It’s been nearly half a year since 0.50.0 landed back in early November, but we’ve almost reached Area 51, and we’re ready to share the first release candidate (RC) builds of the next release of our open-source engine! Grab one from our GitHub releases page.
0.51.0 introduces a new script context to our Lua scripting API, the Load context. Fabulous secret powers bestowed on Load scripts allow them to inject and modify game data right after it is loaded. Most notably, this includes spell effects—which allows mods to add spells that don’t rely on the built-in effects.
0.51.0 also fixes game-breaking dialogue issues in Russian and Polish Morrowind, introduces BC7 texture compression support for DDS files, adds terrain vertex painting to our editor, and more.
As usual, our intention for the RC period is to have you try to break it — run into any uncaught crashes, freezes, regressions, or other unexpected issues, and report them to us on our issue tracker. If you don’t run into any issues, tell us too!
The RC1 prerelease description includes a preliminary list of changes. Do give it a read.
A few things to keep in mind before you jump in:
The saved game format has changed since 0.50.0. Your existing 0.50.0 saves will load in 0.51.0, but once you save in 0.51.0, you cannot go back to 0.50.0 and load that newer save there. Consider keeping a “pre-RC” save around.
The scripting API hasn’t had meaningful breaking changes, but asterisks apply: mods with a UI that were written in a suboptimal way may be an annoyance for the new widget validation. Double-check that all of those are up-to-date.
Shader mods, including some post-processing shaders and those that replace the built-in forward pass shaders, must be updated due to certain texture handling changes.
Please read the known issues section in the RC notes. Some issues you don’t, in fact, have to report, assuming you’re 100% sure it’s an issue listed there.
You install it like you would install a stable release: run the installer or unpack the archive into a new directory. If you were using a portable install, remember to set that up again for the new build; your configuration and saves are otherwise stored in their normal location.
If you’re not curious or brave, the current stable release 0.50.0 is, of course, still available from our Downloads page.
To join in on the forum discussion, head over to the release topic.
I've got a roll of Blue Geeetech ABS+ that starts to smoke when it's still so cold that its layer adhesion is terrible, and just burns in the nozzle whenever it's not actively extruding if the temperature is high enough that it sticks to itself. Obviously, this is bad, and it sooted up a nozzle so badly that it needed to be replaced before I gave up on it.
So far, the only ideas I've had are just to leave it on a shelf indefinitely or to landfill it, neither of which are a great use of nearly a kilo of plastic.
The OpenMW team is proud to announce the release of version 0.50.0 of our open-source engine! Grab it from our Downloads Page for all supported operating systems.
This round number release overhauls the gamepad experience, makes foundational steps in dehardcoding combat, further expands our Lua scripting API and, among the host of user interface fix-ups, introduces the highly requested quick item transfer.
Keep reading to learn more about what 0.50.0 brings, polishes and translates into Polish!
Known Issues
On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings
[#7511] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, share the freeze dump with us
[#8233] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
[#8255] On Intel GPUs, the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you may need to install an older version of the driver. We've had reports of something similar happening on recent AMD drivers; the same workaround should apply
[#8345] OpenMW-CS might crash randomly on Linux and macOS during global search or saving
[#8464] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that
AI and Pathfinding
Contributions from Aussiemon, Capo, elsid and Evil Eye
OpenMW's navmesh-based pathfinding is already more elaborate than Morrowind's. Some even wish it were less so.
There was, however, a case where it failed. The original content-supplied path grid works as a hint on where roads and bridges are so that wandering characters aren't ignorant of the infrastructure. This is all well and good until you realise the content might be wrong and put some points inside rocks. Miraculously, Morrowind avoided the problem, so we had to solve it: wandering NPCs will now ignore the points they cannot reach.
Another situation where OpenMW could fall behind Morrowind was sneaking. In out-of-combat situations, Morrowind updates awareness only every so often, and characters don't have superhuman (or superelvish) reaction time while observing your... exploits. It doesn't mean the reaction time would reflect that of a real person, but it does the job. Sort of.
OpenMW, meanwhile, would update awareness every frame, which could mean the sneak indicator would be rather unreliable in figuring out whether you're hidden. 0.50.0 still updates awareness every frame to react to sudden changes in how difficult it is to track the player, but it will cache the random dice roll result used for the relevant check for 5 seconds. This makes Sneak experience farming, err, that is, gaining less challenging.
Fixes
[#5331] When a Command effect stops, the affected actor will accept their new location as their new wander point
[#6029] Hostile actors will no longer engage in combat with the player if the player is under the effect of >=75% Chameleon
[#6029] Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience
[#7871] Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile
[#7979] Paralysed and knocked down NPCs can no longer use combat actions: to match Morrowind, they won't yell taunts or drink potions to get themselves out of their predicament
[#8433] Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible
[#8612] Actors will no longer harvest herbalism-enabled plants non-stop when the Activate package is used
Configuration and VFS
Contributions from Duron27 and Evil Eye
New Features
[#8077] Setting files are now saved when you exit the settings window, rather than only when you exit the game
Fixes
[#8599] Non-ASCII paths using native encodings are now supported in Morrowind format BSAs
Improved BSA archive reading stability in various cases, e.g., for corrupted files or files where directory hash collisions occur
ESM Format and Saved Games
Contribution from S3ctor
We took care not to change the saved game format. This means that you should be able to revert to 0.49.0 on your ongoing playthrough if you experience issues in the new release, although this is not really recommended.
Fixes
[#8333] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded
Gameplay
Contributions from Aussiemon, Capo, Evil Eye, Foal and Kuyondo
As usual, and as we're striving for a reasonably faithful reimplementation of the original experience, we have to sort out minor game mechanics inconsistencies. Do you think this will end at some point? Me neither.
You might already know prison time can improve your Sneak and Security skills. One thing that wasn't replicated is the improvement counting towards level progress if you've chosen one of them as a major or a minor skill. On its own, this may not sound notable, but it was actually implemented by dehardcoding jail skill progression (well, mostly regression). Like the rest of the level progression previously dehardcoded in 0.49.0, it was moved into the built-in scripting.
But there were also more obviously problematic differences solved in this release. For example, Next/Previous Spell key bindings are now able to cope with enchanted items that come in stacks, rather than get stuck equipping the items of this type. Another example is that pickpocketing is now slightly less obnoxiously unfair, as OpenMW's judicial system will no longer try to indict you for the same crime twice due to a design flaw.
Fixes
[#6039] Next Spell now skips over items that belong to the same stack as the current item (it would previously get stuck if there were multiple copies)
[#7622] Ranged attacks will now hit underwater if you're up close to a target (this matches Morrowind)
[#7649] Sounds and visual effects of resisted effects no longer play
[#7693] Potions and ingredients no longer visually end up back in the inventory for a single frame before getting picked up again for convenient consumption (0.49.0 regression)
[#7996] Instant (zero-duration) effects can now act immediately. For example, instant Cure Poison can immediately cure the instant Poison preceding it
[#8303] Underwater spell projectiles cast by objects will explode rather than immediately disappear (this matches Morrowind)
[#8340] Multi-effect enchantment service price is now noticeably lower and should match Morrowind; it's now based on the accumulated strength of the final effect rather than the enchantment's overall strength
[#8383] Bound helm and boot effects cast on beast race characters are now interrupted immediately
[#8399] Jail-induced major/minor skill increases count as level progress
[#8404] Actors will no longer equip items to all slots when they want to replace their equipped light with a more appropriate shield. This allows the prevent merchant equipping option to work more intuitively for exterior merchants
[#8446] Travel prices are calculated more accurately when the player has multiple followers: instead of calculating the offered price based on the base price for one character and multiplying it, the base price is multiplied first and then used for the offer
[#8459] Spell prices are autocalculated properly for autocalculated spells
[#8500] Fight rating change crime reaction accounts for the number of items in the stolen stack
[#8519] Pickpocket crimes will no longer be erroneously detected twice
[#8540] Effects with no magnitude can no longer be resisted partially
[#8557] Charm no longer influences the disposition clamping range
[#8606] Floating-point imprecision should be less likely to mess with container capacity
[#8615] Increased waiting/resting progress speed to better match Morrowind (tuned based on the expected framerate of 60 FPS)
[#8680] Permanent effects are no longer erroneously restored on dead actors, e.g., when the player rests
[#8710] Creatures can no longer break the game by casting an Absorb Skill spell
[#8734] Shield sheathing animations work properly (0.49.0 regression)
Graphics
Contributions from akortunov, AnyOldName3, Aussiemon, Capo, Evil Eye, wareya and wazabear
0.50.0 comes with improved compatibility with various modded assets, thanks to the skinned geometry implementation being reworked to account for the skinning origin.
Wait, you probably don't know what any of this means...
We’re not going to give you a course on 3D animation here, but long story short, most animations are based on moving bones around in the object's "skeleton" (not literal bones, more like points). The object's geometry is oriented relative to the bones. Spooked yet? More importantly, though, the geometry may be set up by the model artist in a way that it will graciously react to their movement by moving its triangles closer or farther from some bones in a process called skinning. Actors' bodies and equipment tend to do this. Aside from bone weights and orientations, Morrowind's (or rather, NetImmerse's) skinning data format includes the "base" bone of the geometry and its adjusted orientation. Previous releases of OpenMW would try to get away with ignoring those, but it didn't work out so well. For example, the sails of some ships in abot's Boats would be shifted vertically. Well, not any more.
Terrain normal maps previously erroneously used the OpenGL vertical convention. Like objects, they were supposed to use the DirectX convention. Essentially, they were flipped vertically. No more headache for artists: the convention is now finally consistent between objects and terrain.
Parallax will also no longer be flipped inappropriately — more specifically, when it's applied to "mirrored" geometry. It will also not abruptly disappear forever when the parallax-mapped object glows due to enchantments and triggered traps.
There aren't any shiny new graphical features in 0.50.0, but we should have already surpassed Morrowind in various areas here, so it's not an issue, right?
Modded Morrowind vistas graciously provided by DetailDevil.
Fixes
[#4437] Skinning base transformations and root bone are now used
[#7799] Harvesting herbalism-enabled plants will no longer trigger expensive object paging chunk regeneration
[#8176] Error marker loading is now thread-safe, preventing a potential crash when cell preloading and cell loading fail to find a model simultaneously
[#8341] Magic glow will no longer disable parallax on the affected geometry
[#8375] Moon phase cycle should now match Morrowind, e.g., "skip" days less often
[#8447] Non-vanilla threshold-based turning is no longer used for the player, fixing werewolf swimming turning animation getting stuck
[#8490] Water normals exposed to post-processing no longer sometimes disappear when refraction is disabled
[#8560] Global filtering settings are used for overridden textures of spawned magic VFX
[#8593] Mipmaps are properly generated for post-processing render targets
[#8598] Post-processing shaders can be loaded from BSA files
[#8610] Terrain normal maps now use the correct (DirectX or -Y) vertical convention
Parallax should behave correctly for flipped geometry
Scripting: mwscript
Contributions from Aussiemon, Capo, Evil Eye and Kuyondo
New Features
[#3769] GetSpellEffects now detects enchantments, similar to how the relevant Morrowind Code Patch option works
[#8509] FillJournal debug instruction, which adds all topics and journal entries into the journal
Fixes
[#4885] Disabling actors through dialogue scripting should no longer cause crashes
[#8245] ShowVars debug instruction now lists the global scripts
[#8318] Improved dialogue filtering: filters are handled more consistently for creatures, while missing global variables no longer break the dialogue window
[#8414] Water Walking effect no longer makes the player collide with water when collision is disabled
[#8432] Moving between an interior and an exterior properly spawns in the (postponed) collision shapes of objects spawned by scripting
Contributions from akortunov, Calandiel, DaisyHasaCat, Evil Eye, fallchildren, Foal, S3ctor, trav and wazabear
So what is it about combat that is no longer locked up in the C++? That would be some of what happens when an attack connects: applying armour and difficulty to the damage, spawning blood, playing hit and miss sounds and damaging armour condition. What this means for modding is that scripts can now intercept attacks that land on a certain target, whether they succeed or fail, alter some of their outcome, and potentially override the mentioned mechanics entirely. Eventually, this functionality will be expanded to cover more of what happens before, upon and after impact.
0.50.0's API also opens up more of the game world by means of its weather and terrain APIs and region record bindings. The early terrain API, for example, exposes the terrain textures, allowing for such incredible feats as letting the player touch grass, while the weather API lets you manipulate various built-in weather settings.
Additionally, scripts can now access the player's journal and create entirely custom NPCs. No plugins necessary.
Important: OnUpdate handler behaviour has changed for previously skipped paused frames! They are now handled with a simulation time of zero. This will affect scripts that assume simulation time is always positive, so they will need to be updated. It was necessary to allow scripts to react more fluidly to events happening during the pause, like combat music reacting to combat state changes during dialogue.
[#8642] Various mechanics triggered when attacks hit the target: armour condition damage and hit sound, damage adjustment due to difficulty and armour rating, blood spawning and miss sound playback. Shield hit redistribution tweak copied from Morrowind Code Patch is now optional
New APIs and Interfaces
[#6976] core.weather: weather API, which allows manipulating various built-in weather settings
[#7693] ItemUsage interface returns the item to its original stack if it could not be equipped or consumed, instead of moving it to the player's inventory
[#8012] OnUpdate engine handlers are now called with a simulation time of zero for paused frames
[#8582] Local scripts started by another script no longer start out inactive
[#8614] Fixed a sol3-side memory leak when indexing user-defined types
[#8650] Checking if a container is resolved no longer initialises its contents, which could previously cause herbalism-enabled containers to be automatically harvested
[#8720] Fixed potential custom UI element corruption during error handling that could lead to instability
[#8757] Fixed a crash when the object type is accessed in a coroutine
[#8758] Fixed a crash when nested UI elements are created twice without destroying the original parent
Sound
Contribution from Epoch
New Feature
[#7813] The Doppler effect is now enabled for the 3D audio. The Doppler effect is a real-life phenomenon that shifts the sound's pitch depending on its velocity relative to the listener
User Interface
Major contributions from Capo, enoznal and Kuyondo Contributions from akortunov, bmdhacks, Charles Horn, DaisyHasaCat, elsid, Evil Eye and Igilq
Translator (French): jvoisin Translator (Russian): Capo Translator (Swedish): Lysol Translators (Polish): Igilq, Karoline Pauls, mc003 and trav
Kudos to the international community of our Discord/IRC servers for helping us translate OpenMW!
As you may have heard, the headline feature of this release is, undeniably, the improved gamepad support introduced by our talented new contributor enoznal. By enabling the Controller Menus option in the launcher, you will be able to use the controller action buttons to navigate more conveniently through the slightly altered in-game UI. You are no longer limited to the combination of emulated mouse and A button use available previously. For example, you can brew potions and enchant items entirely without using the emulated mouse. While the alternative UI is not at all reminiscent of Morrowind's famous official Xbox port, it should be intuitive enough for those familiar with it. The following screenshots use GUI scaling for better readability; the option does not scale UI on its own.
No, Galbedir, you're not getting your soul gems back.
Folms Mirel is the more competent enchanter anyway.
At least the Dwemer didn't dabble in planned obsolescence.
This release also introduces Polish translations for user interface lines that are not translated by the game settings. Polish is one of the languages in which Morrowind was officially released, and we expect the sizeable Polish community to appreciate this addition.
Gamepad actions are also translated.
If you neither possess a gamepad nor understand how to pronounce "Grzegorz Brzęczyszczykiewicz", you might still welcome another addition: quick transfer of container items through Alt-clicking. This is something that has been asked about way too often through the years.
New Features
[#2522] Alt-clicking transfers items immediately in container menus
[#3740] Improved controller menu navigation with an alternative UI (find it in the launcher)
[#8290] Player gold is now shown in the spell creation menu
[#8313] Character name is shown in save info if it doesn't match the current profile
[#8580] Character save profiles are now sorted by date rather than filesystem order
[#8665] Polish translations for OpenMW-specific in-game lines
Fixes
[#2967, #8431] Container menus should always react appropriately to scripted item additions/removals without crashing
[#6792] Tweaked birthsign tooltip appearance. Descriptions are now printed in multiple lines
[#7371] Failing to equip an item plays a sound when it's moved back to the inventory
[#7740] Enchanted item backgrounds no longer overlap the selected weapon/enchanted item HUD boxes
[#8265] Topic hyperlink generation respects word separators and will no longer inappropriately highlight the middle of a word
[#8349] Non-existent destinations are no longer shown in the travel menu
[#8349] Exterior cells set as travel destinations by name are supported in the travel menu
[#8359] Quick keys menu looks more like Morrowind's
[#8359] Assigning an item to a quick key plays a sound
[#8359] Scripted items that are normally impossible to equip can no longer be assigned to quick keys
[#8385] Fixed Unicode handling problems in formatted strings that go through the YAML localisation system
[#8408] Both potential hindrances for waiting (enemies being nearby and the player not being on solid ground) can be reported by the rest menu
[#8436] Pinned spell window reacts to selected spell and enchanted item changes triggered by quick keys
[#8437] Pinned inventory window button remains visible when out of menu mode, like for other HUD windows
[#8551] Quick keys will remain bound to now-unavailable items when they're loaded, rather than "forget" them
[#8584] Reworked the appearance of various service menus to match Morrowind
[#8585] Increased padding between non-special dialogue menu topics to match Morrowind
[#8609] Reduced the size of the crosshair to match Morrowind
OpenMW-CS, Launcher and Tools
Contributions from AnyOldName3, Capo, Evil Eye, Igilq and S3ctor
The launcher and the wizard have also been translated into Polish!
Our content file editor's selection markers got a design overhaul for better usability, while created/cloned instance numbering has been updated to be less eager to take over the numerical IDs used by other instances. This is particularly important when working on content that may override the instances from some other content. Which is actually a lot of content, come to think of it...
New Features
[#8113] Launcher: Subdirectory addition dialogue now supports extended selection
[#8139] Editor: Revamped instance selection markers for better look and usability
[#8579] Editor: Bulk indentation support in the script editor
[#8665] Polish localisation for the launcher and the wizard
Fixes
[#6573] Editor: Fixed cube/sphere selection behaviour on high-DPI displays and scaled windows
[#8587] INI Importer: Improved consistency with how the other tools handle config file editing
[#8620] Editor: Created and cloned instances should no longer erroneously reuse RefNums
[#8686] Editor: Fixed a crash when the terrain is smoothened in an undefined cell
Major contributions from ptmikheev Contributions from Capo and cc9cii
Didn't get the memo? As the 0.49.0 release announcement boasted, running Oblivion and later Bethesda open-world engine games is in the engine's eventual scope.
Petr Mikheev, the OpenMW-Lua pioneer, though mostly retired from his Lua maintenance role, keeps a special interest in advancing OpenMW's relevant capabilities. During this release cycle, he thought to try his hand at finishing cc9cii's work on a terrain texturing reimplementation, cleaning it up, fixing various issues and, importantly, implementing texture sampling for distant terrain— as well as implementing distant objects most straightforwardly: by plugging all cell references into OpenMW's object paging functionality used for Morrowind's LOD-free world.
That is, yes, any trees you see are full-detail trees. Any trees you think you should see but do not are probably SpeedTree trees.
See that mountain? You can climb it.
Stay classy, New Vivec.
I saw a mudcrab the other day. Horrible creatures.
While it makes the different provinces of Tamriel and states of America look much more appealing, this approach has a considerable memory and loading time impact, so, uh, don't go overboard with the viewing distance in Fallout 4 just yet. New Features
[#6000] Terrain texturing, finishing the initial terrain rendering implementation
Initial distant object rendering through the means of object paging
Door opening sounds
Faster decompression of files in zlib-compressed archives: quicker loading times for all games other than Skyrim Special Edition and Anniversary Edition
So, that's it for this release. Thank you for your interest in OpenMW and for reading this. We hope you'll enjoy the big 5-0. Let us know what you think in our Discord/IRC community or the forums, or should it come to it, the issue tracker, and see you later!
I've just been switched from Freestyle Libre 2 to 3, and (at least in the UK) these need to be requested directly from Abbott instead of via regular NHS prescriptions that go to a pharmacist. To do this, you have to use their patient portal, so you need a password and need to go through their password reset process. The listed requirements are a minimum of eight characters, five lower-case letters, one upper-case letter, a number and a symbol, but there's either also a maximum number of characters (I typically use way more than eight) or a restriction on which symbols are permitted. If you don't meet the hidden extra requirements, you'll get a 404 during the password reset process (which isn't even the right error code for this kind of thing).
It took a lot of tries before my password manager came up with something the website was happy with, and no one seems to have written anything on the searchable parts of the internet about it, so I wasn't sure it was going to work and thought I might just have hit outages on both days I tried, so I'm writing this here in the hope that the next time someone sees the same error, this will show up in a search, and they know they need to change the password they're trying to set.
I'm not going to go into what eventually worked and which characters were allowed, as obviously that'd give away more information about the password I ended up with than I'm comfortable disclosing, so sorry for not specifying precisely what the real requirements are.
I've got a 3D printed project, and went over it with a couple of airbrushed coats of a 50/50 mix of Tamiya X-35 (their alcohol-based acrylic semi-gloss) and Mr Color Levelling Thinner. As far as I can tell, it looks good so far, but now the room next to the one I sprayed in smells of solvent a few hours later, despite extractor fans running. I knew the lacquer thinner was nasty, so bought a respirator, and haven't been in the room with the model without it (hence only knowing that the next room stinks), but would like to know when I won't need it anymore. The best I've been able to find with Google is the ten-minute touch-dry time, but I'm assuming the VOCs will take longer to be entirely gone.
Edit 1: I'm attaching the image again. If there's still no photo, blame Jerboa and not the alcohol I've consumed.
Edit 3: edit 2 is gone. However, an imgur link should now be here!
Edit 4: I promise the photo of some plugs does not contain erotic material (unless you have very specific and abnormal fetishes). I can't find the button to tell that to imgur, though. You can blame that on the alcohol.
Edit 5: s/done/some/g
Edit 6: I regret mentioning the dartboard, which was a safe distance below these sockets, and seems to be distracting people from the fact that one's the wrong way up. I've now replaced the imgur link with a direct upload now I'm back on my desktop the next day.
Scroll to Update Three for a description of what turned out to be the problem, and potential solutions on Lemmy.world's end.
When I visit lemmy.world in either Firefox or Chrome, go to the log in page, enter my credentials, and press the Login button, it changes to a spinner and spins forever. No error is logged to the browser console when I press the button.
On the other hand, when using Jerboa on my phone, I can vote, comment and post just fine. That makes me think it's not an issue with this account.
I was briefly able to log in on my desktop a few days ago, but don't think I did anything differently when it worked.
Update
I tried again with my username lowercased, and with the password copied and pasted instead of autofilled, and it worked despite not working a few seconds earlier when I tried it the usual way. I'm going to log out and see which of the two things it was that made the difference.
Update Two
Copying and pasting the password while leaving the username with mixed case also let me in, so it's somehow related to the password manager autofill.
Update Three
I figured it out. I generated a password longer than lemmy.world's password length limit. When creating the account, it appears to have truncated it to sixty characters. When using the password manager to autofill Jerboa, it's also truncated it to sixty characters. When copying and pasting the password from the password manager manually, it truncated it to sixty characters, too. However, the browser extension autofill managed to include the extra characters, too, so the data in the textbox wasn't correct.
In case an admin or Lemmy developer sees this, I'd recommend:
Not limiting the password length. It should be hashed and salted anyway, so it doesn't increase storage requirements if it's huge.
Giving feedback when creating an account with a too-long password that it's invalid for being too long instead of simply truncating it. Ideally, the password requirements would be displayed before you'd entered the password, too.
As mentioned by one of the commenters, giving feedback when an incorrect password is entered.
When I visit lemmy.world in either Firefox or Chrome, go to the log in page, enter my credentials, and press the Login button, it changes to a spinner and spins forever. No error is logged to the browser console when I press the button.
On the other hand, when using Jerboa on my phone, I can vote, comment and post just fine. That makes me think it's not an issue with this account.
I was briefly able to log in on my desktop a few days ago, but don't think I did anything differently when it worked.
Update
I tried again with my username lowercased, and with the password copied and pasted instead of autofilled, and it worked despite not working a few seconds earlier when I tried it the usual way. I'm going to log out and see which of the two things it was that made the difference.
Update Two
Copying and pasting the password while leaving the username with mixed case also let me in, so it's somehow related to the password manager autofill.
Update Three
I figured it out. I generated a password longer than lemmy.world's password length limit. When creating the account, it appears to have truncated it to sixty characters. When using the password manager to autofill Jerboa, it's also truncated it to sixty characters. When copying and pasting the password from the password manager manually, it truncated it to sixty characters, too. However, the browser extension autofill managed to include the extra characters, too, so the data in the textbox wasn't correct.
In case an admin or Lemmy developer sees this, I'd recommend:
Not limiting the password length. It should be hashed and salted anyway, so it doesn't increase storage requirements if it's huge.
Giving feedback when creating an account with a too-long password that it's invalid for being too long instead of simply truncating it. Ideally, the password requirements would be displayed before you'd entered the password, too.
As mentioned by one of the commenters, giving feedback when an incorrect password is entered.