Skip to content

Conversation

mikelma
Copy link
Owner

@mikelma mikelma commented Jun 4, 2025

This PR updates Craftium's modified Luanti engine to the latest Luanti version v5.12.0. The PR also fixes some issues, mainly:

Finally, the PR also includes minor changes as updating some Python dependencies.

maplemedley and others added 30 commits March 3, 2025 20:33
this setting was removed in #15633
see #15761
SDL is the only device that supports relative mode and
mouse input is actually somewhat broken if it's *not* enabled.

This reverts commit 45c5ef8
and 88b0079.
reported at <https://forum.luanti.org/viewtopic.php?p=442729>

As it happens this didn't affect most users as jsoncpp allows trailing commas
by default since 2019.
The previous fix never did what it was supposed to, so let's do this.
First, this reverts 56123b2,
which un-fixes #15031 but fixes #15798 and #15854.

Then we disable culling for the cloud scene node which fixes #15031 again.
Instead touch these blocks every 4s.
This also includes a minor bugfix where 'itemstack' was cleared
even if the object placement failed.
We can simply add 0x800800800 to the encoding, then use bit masking.

This works because adding 0x800 maps -2048:2047 to 0x000:0xFFF.
And 0x800800800 is (0x800 << 24 + 0x800 << 12 + 0x800) for x,y,z.

After bitmasking, -0x800 restores the original value range.
appgurueu and others added 26 commits May 17, 2025 15:03
The error was caused by fd85737, where 'MenuQuit' was processed after 'try_quit'.
This commit fixes the error by moving the special 'MenuQuit' handling to Lua.
Second try after the revert in 8a28339 due to an unexpected regression.

- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we now apply a 10x scale to static, non-glTF models.

We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).

However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).

Thus, to preserve behavior, we:

1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.

See also: #16141
Currently translated at 99.8% (1528 of 1531 strings)
Currently translated at 76.0% (1164 of 1531 strings)
Currently translated at 100.0% (1531 of 1531 strings)
Currently translated at 88.7% (1358 of 1531 strings)
Currently translated at 100.0% (1531 of 1531 strings)
Currently translated at 80.6% (1235 of 1531 strings)
Currently translated at 100.0% (1531 of 1531 strings)
Currently translated at 21.0% (323 of 1531 strings)
@mikelma mikelma merged commit 878ad39 into main Jun 4, 2025
5 of 8 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.