1. This release for once probably has more changes in our modules than in the engine, which should become more typical as the engine stabilizes :)

    Our 4th birthday is coming up, officially September 26th, and the tentative plan is to go with a multiplayer event running JoshariasSurvival. @Josharias has been working on some fine-tuning so it should work well for this purpose. It won't happen quite on the date as RL is as always a cruel mistress and I for one am in crunch time with work but it'll be within the next few weeks!

    I'd also like to start some discussion on possibly taking the engine to v1.0.0 / game to alpha sometime soon, even if we aren't quite ready. We really need to call it rather than keep...
  2. Checkpoint release after the somewhat rough last release that took near three months - this one took just three weeks!

    Naturally most the content in this release is bug fixes, but a few new things snuck in as well

    GitHub release download - GitHub changelog milestone - Jenkins engine changelog

    New stuff
    • Automated download of modules at runtime from our meta-server. So you can get module updates and even new modules live from inside the game! (oooohhh!)
      • If you look in...
  3. So that took a while. Unfortunate reality of all-volunteer open source, activity comes in waves and there's no guarantee it is the kind of activity you need to do releases. On the other hand it can also lead to all sorts of neat unexpected things :)

    So finally after nearly three months Terasology is (mostly) stable again and pre-alpha release 56 (engine v0.54.0) is out - download from GitHub. A lot of the work (as usual) is behind-the-scenes engine work that won't be very interesting to players, although there is a lot of neat new stuff for modders, such as auto-reloading assets changed on disk (see embed below). That is thanks to the extraction of and...
  4. This is a more meaty release paired with a new major launcher release too.

    Game pre-alpha release v55 (changes in Jenkins; download from GitHub):

    Going to start referring to these as pre-alpha releases rather than stable builds. Eventually we'll be on alpha releases, then beta, and so on. This will keep developing as we sort out how to do release management including modules and "distros". The numbers will change too, not being tied to the engine version any longer. For instance that's actually v0.53.1 for this release.
    • Official first build requiring Java 8
    • Bunches of new modules!
      • AnotherWorldPlants: Extracted...
  5. We're officially on Java 8 in develop now, with the stable 53 just released being the final version of Terasology that'll work on Java 7. Main feature in this release is probably the auto-updating server list, woo :)

    Full changes listed in Jenkins - as stable 51 actually broke due to a version number quirk, whoops. And 52 as well. Didn't want those release numbers anyway.

    Along with Java 8 we've adjusted Javadoc a bunch and are officially dropping author tags for various reasons - see the...
  6. This has been a topic on and off for some time. @author tags in Javadoc are not very useful, are often copy pasted and inaccurate, and really don't add anything Git history doesn't.

    With Java 8 javadoc generation gets more strict and @msteiger put a big PR up that fixes the errors. Part of the errors relate to email formatting in @author tags, which have been very inconsistent at best. The current fix is simply removing the emails. Instead I wonder if we just remove the tags entirely.

    Apparently the Apache license frowns upon the @author tag too. Lots of cons, few to no pros.

    I figure some devs might feel nice seeing your author tag in there, so I wanted to ask if anybody would object if we remove them....
  7. Official release number is 0.50.0, so that must totally mean we're half way to 1.0.0, right? 0.5.0 totally didn't count :) Get it from GitHub!

    This is a nice release. @Josharias Survival has become quite mature and deep, and there's a highlight video to go with this release. Check it out!

    That goes with earlier videos from Josharias' channel showcasing other parts of JS like my favorite - fully functional windmills! There is even some movement on making weather patterns affect the output of stuff like windmills :)

    To further help...
  8. ♫ ... What is love? @Gooey don't hurt me, don't hurt me, no more ... ♫

    Even our favorite Gelatinous Cube needs love on this day. Good news is even if alone he/she/it can just bud off a clone and tadaa, couple!

    For the occasion @Skaldarnar threw together a nice little Valentines module to go with this release, which is otherwise pretty routine. Main note is that it'll be the final release where the Windows executables will work without Java 8. @shartte is working on improve the executables/launch scripts and bundling a suitable JRE is part of this (as an option, you can still get the "generic" game and launch it as you see fit).

    So far only the Windows executables work...
  9. This release is just 8 days after the prior as we found some bugs only active in the binary download of the game, and I've been primarily testing from source. Oops :)
    • Throughout The Ages should work again, it would crash on making the initial workstation due to a module dependency issue (wrong version used - didn't have our updated math lib set right)
    • Pathfinding was broken, leading to some other big stuff not working. Quirky logistics issue caused it to be built funny. #1558
    • Lots of updates and some fixes to JoshariasSurvival - even more and a demo video coming soon!
    • Light & Shadow has some new blocks like banners, activity...
  10. Stable 47 says hi

    Jan 17, 2015
    This is a fairly routine release as it has been a couple weeks since last and we stabilized some new stuff.

    Summary of changes (full list in Jenkins):
    • Game console overhaul. This was mostly architectural but resulted in a few extras like no more case sensitivity for commands and auto-completion for the "help" command. It also makes the system more powerful for future improvements. The readme has been updated with the latest functionality.
    • We finally started using our own math library...
  11. This is a fairly small and quick one, mainly as a checkpoint before merging some refactoring, and to get some module lineup changes in. As a reminder modules aren't bundled via the launcher downloads, but you can get them from the GitHub release or direct from Jenkins.

    Primarily it includes @Josharias' new module series replacing TerraTech, with full journal integration giving you hints on what to do in-game.
    • JoshariasSurvival - the direct replacement gameplay template, survival style with machines and such, bit "easier" than Throughout the Ages which is...
  12. Been out a little while, actually, built and released it almost two weeks ago but have been busy lately, wanting to get a bunch of other write-ups done. We also changed the way modules get bundled with the game, so I was holding out a bit there for making it cleaner. Still some work to do. For the time being the main game zip (from the launcher or regular job in Jenkins) will not contain any extra modules at all, but the new "Omega Distribution" does (the exact old lineup). Full changelog in Jenkins

    Anyway! New stuff:
    • ...
  13. No stable build post this time, just a quick note that a first round of Jenkins / Gradle / Artifactory / Release related changes have been merged. This is part of the logistics arc to finally doing a proper release management approach with SemVer-based versioning.

    It means a few things:
    • Latest unstable build doesn't currently have any modules attached. The way they're packaged is changing. Latest stable still has modules. Next stable might be tricky :)
    • For developers the build.gradle in the Core module has changed in a way that'll likely make Gradle tasks fail if you have other source modules...
  14. Solid stuff here even in a relatively small package (only 39 commits!) not that long after last stable. Progressing at a good pace! :)
    • Headless server finally saves and loads cleanly, woohoo! @Florian squished the last bug. That means you can technically host a persistent server, although without auto-saves (coming soon!) you'd need to shut it down on a regular basis to not risk losing the world ;)
      • You can start headless with the -headless parameter, which will start a default world. Currently you'd have to then edit the config.cfg that generates manually to get specific modules enabled, then clear the...
  15. This is a nice and big release, first normal one after our server apocalypse. Incidentally that should all be done and over with so if you find any outdated links or problems anywhere still do let us know :)

    • Not backwards compatible! First stable build after the big chunk/world overhaul. If you have an existing install with data from older builds you'll have to find and delete it (usually under your user directory somewhere sensible). If you're using the launcher it can tell you where this is.
    • Some world...