
Copy link
Contributor

Lua API: #2250, fixes

@Ekdohibs
Copy link
Member

Lua API: #1118, and VAEs would be two useful changes, perhaps mod security as a precursor to client-side Lua (which would probably be for later, 0.5.0 seems too soon)

@MirceaKitsune
Copy link
Contributor

Those are some really good points so far! I'm glad more attention is given to the networking system, which I think is still highly unoptimized and slow. Not to mention the lack of prediction for meta inventories, and how laggy and ugly it is to move items in a chest on most servers! Please read my threads on both issues, in case anyone is interested:

https://forum.minetest.net/viewtopic.php?f=7&t=10697&p=163860

https://forum.minetest.net/viewtopic.php?f=6&t=9527&p=145064

Now if only yaw interpolation was also on this list :)

@C1ffisme
Copy link

@RobertZenz True, I open my mouth and not everything I say/type is what I wanted to say. I talk faster than I can think of words to express myself. I really meant something more like, newbies should learn that there is a reason to play minetest over minecraft.

@4Evergreen4
Copy link
Contributor

I also have a few suggestions:

An on_pucnh function would be useful for detecting who killed who or who killed what.

@ghost
Copy link

ghost commented Feb 23, 2015

Vote for #1072 #2338 #2339 #2303

@ghost ghost mentioned this issue Feb 25, 2015
@C1ffisme
Copy link

C1ffisme commented Mar 1, 2015

Are we going to add VAEs, or no? I didn't see them added to the list.

Another Question : Does this roadmap include minetest_game changes or just changes to the minetest engine? (Not that I want VAEs developed in minetest_game, I still want them in the engine.)

@p5yk0g3n3s1s
Copy link

@C1ffisme I believe the decision was 0.5 was too soon for VAE's.

Edit: Also from what I can tell this roadmap is intended for the engine only.

@C1ffisme
Copy link

C1ffisme commented Mar 1, 2015

@MT-Modder Ah, okay. Maybe 0.6, or 1.0.

I sure do hope there are some big gameplay changes, though.

Should a roadmap be added to minetest_game?

@p5yk0g3n3s1s
Copy link

One for minetest_game will probably be added. It looks like most changes are major bug fixes and a few new modding api features.

Here is the current list: https://github.com/minetest/minetest/milestones/0.5.
More goals will probably be added and some might be pushed toward the next milestone.

Edit: Here is a complete to do list if you didn't know about it: http://dev.minetest.net/TODO

@paramat
Copy link
Contributor

paramat commented Mar 1, 2015

Celeron55 has posted a roadmap in the forum https://forum.minetest.net/viewtopic.php?f=7&t=9177&hilit=roadmap

@Wuzzy2
Copy link
Contributor

Wuzzy2 commented Mar 1, 2015

I vote for a few modding-related issues:

@nerzhul
Copy link
Member Author

nerzhul commented Mar 2, 2015

@paramat yes, it's a general roadmap. I think, because @ShadowNinja is working on database rework we should include:

  • Enable locking so that the database cannot be opened by multiple instances of Minetest
  • Resolve issues or close it.

@p5yk0g3n3s1s
Copy link

I would like to see animated inventory images added sometime in the future. That would be cool :-)

Edit: Oh and make infotext more customizable. For example, it should have some of the same capabilities as a formspec like adding a background image.

@ShadowNinja
Copy link
Member

@nerzhul: All of our DB backends already implement cross-process locking (except dummy of course). They also allow you to run other things like mappers while the server's running, which is good because it doesn't require copying or downtime.

@nerzhul
Copy link
Member Author

nerzhul commented Mar 4, 2015

@ShadowNinja then maybe we need to update celeron55 roadmap then, because it's always set

@dngulin
Copy link
Contributor

dngulin commented Mar 11, 2015

UTF-8 support

This is especially important. This will fix the most serious lack of the game.

@Holyphoenix
Copy link

+1 wielding torches.

@SmallJoker
Copy link
Member

@Holyphoenix The idea is not new and it's still not good until there is dynamic lightening and light emitting support for entities.

@Holyphoenix
Copy link

@SmallJoker - #816 (comment)

Anyway, it would be a lot better once dynamic lighting and light emitting support for entities are added, especially since other people will be able to see the light from your torch. So +1 dynamic lighting and +1 light emitting entities!

@neoascetic
Copy link
Contributor

Custom cloud height

@nerzhul AFAIK it is already supported with cloud_height option. But IMO it should be improved: cloud height should be set on server-side and not client side (because on server water_level may be set to value higher than client's cloud_height and user will get clouds under the water). What do you think on this?

@nerzhul
Copy link
Member Author

nerzhul commented May 17, 2015

Checked some done features

@paramat
Copy link
Contributor

paramat commented May 18, 2015

I guess mapgen v7 should be finished before 0.5 release ;)

Someone brave enough needs to poke hmmmm with a stick about that :)

Heh that's actually my responsibility, hmmmm was fed up working on it so i offered to improve it and maintain it, i have worked on it a huge amount, he likes the result and i consider it the best mapgen. All that's left is improving the terrain noise parameters, larger biomes and adding the biome system, we have fixed the last remaining bugs and issues so just a few weeks more now. If not 0.4.13 then certainly for the big release. Mgv5 will be stable with biomes too.

@pchickn
Copy link

pchickn commented Jun 16, 2015

Yess, been waiting for custom health and breath.
When 5.0's out, I'll finally be able to finish my mod.

@RobertZenz
Copy link
Contributor

I know I'm kinda late with that, but can we get #2151 on the list? It is a real pain if you're trying to write your own mapgen and want to spawn trees and it takes a half minute upwards for all trees to be spawned. I'm very sure that such mods like moretrees would also benefit greatly from it.

@neoascetic
Copy link
Contributor

+1 for wield light (#816)

@wilkgr76
Copy link
Contributor

wilkgr76 commented Sep 2, 2015

I'd really like:

  • light wielding
  • custom skins (I know there are plenty of skin mods, but how about integrating it like voxelands?)
  • client-side lua (to prevent griefing, unknown blocks, etc, prevent any mods in the "clientmods" folder from running if they define any new nodes, tools, etc.)

@ShadowNinja
Copy link
Member

@RHRhino: MT-to-Blender is something to be done with an external script.

@wilkgr76
custom skins: That's a game issue.
quick connection: A media cache is already implemented, although it uses SHA-1, not MD5.

@neoascetic
Copy link
Contributor

Client side lua request: #3440

@asl97
Copy link
Contributor

asl97 commented Dec 9, 2015

@neoascetic (iirc) client side lua has long been listed, there is also two page on the dev wiki

http://dev.minetest.net/TODO#Big.2C_long_term_goals_.28Client.29
http://dev.minetest.net/Client_scripting_plans

@neoascetic
Copy link
Contributor

We will wait for 0.4.14 for two more years then, because amount of changes is very big.

@0-afflatus
Copy link

> Custom player breath (#2246)
> Custom player health (#2246)

These should be part of a generic, extensible stat system which would allow hunger, suffocation and other arbitrary stats to be easily soft-coded.

@wilkgr76
Copy link
Contributor

wilkgr76 commented Mar 9, 2016

@0-afflatus Yes. +googolplex³

@iqualfragile
Copy link

#4184
is concerned with networking and would most likely be a backward compatibility breaking change

@Wuzzy2
Copy link
Contributor

Wuzzy2 commented Jul 3, 2016

Can you add “Use SemVer” on the roadmap?
This was discussed here:
https://forum.minetest.net/viewtopic.php?f=3&t=10848&hilit=semver#p166143

It was more or less accepted by the developers as far I can remember.

@Wuzzy2
Copy link
Contributor

Wuzzy2 commented Jul 12, 2016

Can you tick the “custom cloud height” from the TODO list? It is already possible for a long time with the setting cloud_height in minetest.conf. But this setting is client-side only. Maybe you want to clarify what you wanted to add.

@bigfoot547
Copy link
Contributor

Player fov #1075.

@nerzhul
Copy link
Member Author

nerzhul commented Mar 28, 2017

i close this issue as we are focused on CSM and bugfixes.

@thePalindrome
Copy link
Contributor

I'd say we should leave this open seeing as we want to incorporate as many features as possible into this release because we are breaking compatibility. Bug fixes are typically compatible with earlier versions, not to mention that 0.5 might not even be the next version!

I vote we keep this open to continue discussion on these features and to provide a place for interested parties to check on progress.

@nerzhul
Copy link
Member Author

nerzhul commented Mar 28, 2017

@thePalindrome it seems 0.5 is delayed for a long amount of time at this moment, except if we decide CSM and all master changes are sufficient to justify a major version bump (and i think it should)

@nerzhul
Copy link
Member Author

nerzhul commented May 26, 2017

This issue is deprecated and can be replaced by another and https://github.com/minetest/minetest/projects/4

@Wuzzy2
Copy link
Contributor

Wuzzy2 commented May 26, 2017

Does the deprecation also mean that all unfinished things of the TODO list in the first post have been discarded?
I haven't seen seperate issues covering the missing items on the TODO list.

Please don't forget the things on the TODO list (unless you discarded it completely).

@nerzhul
Copy link
Member Author

nerzhul commented May 26, 2017

s/discarded/delayed for re-discussion/g

@Fixer-007
Copy link
Contributor

Fixer-007 commented May 27, 2017

@Xaleth
Copy link

Xaleth commented Nov 21, 2017

And also fix the water placement bugs in the floatlands of mapgen v7.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Roadmap The change matches an item on the current roadmap.
Projects
None yet
Development

No branches or pull requests