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Add spaces after #, make the commands monospaced
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23
MODELS.md
23
MODELS.md
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#Models in Minetest/Mineclone2
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# Models in Minetest/Mineclone2
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Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
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## Minetest Wiki
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For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
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##Recommended software
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## Recommended software
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###Blender
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### Blender
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Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
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@ -19,14 +20,16 @@ Blitz 3D (.b3d) Is one of the main animated model formats used for entities in t
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The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
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##Types of model formats
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## Types of model formats
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### Animated, skinned models
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###Animated, skinned models
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* Blitz 3D files (.b3d)
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* Microsoft DirectX (.x) (binary & text, compression is not supported)
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###Static meshes
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### Static meshes
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* Wavefront OBJ (.obj)
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Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
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Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
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##Pros & Cons of .b3d vs .x
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## Pros & Cons of .b3d vs .x
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### B3D
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###B3D
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* [+] Binary format means a small size
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* [-] Difficult to postprocess after exporting
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* [-] Difficult to debug problems
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###X (text version)
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### X (text version)
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* [+] Can be parsed easily with lua scripts
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* [+] Can be easily generated by scripts
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18
RELEASE.md
18
RELEASE.md
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### Standard Release
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#File to document release steps with a view to evolving into a script
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# File to document release steps with a view to evolving into a script
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#Update CREDITS.md
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#Update version in game.conf
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# Update CREDITS.md
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# Update version in game.conf
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```
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lua tools/generate_ingame_credits.lua
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git add CREDITS.md
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@ -18,10 +19,11 @@ git commit -m "Pre-release update credits and set version 0.83.0"
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git tag 0.83.0
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git push origin 0.83.0
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```
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#Update version in game.conf to the next version with -SNAPSHOT suffix
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# Update version in game.conf to the next version with -SNAPSHOT suffix
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git commit -m "Post-release set version 0.84.0-SNAPSHOT"
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`git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
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### Hotfix Release
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* Create release branch from the last release tag, push it:
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```
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git checkout -b release/0.82.1 0.82.0
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git push origin release/0.82.1
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```
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##### Prepare feature branch and fix
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* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
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git checkout -b hotfix_bug_1_branch
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`git checkout -b hotfix_bug_1_branch`
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* Fix crash/serious bug and commit
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* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
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* Tag it, push tag and branch:
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```
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git tag 0.82.1
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git push origin 0.82.1
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git push origin release/0.82.1
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```
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Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
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