Time Nick Message 03:49 hmmmm ahhgghhgh 03:49 hmmmm i found my mapgen's problem..... i am creating it earlier than the nodedef name id mapping is initialized 04:16 darkrose did celeron55 actually refer to me as sane? weird 04:18 VanessaE lol 04:21 hmmmm is it just me, or does the focus for mostly everybody else seem to be on the grahpics aspects of minetest? 04:22 VanessaE hard to say 04:26 darkrose yeah, seems that way recently... people want to do what they can easily see results for 04:27 hmmmm alright! 04:27 hmmmm i'm so happy my mapgen works 04:27 hmmmm now it's time to fix the lighting 04:27 hmmmm the entire world is dark for some reason *shrug* 04:27 VanessaE hmmmm: get with taoki on that, she's been fiddling with it 04:28 hmmmm "she"? 04:28 hmmmm is it just me or does it seem like there's a lot more girls involved with minetest 04:29 hmmmm but erm, no, taoki is changing the lighting model, i'm just trying to add light to the blocks i just generated 04:29 VanessaE that's a good thing ain't it? :-) 04:30 hmmmm i guess.... i'm not particularily worried about the lighting model tot be honest 04:30 VanessaE ah, gotchya 04:30 hmmmm s/tot/to/ 04:30 hmmmm lots of typos today 04:58 hmmmm i am clueless 04:58 hmmmm i have no idea what i am doing wrong 06:04 celeron55 hmmmm: i don't quite understand the amount of females here either... these days it's like half of active developers 06:04 celeron55 or, well, develiper-ishes 06:05 VanessaE didn't I read somewhere recently about there being an uptick of women in IT in general? 06:10 hmmmm hey good thing you're here, i am having lots of trouble with the lighting - everything is pitch black unless i turn fly mode on 06:10 hmmmm and i did not change anything in the lighting update portion of the mapgen 06:10 hmmmm what is the best way to debug lighting? 06:12 celeron55 "everything is pitch black unless i turn fly mode on" wtf? 06:12 celeron55 that doesn't even make any sense assuming you've done anything even remotely right 8D 06:12 hmmmm when i turn fly mode on, then everything except for the sky is black 06:13 celeron55 ah, that way 06:14 hmmmm perhaps i should light up some citranella candles, that'll debug the lighting 8) 06:16 * darkrose groans 06:16 celeron55 i don't remember how the mapgen lighting gets the initial sunlight at top, or so 06:16 celeron55 try forcing the top plane of your generated area to have sunlight just before the lighting step 06:16 hmmmm i changed absolutely NOTHING there 06:17 celeron55 and make sure it's the top plane of the area used in the lighting step, and double-make sure the area is in fact correct 06:18 celeron55 oh 06:18 celeron55 now i know 06:18 celeron55 the key is this bool inexistent_top_provides_sunlight = !block_is_underground; 06:19 celeron55 +: 06:19 celeron55 you should set inexistent_top_provides_sunlight to true if the top of your genreated area (=volume) is generally exposed to the sky, and otherwise to false 06:20 hmmmm it is :| 06:20 hmmmm i ruled the possibility of that being the problem out 06:20 celeron55 then try what i suggested 06:20 hmmmm right 06:20 celeron55 maybe you don't have an "inexistent top" for some reason 06:22 celeron55 of course you could try printing out stuff at both sides of the top boundary to see what you have 06:23 celeron55 if the stuff at the top hasn't been generated, it should be full of CONTENT_IGNORE; then the lighting code will automatically use that parameter to guess if sunlight is coming in 06:24 hmmmm hrmmmmmm 06:25 hmmmm tell me more about that *opens up voxelalgorithms.cpp* 06:26 hmmmm does the current mapgen have that top that hasn't been generated? 06:26 celeron55 when it doesn't have, then it doesn't have 06:27 hmmmm i pass along node_min and node_max, not full_node_min and full_node_max 06:27 hmmmm i should be generating the area from node_min to node_max 06:27 celeron55 pass along to where 06:27 hmmmm to the updateLighting 06:27 hmmmm as it was originally 06:28 celeron55 do you mean the bunch of lighting functions, none of whihc is updateLighting? 06:28 celeron55 the current code does this: 06:28 celeron55 VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE, 06:28 celeron55 node_max+v3s16(1,0,1)*MAP_BLOCKSIZE); 06:29 hmmmm htmm 06:29 hmmmm hrmm* 06:29 celeron55 that is the area of lighting update 06:29 hmmmm oh i see 06:29 celeron55 also it checks the node at one higher than node_max.y 06:29 hmmmm so the lighting update happens in the area of the full node, except not full in the y direction 06:29 celeron55 because that is where it knows if sunlight is coming in 06:30 hmmmm right 06:31 hmmmm i need to check for something 06:31 hmmmm a lightbulb just popped up in my head 06:36 hmmmm the current mapgen never generates that top that propogateSunlight checks 06:36 hmmmm and mine doesn't either, so that can't possibly be the problem... 06:44 hmmmm i just forced overtop_has_sunlight = true for every node regardless of whatever in propogateSunlight and everything's still dark, so that's completely not the problem 06:49 hmmmm hello light! 06:49 hmmmm i comment out unspreadLight and everything's lit 06:49 hmmmm at least now i know where to start, haha 08:19 PsionicProgramme I am about to setup my build environment on my windows computer based on information in the wiki and readme.txt files. Is there anything else I should know before I start? 08:39 SitDog back :D 08:40 SitDog I was PsionicProgramme before I shut down my browser. So, I am about to setup the build environment on my windows pc following the instructions on the wiki and the readme.txt file. Outside of that, is there anything I show know? 10:56 Taoki SitDog: Welcome in that case :) I compile on Linux openSUSE myself, so I can mostly help with Linux now. I compiled MT on Windows too though. Just get the dependencies it needs and use cmake to setup from the GIT mostly 10:57 * Calinou never managed to compile MT on windows 10:57 Calinou while on linux, you can do that with one bash line 10:58 Taoki Calinou: On Windows it's hard because you need to get the dependencies as a zip, unpack them somewhere, and point cmake to each 11:00 VanessaE why does windows have to be so damn complicated in that respect anyway? I mean, every time I hear of someone wanting to compile anything (minetest or not) on windows, it always seems like they'd have an easier time pulling their own teeth. 11:02 Taoki Just a different structure of OS 11:03 VanessaE sure, I get that. 11:03 VanessaE but the tools necessary to build on windows, seems like it's far more complicated. 11:04 VanessaE ..than it has to be I mean. 11:06 jin_xi Taoki: Did you get RBA to help you with wielding items? if not maybe i can try to help 11:06 Taoki He'll look into it 11:06 jin_xi ok 12:35 celeron55 well, windows lacks a package manager that would host common development tools, libraries and development versions of them 12:36 celeron55 kind of obvious 13:48 PilzAdam any thoughts about that: https://github.com/celeron55/minetest/pull/295 ? 13:49 celeron55 no 13:49 celeron55 the sounds are there like they currently are for a reason 13:50 celeron55 perfect timing is very nice for sounds 13:52 celeron55 the thing could be otherwise completed though, to allow a different sound 13:52 PilzAdam if its done in Lua other players hear it too 13:52 PilzAdam and i cant find any code for that in the core 13:56 celeron55 that is a good point, but it doesn't make it the right way 13:57 PilzAdam implementing it in c++ would be better, i guess 13:59 celeron55 this is tricky because the local player is handled as a special case 14:00 celeron55 stuff should be somehow unified into PlayerCAO with some kind of a local shortcut for the local player 14:00 celeron55 actually, PlayerCAO doesn't even exist... well, the whateverCAO 14:00 celeron55 that would eventually allow 3rd person camera 14:01 celeron55 which is an another good goal i guess 14:01 PilzAdam it is 14:02 PilzAdam so i dont have to connect to servers to the nice 3D models ;-) 14:02 PilzAdam +see 14:58 PilzAdam does this break anything im not aware of? https://github.com/celeron55/minetest/pull/312 15:52 celeron55 does it make torches dimmer? 16:00 PilzAdam you mean the emitted light? 16:01 celeron55 no 16:01 celeron55 the vertex lighting values of the torch 16:03 celeron55 i'd guess no 16:03 PilzAdam there is no visible diffrenece 16:03 celeron55 the 1 in getInteriorLight(n, 1, data) makes it one brighter than it'd really be 16:03 celeron55 i... think 16:04 celeron55 which makes it the same as before 16:06 PilzAdam the right one is the new: http://www.zimg.eu/i/632173251 16:09 celeron55 does the brightness of non-light-emitting things look reasonable-ish? because it won't be perfectly right with that 16:10 celeron55 hmm, i think i know what to do 16:11 PilzAdam http://www.zimg.eu/i/1204086608 16:11 PilzAdam torch without light_source and with old torchlike drawtype 16:11 celeron55 what if you change the 1 to 0 16:12 celeron55 ehm... imean 16:12 celeron55 +" " 16:13 celeron55 ah well what ever, the fix is good enough, i don't think there's any need to make it perfect because it's a bit nontrivial 16:13 celeron55 (the logic for a perfect implementation is trivial, but actually making it into an impementation isn't, due to some reasons) 16:21 PilzAdam changing the 1 to 0 doesnt change anything (visible) 17:21 celeron55 https://github.com/redcrab/minetest/commit/588db4fcc4b17ca0a884cbebb2b9d1f9ee5b0db7 17:21 celeron55 is this tested? 17:21 celeron55 or, well, this https://github.com/celeron55/minetest/pull/296 17:23 PilzAdam I prefer the c++ version of the minetestmapper 17:23 celeron55 as far as goes for this commit, that matters zero amount 17:24 PilzAdam I know, just saying 17:46 celeron55 hmm... 17:46 celeron55 i think 0.4.4 will be released next week 17:47 celeron55 feature freeze @ this weekend 17:48 celeron55 i don't think a faster timing than that makes sense 17:49 * darkrose was actually considering suggesting that soon 17:49 celeron55 there is one thing that i want fixed for the release, that i always forget roughly 1 second from when i remember it: the automatic view distance tuner must be fixed 17:49 celeron55 it's pretty bad at the moment, at least in the 0.4.3 windows build 17:50 celeron55 i don't know why 18:20 dannydark Does anyone know if there is a way to tell if a texture is a "dummy" or "real" image when calling it via getTextureRaw()? 18:21 dannydark I'm trying to get the textured crosshair to fall back to the old style crosshair if the texture isnt found, I have this http://pastebin.com/MjXQNTyF but it doesn't work as I expected it too as "crosshair" is always valid due to the dummy texture being created 18:25 celeron55 ...who was asking this before? thexyz? 18:25 thexyz dannydark: you probably need something like this https://gist.github.com/4163048 18:25 celeron55 what was it related to 18:27 celeron55 i'd prefer a different approach (one implemented into TextureSource) but that's small enough to not really be much of a problem 18:28 dannydark Ah nice, Yeah I was thinking something else would be required but wasn't sure if something like this already existed in the code 18:31 dannydark I'll take a look at TextureSource and see if I can work out how to get something similar added 18:31 celeron55 it was talked about on this channel 18:32 celeron55 i wonder when... 18:32 dannydark ok I will have a look through the logs see if I can spot the discussion 18:33 celeron55 http://irc.minetest.ru/minetest-dev/2012-10-28 18:33 dannydark thanks ^_^ 18:36 celeron55 this is somewhat tricky 18:36 celeron55 m_sourcecache knows the information, but it cannot be accessed from an arbitrary thread 18:38 celeron55 i'll try this 18:45 celeron55 dannydark: try this: https://gist.github.com/4163160 18:46 dannydark sorry I was on the phone, ah ok that was quick ^_^ will give that a try thanks 18:46 celeron55 i haven't tested it, other than that it compiles 18:47 celeron55 so make sure to tell that 8) 18:47 dannydark haha will do 18:49 Sudi is there actually a game in the making or are you just working on a sandbox engine? 18:49 Calinou there is: minetest_game 18:49 Calinou https://github.com/celeron55/minetest_game 18:49 Calinou minetest is a game AND an engine 18:49 Sudi well a game has a goal 18:50 Sudi looks like a sandbox^^ 18:50 Calinou minecraft has a goal now? oops! 18:50 Calinou not all games have a goal. at all :P 18:50 Sudi just to make it clear minecraft isn't a game for me either 18:51 darkrose game: "an activity providing entertainment or amusement" what's this nonsense about a goal? 18:51 celeron55 in the strict sense of a game, no; it really isn't much, unless you set up some extra rules by yourself 18:51 celeron55 mainly, a goal 18:51 Sudi hehe 18:53 celeron55 in fact minecraft does have some of that kind of a game in it 18:53 celeron55 it is survival 18:53 celeron55 laughably easy after a few hours of playing, but still 18:55 Sudi could be fun to see a game like DayZ made with this engine 18:56 dannydark There is a DayZ mod for minecraft which I have been told is quite good and makes minecraft a lot harder 18:56 dannydark anyway, celeron55: that patch worked ^_^ 18:57 dannydark it now falls back to the old style cross hair if the texture isn't found 18:59 celeron55 dannydark: make it a separate commit if you make something using it 19:00 dannydark Yeah will do, I'm just setting up a branch now with your patch to do a pull request, then will also update the crosshair texture pull request 19:01 celeron55 by the way, what kind of a texture can somebody possibly even want? 19:01 celeron55 for a crosshair 19:01 celeron55 i don't quite understand 19:01 PilzAdam see MC texture packs 19:02 dannydark My brother was working on converting his minecraft texture pack for Minetest and he has a custom crosshair that he wanted to use 19:02 PilzAdam it let TP creators more freedom to create a new style 19:03 PilzAdam we should also think about a inventory background 19:03 PilzAdam RBA already added the formspec elements for that 19:03 PilzAdam so we just need to create a default background 19:04 dannydark I guess it stems back to the quake and counter strike era (I think it was quake anyway) where players could change there crosshair etc, my brother for some reason prefers a 4 dot crosshair with a circle in the center :S 19:05 dannydark That and with the current crosshair I've noticed the lines are sometimes not even depending on the video driver being used 19:05 celeron55 it doesn't make any sense because there isn't anything to target at :P 19:06 dannydark like for me on my windows machine using openGL shows the crosshair fine but in D3D9 its uneven (the vertical line isn't the same length as the horizontal line) 19:06 Sudi hey you are you guys in the need of a better eventsystem= 19:06 Sudi ? 19:07 dannydark although with D3D11 experimental video driver (found on irrlichts forum) it renders fine :S 19:07 celeron55 Sudi: there isn't much of an even system in minetest; only a couple of small localized ones for specific needs 19:07 Sudi i saw that....thats the reason i ask 19:07 celeron55 what are you going to suggest then? 19:08 Sudi ever used a window lib like wxWidgets or Qt? 19:09 celeron55 many times, and got paid for it too 19:09 Sudi then you probaly know it allows binding of functions or methods to events 19:09 Sudi something like that 19:10 celeron55 yes; but there isn't much use for that in the current way things are structured 19:10 Sudi to bad 19:11 celeron55 i wouldn't call it bad or good :P 19:11 Sudi true as well 19:11 Sudi but it allows you to decouple certain systems 19:11 celeron55 programs can be structured in many ways, none of which is any kind of a silver bullet 19:12 Sudi i know 19:12 Sudi but reinventing the wheel everytime you need something like a dispatcher 19:12 celeron55 you're free to propose how you'd change something, but be prepared to do some actual coding towards it too 19:12 Sudi yeah no...i would provide the system i have and help with implementation^^ 19:13 celeron55 (i'm not saying having a consistent event system would be bad at all) 19:15 Sudi right now i am anyways busy with implementing a smarthome control system 19:15 celeron55 so where would that event system run; is it a client- or server side thing, or possibly something for scripting, and what about, say, threads? 19:15 celeron55 and what about networking, and so on... 19:16 Sudi well the MessageDispatcher can be configured to directly dispatch messages as they come in, delay them or transmit them to other threads to be executet in there context 19:17 Sudi the system has actually nothing todo with network 19:17 Sudi that is actually another system i working on right now for my bachelor thesis 19:17 Sudi syncronizing actors 19:17 celeron55 and you pretty much have to figure out what would be implemented using it as the first thing too (something considerable) 19:17 Sudi which also can receive events 19:18 Sudi other the network as control input 19:18 celeron55 (preferably something that is badly structured at the moment) 19:19 Sudi if you find such a peace of code i can see if i can come up with a better solution utilizing the system :P 19:19 celeron55 to me, not all work is important; and change for the sake of change is _bad_ 19:20 Sudi not totaly true 19:20 Sudi if you have old code which works 19:20 Sudi but is always a hassle to use when implementing new stuff you should change it 19:21 celeron55 ehm 19:21 celeron55 if it's always a hassle to use and you replace it with something that isn't, that isn't change for change 19:22 celeron55 it's change for... the better 19:23 Sudi ....ahh 19:23 celeron55 i must say you are taking a brave goal in here, because restructuring old code is like the hardest and least rewarding of things a programmer can possibly do 8) 19:24 Sudi i know and i didn't say a word about doing it 19:24 Sudi :P 19:50 celeron55 SitDog: one thing you could try to do is fix that beforementioned (17:50 UTC) render distance adjuster (if you have a faster-than-completely slow computer so that you can easily see it not working) 19:53 thexyz and here is "first bad" commit https://github.com/celeron55/minetest/commit/ee2d9d973a0397ce244f05d49083250956578780 19:54 celeron55 by me 8) 19:54 SitDog Okay, so I will take a look at the file corruption and this render distance issue as soon as I get my environment setup. I did run into some problems getting setup :) I am using Windows 8 and VS2012. I should have everything resolved soon. 19:54 SitDog celeron55: Okay, so I will take a look at the file corruption and this render distance issue as soon as I get my environment setup. I did run into some problems getting setup :) I am using Windows 8 and VS2012. I should have everything resolved soon. 19:55 celeron55 oh, third thing: you could write a howto of setting that kind of an environment up 19:55 celeron55 i can issue infinite tasks, beware me :-D 19:56 dannydark SitDog: What problems you having? maybe I can help I also have a enviroment setup on windows 8 with VS2012 19:57 dannydark as it is my main develpment enviroment 19:57 thexyz dannydark: nice, now squash both your commits into one 19:58 dannydark thexyz: haha yeah I was actually just about to do that ^_^ 20:08 VanessaE celeron55, is that modify-a-node-in-place code (meta_set_nodedef I think?) going to be pushed to master sometime soon? 20:08 SitDog dannydark: It looks like I need a few additional dependencies like the .Net framework, installing the manufacturers video driver, and I disabled the UAC. 20:09 thexyz VanessaE, http://irc.minetest.ru/minetest-dev/2012-11-28#i_2668613 20:10 VanessaE well it ain't next week, so a feature could still theoretically be added :-) 20:10 VanessaE but I get the point. 20:11 VanessaE been discussing realistic uses for that branch, such as mesecons wires and so forth. 20:12 VanessaE if used properly, it would reduce the initial load on the engine's node registry. 20:17 celeron55 that is not a concern *at all*... in fact, that was basically nonsense 20:18 celeron55 i have some stuff in the works that i think will eventually lead to meta_set_nodedef being usable 20:19 celeron55 a serialization format thingy 20:21 VanessaE celeron55: ok. 20:23 VanessaE wait, which part was nonsense? 20:34 celeron55 VanessaE: "if used properly, it would reduce the initial load on the engine's node registry." 20:34 VanessaE right. I say that because no one wants to register hundreds of nodes ahead of time and slow down the game startup (or in one case, reporting a crash). 20:35 VanessaE like wires, pipes, anything colorized, etc. 20:35 VanessaE those things could all be condensed down into just a few nodes, speeding up startup of the game, and then modified in realtime when placed/painted/wtc. 20:35 VanessaE etc. 20:35 celeron55 well, yeah; but the choice of the words "initial load on" is nonsense; if you replace that with "crappy flooding of", it makes sense 20:35 VanessaE ok, "crappy flooding of" :-) 20:36 VanessaE I was trying to be polite :D 20:36 VanessaE but I understand if you want to wait. 20:37 VanessaE it makes more sense to do whatever tweaks you have in mind and release it then, then to just stuff it in now. 20:37 celeron55 i don't want to wait; i want to make sure the map format won't get screwed up due to directly storing stuff in there that was previously only intended for network transfer 20:38 celeron55 it needs a robust future-proof format 20:38 VanessaE gotchya. 20:39 celeron55 the current network format of ContentFeatures (node definition) is far from it 20:39 celeron55 (which is what meta_set_nodedef stores) 20:39 VanessaE right 20:40 VanessaE RBA's been testing that branch and is at least satisfied with how to use it, if that's of any interest. 20:40 VanessaE not that that helps the issue of whether the map format/data is valid. 20:41 celeron55 i am very interested in that aspect of it, because i won't be personally using it much 20:41 dannydark SitDog: I don't think you need .Net framework (it should have been installed/updated when you installed VS2012) unless you are setting up a new system? as everything you said above is not needed to compile Minetest, also UAC on windows 8 isnt as much as a problem as it was on Vista/7 so you should be fine to leave that turned on (I have and have probably only seen it popup twice in the last year or so of having windows 8) 20:41 celeron55 is there anything that should be changed from that viewpoint? 20:43 VanessaE checking.. 20:44 VanessaE [11-28 15:42] get over to -dev 20:44 VanessaE [11-28 15:42] your input is needed. 20:44 VanessaE [11-28 15:44] imho it shall be merged, tested thx to it 20:44 VanessaE [11-28 15:44] and fixed when after testing we find bugs 20:44 VanessaE I'd take that as a "no, no changes needed". 20:46 dannydark thexyz: Done, sorry it took so long had to quickly go shop before it closed 20:46 celeron55 RBA has a horrible attitude towards stability 20:48 celeron55 the only thing i can say to that is "no, it won't work; i won't let you see why" 20:50 VanessaE ... 20:50 VanessaE [11-28 15:48] if we FIND bugs than we will HAVE to fix them 20:50 VanessaE [11-28 15:48] as simply as that 20:50 VanessaE [11-28 15:48] and nobody will cry for that 20:50 VanessaE [11-28 15:49] its a development process for christ sake 20:50 VanessaE [11-28 15:50] by now we cant even seriously test it because branch is outdated 20:50 celeron55 if the bugs are bugs that permanently corrupt saved worlds, it's unfixable 20:50 VanessaE true. 20:51 celeron55 and i have some experience of that 20:51 celeron55 it's _not_ _fun_ 20:52 VanessaE agreed. 20:52 celeron55 for example screwing up the network protocol is like eating candies compared to that 20:52 VanessaE right, because that's a small matter of "oops, that was a bug. here, it works now" 20:53 VanessaE versus trying to recover a broken map. 20:53 VanessaE I understand your standpoint perfectly. 20:53 celeron55 and even if it would work, the current format is a PITA for version compatibility 20:53 celeron55 there is no automation whatsoever for adding or removing stuff 20:53 celeron55 from what it stores 20:55 celeron55 by the way, few hours ago i set up a terminal to print out page loads of the minetest.net main site 20:55 celeron55 this is fun 8) 20:56 celeron55 i'm mainly looking at the referrers 20:56 VanessaE heh 20:56 celeron55 it's like third google, third nothing and third very random sites 20:57 celeron55 and there are many page loads per minute 20:58 celeron55 i hate google because these days it doesn't show the search terms in the referrer address 20:59 celeron55 it cycles it's links through a redirect page 21:03 celeron55 anyway, this seems to result in around 3000 per day 21:05 VanessaE it's worse that that - they don't always even include all your search terms in the results. Haven't for years now, but lately it's getting more and more annoying. 21:05 VanessaE if I search for "foo bar baz" (without quotes) I damn sure better see all three words in every result. 21:06 celeron55 well, the search is optimized for the general case 21:06 celeron55 not that good for programmers and so 21:07 VanessaE yeah I know. Still pisses me off... I went looking for clothes last night, kept running into the same thing - search terms, very specific ones, being ignored in favor of "relevant" results. 21:08 VanessaE pff. 21:09 celeron55 you can prefix things with + 21:14 VanessaE that doesn't work anymore 21:14 VanessaE I've been using that trick for years 21:14 VanessaE google just sucks :) 21:14 VanessaE change of topic: 21:14 SitDog The worst search is Amazon. The first thing is the item you want followed by 8 pages of garbage. 21:15 celeron55 ebay sucks too 21:15 celeron55 basically everything sucks where you can't use OR; at least google allows that 21:15 SitDog No matter how you restrict the search they want you to look at all this crap. 21:15 SitDog I was thinking about writing a search to give you the results you want :D 21:16 VanessaE another RBA bit of code is a seriously kick-ass inventory mod (especially for creative mode). To make it work, he added a couple of hooks to the Lua API. 21:16 VanessaE currenty looks like this: 21:17 VanessaE currently* 21:17 VanessaE http://realbadangel.pl/inv.png 21:17 VanessaE I don't think the proposal for upstream is anything more than adding those hooks - the Lua part will remain a separate mod if you so desire. 21:18 celeron55 http://c55.me/randomsearch.php 21:19 celeron55 made that a bunch of time ago 21:19 VanessaE heh, interesting 21:36 VanessaE celeron55_: do you have any opinions on that inventory change? 21:37 VanessaE or at least, on the API hooks he wants to add? 21:37 VanessaE https://github.com/RealBadAngel/minetest/commits/master 22:05 celeron55_ VanessaE: the idea is fine, but the implementation is not 22:06 celeron55_ as for what i can quickly see, it logs a non-error to errorstream, uses a stupidly named instance variable, doesn't add documentation to lua_api.txt 22:06 VanessaE it's not completed yet. 22:06 VanessaE still WIP right now, but good points nonetheless.