Time Nick Message 00:44 * sokomine looks around in search for hmmmm 00:44 VanessaE sokomine: pm please. 01:13 sokomine ah :-) ah hmmmm :-) 01:15 sokomine hmmm, i'm using your nice place_schematic to spawn a village street on a world with mapgen = flat. problem is: if a schematic is placed in a chunk that contains sand, the sand sometimes drops down 2 nodes 01:17 sokomine also it would be really great to have that node-replacement-routine upon using place_schematic :-) my carefully saved schematics sometimes still have the glass i used for punching and setting the worldedit marks. also, houses of the same style start to look boring eventually 01:18 sokomine the farmers are also complaining that cotton grows too slowly and that they'd prefer to grow carrots, tomatoes and the like :-) 01:19 sokomine plus it seems that sometimes (rarely) the ground isn't replaced at all and stays sand instead of the dirt the scheme contains 01:21 sokomine and i get lighting bugs in this situation. even though there seem to be some bugs/oddities left - the place_schematic *is* great! spawning such a huge road with buildings would not have worked reliably before. and it's breathtaking fast 01:27 kaeza sokomine, see the imageloader mod; placing a 1024x768 image takes only about 10 seconds (mapping one pixel=one node) 01:27 kaeza it uses place_schematic() 01:29 sokomine it's nice that you've written such an image importer for mt. with place_schematic, it all works nicely fast. and the individual buildings are small :-) 01:30 kaeza the same with set_node would take... well, I ain't got the patience to wait for it to finish :P 01:31 sokomine problem is not that it won't finish eventually after several minutes. problem is that add_node does not force load areas 04:54 BlockMen to the formspec label issue under windows (again): 04:54 BlockMen ok, i found out, that the issue (no labels on ingame formspec elements in win build) must be caused by the new menu, because i dont have this issue with 0.4.7 stable. 04:54 BlockMen i wasn't able to figure out the exact reason, but when i was overriding the label text after the gettext switch it was dislayed normal. so it is not caused by gettext itself, because the issue still appear when gettext is disabled. 04:55 BlockMen maybe someone else could also look what is causing this issue 05:09 RealBadAngel i think that Sapier should take a look on it 05:21 BlockMen RealBadAngel, we talked yesterday about drowning. i finished the change (based on pull #851) -> https://github.com/BlockMen/minetest/commit/f3b9a6ffe9151509245c20cc277fb949c6c5877d 05:21 RealBadAngel reading it now 05:29 RealBadAngel seems fine for me 05:30 RealBadAngel any other dev active atm? i would like to merge Blockmen's patch 05:35 BlockMen ok. i open another pull for the drowning in all nodes then? 05:36 RealBadAngel yes, please do so 05:46 nore RealBadAngel: https://github.com/minetest/minetest/pull/852 05:47 nore About the cache problem: it looks like g_texturename_to_path_cache is not cleared (but I don't know how to do it) 05:48 RealBadAngel nore, opinion??? its fuckin awesome :) 05:48 RealBadAngel good job 05:49 RealBadAngel at least end of renaming "all" to something else and back 05:51 VanessaE guess I'll have to make screenshots for HDX :P 05:51 nore I don't reckon "all" should be renamed, because it would break compatibility 05:51 nore VanessaE: screenshots are 4x3.7 for the format 05:52 VanessaE nore: any particular resolution? 05:52 nore And the info.txt file contains the text that is displayed below the screenshot 05:52 VanessaE ok 05:52 nore VanessaE: I don't know, it is a just 4x3.7 formspec element 05:54 RealBadAngel nore, it was just my way of switching texture packs. i used to rename "all" to "all_haven" "all_sphax" and back to "all" then 05:54 nore now all texture packs will have to support this ;) 05:54 RealBadAngel pain in the ass ;) 05:55 nore indeed 05:55 BlockMen RealdBadAngel, ok. Would it be ok if i open when 851 is merged, because it contains 851 and if i just open now 851 would become a dead pull (again =\ ) 05:55 nore we will have to make an announcement on the forum ;) 05:56 kaeza OMG Minetest looks like a professional game now :D 05:57 kaeza almost :P 05:57 nore the best is that is was not much to change... 05:57 VanessaE nore: 4:3.7 can't be right 05:58 nore VanessaE: why? 05:58 VanessaE the image in your screenshot is closer to 4:3.0 05:59 nore I said a 4:3.7 formspec element, those are perhaps not square... 05:59 VanessaE it's 160x120 - that's exactlt 4:3 05:59 VanessaE exactly* 05:59 nore then formspec elements have a 3.7:3 ratio 05:59 VanessaE leave it where it is anyway 06:00 VanessaE effective 4:3 is a good ratio for a screenshot 06:00 RealBadAngel BlockMen, so 851 shall be merged before this one? 06:00 RealBadAngel maybe you shall combine those two 06:01 nore could one of you make a screenshot for default? 06:01 BlockMen even better, right 06:01 nore I am no artist (and no screenshot artist) 06:02 VanessaE nore: my texture pack test track is good for this purpose 06:02 nore I don't know how to choose a good screenshot 06:02 VanessaE I'll prepare one if you want. 06:02 nore VanessaE: I don't know if a texture pack test track is the best for this purpose 06:02 nore because the image is really small 06:02 RealBadAngel better pick nice landscape 06:03 nore and one would expect a landscape 06:03 BlockMen RealBadAngel, -> https://github.com/minetest/minetest/pull/851 06:03 RealBadAngel good, now just squash it 06:04 nore RealBadAngel: you said that a magazine is going to do a review of minetest, am I right? 06:04 RealBadAngel yes 06:04 BlockMen i will do when it is decided to merge both ;) 06:04 VanessaE I got one... 06:04 RealBadAngel and minetest is going to be bundled with magazine's dvd 06:05 nore VanessaE: nice landscape or test track? 06:05 RealBadAngel landscape! 06:05 VanessaE nice landscape 06:05 nore RBA: how many copies? 06:05 RealBadAngel circa 30k 06:05 nore that will be good for community 06:05 nore and how did you do that? 06:06 RealBadAngel guy that makes reviews is z80 demoscene coder 06:06 VanessaE hm, maybe not 06:06 nore so you spoke to him? 06:06 VanessaE most of my good screenshots show stuff like moretrees et al. 06:06 RealBadAngel hes my former competitor 06:06 RealBadAngel from another demoscene group 06:07 RealBadAngel so i talked to him via "time bridge" 06:08 RealBadAngel 20 yrs 06:08 RealBadAngel he was quite suprised 06:08 nore and how many games are reviewed each month (is minetest one of the few games reviewed, or just one in the 100)? 06:09 RealBadAngel http://www.cdaction.pl/ 06:09 RealBadAngel this is site of the magazine 06:09 nore sorry, I don't speak polish... 06:09 RealBadAngel i know 06:10 RealBadAngel but you can see the cover at least ;) 06:10 nore yes 06:10 RealBadAngel its one of the oldest and best polish gaming magazine 06:10 nore Taoki: https://github.com/minetest/minetest/pull/852 06:10 VanessaE Nore: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/default_screenshot.png 06:11 RealBadAngel VanessaE, thx to this talk about landscape i reminded something 06:11 nore It shows moretrees stuff, do you think it will be OK? 06:11 RealBadAngel you remember my pic with red trees and lens flare? 06:12 RealBadAngel nore, ofc its ok 06:12 VanessaE nore: I would think so, most of it is focused on the default stuff 06:12 VanessaE (I tried to marginalize the moretrees stuff explicitly) 06:12 sfan5 RealBadAngel: have you told the magazine that the _need_ to look at mods/other games for MT? (the main game doesn't have may survival aspects; mobs *cough*) 06:13 RealBadAngel sfan5, im talkin to this guy each evenin explainin him the game 06:14 sfan5 ah, good 06:14 RealBadAngel he is aware bout the stage we are at 06:14 RealBadAngel he knows the history of minecraft 06:14 VanessaE nore: wtfpl on the screenshot btw. 06:14 RealBadAngel and realize where we are 06:14 nore ok, I just updated the pull request 06:15 RealBadAngel one thing i have to say again 06:15 RealBadAngel he strongly recommended "click to play" rule 06:16 nore that is? 06:16 RealBadAngel so definitely installer is needed 06:16 nore you mean there should not need to install mods? 06:17 VanessaE ok, HDX has been updated in git for this change 06:17 RealBadAngel im not talkin mods now 06:17 nore that's fast ;) 06:17 RealBadAngel just the game 06:17 nore ah, not need to copy the game somewhere, etc. 06:18 RealBadAngel it has to be as easy as possible 06:18 nore modstore should also be finished by that time 06:18 nore so it will be easier for users 06:18 RealBadAngel we do have 12 days to accomplish that 06:19 RealBadAngel if we fail by that date, we will be delayed by whole month 06:19 nore and if we do an installer, that means that we will still be able to fix bugs/update game after to deadline 06:19 nore if the installers fetches a version on the site 06:20 RealBadAngel it should be offline installer 06:20 RealBadAngel its going to be bundled on dvd 06:20 BlockMen we should merge that before -> https://github.com/minetest/minetest/issues/763 06:21 RealBadAngel but maybe it could have option to check for updates 06:21 nore yes, that would be better 06:21 nore there are a lot of pull requests that would need to be merged before 06:22 RealBadAngel but definitely it have to work without internet connection 06:22 BlockMen and directx + luajit 06:22 nore the configurability of large amount of objects for instance 06:22 RealBadAngel yes, but we cant merge everyhing 06:22 RealBadAngel we need solid release 06:22 nore https://github.com/minetest/minetest/pull/655 06:23 nore it causes too many bugs for now where there are too many objects in a block 06:23 RealBadAngel so small changes can go in, but nothing revolutionary 06:23 nore yes, of course 06:23 VanessaE the crash issues when chatting and when opening the inventory need fixed first, too 06:24 RealBadAngel bug fixes shall be a priority by now 06:24 * nore wonders if TP selection if a small change... 06:24 RealBadAngel small but lovely ;) 06:24 RealBadAngel and will go in for sure 06:24 BlockMen what would be a big change? 06:25 RealBadAngel thats one of the elements that have to be in game 06:25 nore well, I made it because I saw about this magazine stuff 06:25 nore I thought it would be too difficult for users else 06:25 RealBadAngel exactly 06:25 RealBadAngel and +100 for you for doing that 06:26 nore thanks 06:26 RealBadAngel most of devs just cant see problems of common newbies 06:27 RealBadAngel we are too hardcore to see them 06:27 RealBadAngel most possible players doesnt even know what linux is 06:28 RealBadAngel and we want them to execute some bash commands 06:28 nore 846, 794, and 670 look like bugfixes 06:28 nore these should perhaps be merged 06:28 VanessaE another glitch that needs fixed, btw 06:29 RealBadAngel which one? 06:29 VanessaE is where some levels of flowing water flow the wrong direction 06:29 VanessaE hard to describe without showing you 06:29 RealBadAngel sapier?? move ur ass here ;) 06:29 nore RBA: how would you empty g_texturename_to_path_cache? 06:29 VanessaE can either of you sign onto my server real quick? 06:30 nore that needs to be done for TP selection 06:30 RealBadAngel delete it just 06:31 nore RBA: it won't work, because no other will be created 06:32 RealBadAngel if this is just one instance then keep it 06:32 nore the problem is to delete the content... 06:32 nore It is a MutexedMap class, but I don't know what it is 06:32 RealBadAngel i am not quite sure about it 06:33 nore moreover, it should be removed when leaving a game, no? 06:33 nore if one has a world with technic_game and a world with minetest_game, which have different textures with same name 06:34 nore if will bug if it is not cleared (not tested for now) 06:35 nore VanessaE: I am logging, but it is taking forever since I tried to clear cache/media to fix that TP selection bug... 06:35 VanessaE that's okay 06:35 VanessaE just let it load 06:35 VanessaE is not the cache only used for downloaded media anyway, not texture packs? 06:37 nore yes, but I didn't know that 06:37 VanessaE now you do :P 06:37 nore the problem comes from g_texturename_to_path_cache 06:38 RealBadAngel nore, if renaming the folder (my old way) and restarting game was enough (without even closing it) 06:39 nore yes, because g_texturename_to_path_cache is a cache to the image path 06:39 RealBadAngel switching the pack shall be just trigger the update 06:40 VanessaE nore, stand over by me and look at the flowing water in the channel. Notice how the flow is 3 nodes wide on each side of it's "middle" point next to the pipe. See how the the middle row of each is flowing the wrong way? 06:41 nore yes, this is strange 06:41 VanessaE I've seen it with lava also, so I presume all liquids display this behavior 06:42 VanessaE it only happens with one or two specific amounts/heights/levels/whatever you call it, no matter which way it should flow, it always goes backward/up-hill 06:42 VanessaE and has been this way pretty much forever 06:46 RealBadAngel https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L207 06:46 RealBadAngel look here 06:47 VanessaE files a github issue anyway 06:48 VanessaE https://github.com/minetest/minetest/issues/853 06:53 sfan5 <RealBadAngel> but definitely it have to work without internet connection 06:53 sfan5 ^ we should set a timeout for the serverlist fetching 06:54 sfan5 otherwise they will wonder: "huh? why did the game hang up?" 06:54 RealBadAngel good point 06:55 VanessaE sfan5: it does time out, after like 60 seconds or something 06:55 sfan5 too high 06:55 VanessaE (which is a ridiculously high setting) 06:55 VanessaE it shouldn't take more than 5 seconds for a server to send a response 06:56 RealBadAngel huh, are we talkin about timeouts for mars citizens? 06:56 VanessaE but when fetching the list, if it takes more than a couple of seconds, a warning/status message is needed. 06:57 RealBadAngel a few seconds is enough for earthlings ;) 06:57 VanessaE RealBadAngel: think crowded/congested networks half-way around the world to servers that might be themselves heavily loaded. 06:57 VanessaE 5 seconds is the upper end of what a good server should be able to achieve even under those conditions 06:57 RealBadAngel so 5 06:58 VanessaE (besides, mars is more like...hm, 11 light-minutes away?) 06:58 VanessaE (at worst case) 06:58 RealBadAngel then show a message "unable to fetch..." 06:58 VanessaE RealBadAngel: yes - and both messages should be displayed in lieu of the public server list 06:58 sfan5 a timeout for moon citizens 06:58 VanessaE sfan5: heh 07:00 RealBadAngel lets just hardcore ban .moon and .mars domain and problem will be solved ;) 07:00 VanessaE lol 07:02 VanessaE sapier did try to do an async download: https://github.com/sapier/minetest/commit/c900051f68fa01cc8e58034f934eb009abbe2885 07:02 VanessaE but I have not tested it 07:04 * sfan5 really wonders how fast internet is on the moon or on the ISS 07:06 VanessaE somewhere around 500 kbps on the ISS, I seem to recall. 07:06 nore a little question: I tried to add delete g_texturename_to_path_cache; to game.cpp, but it says that it is not declared in this scope, event if I move its declaration in tile.h (there is an #include tile.h) 07:06 nore any clues? 07:20 VanessaE sfan5 actually, ISS is 10/3 Mbps (!) 07:21 sfan5 VanessaE: almost the same as my internet speed 07:57 celeron55 RealBadAngel: do you know that current main menu does not have proper localization set up? 07:58 celeron55 RealBadAngel: you might want to ask sapier to do it asap 07:58 RealBadAngel celeron55, wheres the problem? 07:58 celeron55 (there's a preliminary design for it) 07:58 RealBadAngel hmmm, that really have to be fixed asap then 07:58 celeron55 RealBadAngel: there's not that much problem, it just hasn't been made and also requires some tricks 07:58 nore celeron55: texture pack selection is done: https://github.com/minetest/minetest/pull/852 07:59 celeron55 RealBadAngel: gettext isn't particularly designed for lua but a way to do it was proposed sometime ago 07:59 RealBadAngel celeron55, can you vote on 852? 08:00 RealBadAngel i will talk to sapier about it 08:00 RealBadAngel this have to be done since magazine release means 30k of possible polish users 08:01 celeron55 about texture pack selection: i think a new tab for that is not good, it should be a setting 08:01 RealBadAngel that would like to have game in polish 08:01 celeron55 we already have an unreasonable number of first-level tabs 08:01 RealBadAngel it is actually reasonable tab 08:02 RealBadAngel and high level setting 08:02 celeron55 but whatever, i don't really care about the UI 08:02 celeron55 i just hope people don't mess it up 08:02 RealBadAngel i bet folks gonna love it 08:02 RealBadAngel i do already 08:12 celeron55 i added a note about the mainmenu localization here, as it seemed appropriate: http://dev.minetest.net/Dev_Log#Lua_mainmenu_localization_design 08:22 sfan5 celeron55: can't we just make gettext parse lua? 08:23 sfan5 (instead of hoping lua is similar enough to C) 08:54 Exio4 there is one 10:29 PilzAdam I got an e-mail from a package maintainer from the "ALT Linux" distro that wants that we add a link to their Minetest package to minetest.net/download 10:29 PilzAdam do we want to add every random distro there? 10:31 kahrl ranking #108 on distrowatch 10:33 celeron55 maybe add a page with a link from there, like "Less common distributions" 10:33 celeron55 then just dump everything in there 10:34 celeron55 i guess it's a bit useful to someone 10:36 Akien kahrl: It would be nice if you can add a mention of Mageia too (here is a link which should stay up-to-date, always showing the latest stable release of Mageia: http://mageia.madb.org/package/show/name/minetest ) 10:37 Akien I meant to ping PilzAdam actually 10:38 BlockMen PilzAdam, added 10:38 BlockMen i will squash all commits if its decided to go in 10:40 kahrl foresight ranks #157 so it should be moved too if the subpage is added 10:41 PilzAdam done: http://minetest.net/download 10:43 kahrl how common is Mageia? distrowatch ranks it at #2, now these are just page hit rankings 10:44 celeron55 i had never heard about mageia before 10:44 kahrl same 10:46 PilzAdam mageia is listed under "Major Distributions" at distrowatch 10:47 celeron55 well let's just use distrowatch's list 10:47 celeron55 they probably know better than us anyway 10:47 celeron55 and don't accept too much bribes 10:51 kahrl somebody could be hitting the distro page on distrowatch repeatedly 10:52 kahrl but I don't know of any better indicators 10:57 proller https://aur.archlinux.org/packages.php?ID=45253 10:57 proller broken link 11:01 kahrl should it be replaced by https://aur.archlinux.org/packages/minetest-git/ 11:01 kahrl Kray: ? 11:02 Kray huh? 11:02 Kray most likely 11:02 Kray I don't maintain any minetest packages anymore 11:02 kahrl ah 11:02 Kray the stable was moved to real repositories 11:02 Kray and I orphaned the -git AUR package 11:03 kahrl the stable link works but the unstable link is broken on http://minetest.net/download 11:07 Akien kahrl: Mageia is starting to build its reputation, as the alternative to the old Mandriva (Mageia is a Mandriva fork from 2010, when the company behind Mandriva faced serious issues and let down its employees to relocate in Russia) 11:08 Akien Most of the Mandriva community switch to Mageia, which is 100% community-driven 11:08 celeron55 my first distro was actually mandrake 11:08 Akien Mine too 11:08 celeron55 haven't really touched that series since i quickly switched to debian back then 14:45 PilzAdam https://gist.github.com/PilzAdam/49689afe8b96c334a4a7 15:36 celeron55 PilzAdam: lol, are those people completely nuts 15:38 PilzAdam Im going to answer this: https://gist.github.com/PilzAdam/9b4d60e36868be711350 15:40 celeron55 i'd suggest answering nothing 15:40 celeron55 oh god, i got something similar 15:41 celeron55 http://paste.dy.fi/0Yl 15:41 celeron55 my answer is "just go to hell and do not spam me" 16:17 hmmmm good response 16:18 hmmmm i love how people feel like they're doing us this huge favor by making a mod 16:18 Calinou same thing happen with random linux distros :P 16:18 Calinou happens* 16:20 PilzAdam hm? 16:23 PilzAdam so should I send an e-mail back to them or not? 16:28 hmmmm ignoring people is probably the most effective way of getting the message through to them to fuck off 16:28 sfan5 guys! 16:29 sfan5 guys! 16:29 sfan5 http://www.crevis.net/ <- they want to sell it for $5.00 16:29 Calinou they sell the pre-release 16:29 Calinou however, they can expect quite a few problems with Misa 8D 16:29 PilzAdam illegal 16:29 Calinou the crevis guys seem to use the misa pack by default, and misa disallows commercial use of her pack 16:29 Jordach theyre in deep shit 16:29 sfan5 ^ 16:30 PilzAdam ^ 16:30 sfan5 also Ctrl+F for "Minetest" on the main page returns 0 results 16:30 Calinou look at the "about" page 16:30 sfan5 about page still lists them 16:31 sfan5 "Minetest engine for a basic structure of the game. " 16:31 sfan5 ^ wat 16:31 sokomine hmmmm: most likely, yes. though some people may come back :-) 16:31 hmmmm ? 16:31 Jordach i actually downloaded 2.2; it contains minetest_game 16:31 hmmmm sokomine, you said something yesterday iirc but i didn't see it 16:31 sfan5 so.. basic structure == all non-lua code (the most work) 16:32 sfan5 makes sense 16:32 sokomine hmmmm: i've worked on generating a village yesterday. so far i can do a road with houses at both sides. i slowly get tired of the same look of the houses, and there's that accidental glass node i needed for copying and which doesn't fit either. that node replacement list for place_schematic would be really helpful :-) 16:32 hmmmm grr 16:32 PilzAdam sfan5, they did nothing on their own, just installing mods 16:32 hmmmm you realize you can remove the glass node right? 16:32 sokomine :) yes, users are annoying 16:33 hmmmm here's how i made the tree schematics 16:33 sfan5 PilzAdam: that too 16:33 hmmmm you make a tower on one corner of your structure out of sand 16:33 sokomine it's not only that glass node. there are several blueprints that form up the road houses 16:33 hmmmm you put sand at the other end 16:33 hmmmm then you select the two node positions 16:33 hmmmm then dig out the sand underneath the points 16:33 hmmmm so you get the two corners as air nodes 16:34 hmmmm place_schematic isn't supposed to be super convenient to use, it's supposed to be a way to edit a schematic file 16:34 hmmmm "easier ways" are up to the modder 16:36 hmmmm i've been racking my brain and i can't come up with any valid purpose to having a node replacement list other than making things slightly easier to vary in decoration 16:36 hmmmm also you're literally the only person who wants this feature 16:36 PilzAdam this is not true 16:37 PilzAdam if I want to use the schematics of minetest_game in another game, then I have to change all default: to base: 16:38 sokomine but "vary in decoration" is an important point! rotation helps a lot already. mirror might be nice as well. all those things allow to use the same decoration more often without the player getting the feeling that it's all the same 16:38 hmmmm if you think it's a good idea, why not code it up yourself or find someone else? i'm not the only person able to do this 16:38 hmmmm FOSS has always been about being able to scratch your own itch, not begging people to add a feature for you 16:40 sokomine i know. but i'm also certain that it'd be much easier for you to code because you do know the internals about it, the right place to plug in - whereass i'd have to find the right place first, read into the code, and then convince someone to actually accept the changes (which will most likely be in a diffrent coding style and general style than what you'd expect) 16:42 sokomine the road spawns already pretty fast thanks to your functions. and also with way less code for the actual mod 16:43 hmmmm i'm pretty sure I said in the channel exactly what would need to be done to make this happen 16:46 celeron55 hmmmm: yesterday i created a place to write down stuff like that: http://dev.minetest.net/index.php?title=Dev_Log 16:47 celeron55 the point of that is that important information that isn't linked to any issue doesn't get lost in endless IRC logs 16:48 celeron55 or, well, this one could be too simple for that 16:48 celeron55 or actually no; nothing is too simple for adding a link to a piece of IRC log in there 16:51 celeron55 or maybe that should go on the TODO list 16:51 celeron55 not sure how to draw the line there 17:02 PilzAdam I fixed the crack overlay for animated textures by simply moving the animation code in front of the crack code in MapBlockMesh::MapBlockMesh(), but the crack still "flickers" 17:02 PilzAdam (its still better than before) 17:23 PilzAdam any ideas how to fix that? 18:13 proller trying to transfer cloud_height.. another hell place 8( 18:53 kahrl PilzAdam: that's an area I know a bit about, let me try something 18:54 kahrl I'm thinking of extending ^[crack and ^[cracko so that they can work with animated textures 18:55 kahrl i.e. draw a crack on top of each frame, not a single one on the combined image 18:57 celeron55 that could break on eg. some kind of plant images or whatever that aren't square? 18:57 celeron55 (altough it's not like the crack will look particularly anything anyway on them) 18:58 kahrl I'm changing it to accept the syntax ^[crack:N:P 18:58 kahrl where N is the frame count and P the progression 18:58 celeron55 that'll work 18:58 kahrl is there anything that still needs the old syntax? 18:59 celeron55 grep in the engine 18:59 celeron55 it's an internal thing 18:59 kahrl the engine definitely not, but any mods? 18:59 celeron55 they aren't allowed to rely on it 19:00 kahrl I was thinking that some might use it because it's documented on http://dev.minetest.net/texture 19:00 celeron55 ...so there is a page like that that does not even mention by a single word that some of them are internal? 19:00 kaeza aww my Zelda mod which uses cracked walls to shows walls you can blow up will break =( 19:00 celeron55 who made this 19:00 celeron55 he's going to personally fix any mods 19:01 kahrl 70.36.129.136 did it 19:01 kahrl bad 70.36.129.136 19:02 celeron55 somebody in CA, US 8) 19:02 celeron55 kaeza: is there no good other way to do anything like that? 19:02 celeron55 or, actually 19:03 celeron55 there is; you should have just made your own overlay texture 19:03 kaeza nah I was just kidding 19:03 kaeza and if I were to attempt that, I can always workaround in some way 19:03 celeron55 anyway that page needs to be fixed 19:03 * celeron55 fixes it 19:06 celeron55 i moved [crackN / [crackoN and [verticalframe:N:I to be engine-internal; is that right? i think it is 19:07 celeron55 [noalpha kind of is too but dunno; that's not going to change to anything else because it's so trivial 19:07 sfan5 why would a mod use [noalpha ? 19:08 celeron55 i can't think of any reason 19:09 kahrl a mod to force opaque leaves regardless of the client's new_style_leaves setting? 19:09 kaeza allfaces_optional has the same effect right? (when fancy leaves is disabled) 19:09 celeron55 kahrl: but forcing that is useless via textures, because it doesn't give the huge performance boost by removing the geometry 19:10 celeron55 well, i guess the mod could change the drawtypes too 19:10 celeron55 there's a 0.1% chance of this ever being made though 8) 19:10 kahrl yeah, you'd set drawtype to 'normal' but you still need to change the texture to ^[noalpha 19:11 celeron55 anyway, there's no reason to get rid of it really, let's just leave it 19:33 kahrl https://github.com/kahrl/minetest/commit/f4b0e9948cd348faa453e008308e3693600952e4 19:33 kahrl PilzAdam: does this work? ^ 19:33 kahrl surprisingly, it does for me 19:34 kahrl (for how hacky it is) 19:54 Jordach the internet is made of hacks, kahrl 20:21 PilzAdam kahrl, it works perfectly fine 20:24 PilzAdam its useful for the buckets in my game, they dig water 20:27 ShadowNinja Hah. 20:39 proller veery long connect to servers 8( 20:45 ShadowNinja https://github.com/ShadowNinja/minetest/compare/protection_support 20:45 ShadowNinja To fix thinks like this: https://github.com/VanessaE/homedecor/blob/master/init.lua#L33 20:47 VanessaE oh sure, single me out :P 20:49 ShadowNinja VanessaE: It isn't that you have ugly code, it is that you were forced to write ugly code because there isn't a standard way of doing this. 20:49 VanessaE just kidding :) 20:50 VanessaE and yeah 20:50 VanessaE that function is pretty hacky 20:55 celeron55 ShadowNinja: that seems reasonable 20:56 celeron55 (make a pull request so that it doesn't get lost) 20:58 ShadowNinja celeron55: Done. 20:59 sfan5 could we merge that pull now, eventually? 21:04 celeron55 let's let people have a look at it and note if they see something worth noting 21:32 proller https://github.com/proller/minetest/commit/5312a42c3dc2b1dbde9af8f9c81628a3e5817634 21:32 proller ^ trivial addition 23:12 PilzAdam i'm pretty sure I said in the channel exactly what would need to be done to make this happen <- anyone can point me to the log? 23:12 PilzAdam (thats about replacement list for schematics) 23:59 PilzAdam hmmmm, sokomine, https://github.com/PilzAdam/minetest/commit/97e1490d5f88fb97369adfa70d37ba503f035073