Minetest logo

IRC log for #minetest-dev, 2013-12-05

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:43 smoke_fumus joined #minetest-dev
00:49 Miner_48er joined #minetest-dev
01:16 khonkhortisan joined #minetest-dev
02:32 NakedFury joined #minetest-dev
02:37 KingsleyT joined #minetest-dev
03:03 werwerwer joined #minetest-dev
03:29 OldCoder joined #minetest-dev
03:49 deltib joined #minetest-dev
03:57 VanessaE https://forum.minetest.net/vie​wtopic.php?pid=120769#p120769
04:02 NakedFury you win
04:02 NakedFury we wont ever find anything cooler as a product of a glitch or bug
04:02 VanessaE lol
04:03 VanessaE haha
05:54 djdduty joined #minetest-dev
06:08 Sokomine current version, shaders enabled: all textures in the world (not in the inv) get black. cpu: celeron g1610. integrated gpu
06:09 Sokomine (shaders enabled; all sub-options of shaders disabled; no texture pack; older and newer servers make no difference)
06:11 Gethiox2 joined #minetest-dev
06:35 nyuszika7h joined #minetest-dev
06:35 VanessaE it should be noted that cheapie also can't use the shaders anymore either, when previously they worked fine.
06:36 VanessaE (though for him, the effect is different, probably owing to different hardware)
06:41 bas080 joined #minetest-dev
08:13 darkrose joined #minetest-dev
09:54 john_minetest joined #minetest-dev
09:57 proller joined #minetest-dev
10:23 Anchakor_ joined #minetest-dev
10:56 iqualfragile joined #minetest-dev
10:57 bas080 joined #minetest-dev
12:00 bas080 joined #minetest-dev
12:26 MrRip joined #minetest-dev
12:28 troller joined #minetest-dev
12:36 MrRip joined #minetest-dev
12:45 MrRip http://paste.ubuntu.com/6524547/
12:46 MrRip hi i try compile from source code a version of server for dedicate use
12:46 MrRip but i stuck.
12:46 MrRip i`m*
12:48 MrRip i use this cmake option : cmake . -DBUILD_CLIENT=0 -DRUN_IN_PLACE=1
12:49 MrRip i run centos : 2.6.32-431.el6.x86_64
12:53 thexyz MrRip: update your irrlicht
12:54 Akien joined #minetest-dev
12:57 MrRip hmm i have latest from repo. Ok i will be back ill try manual install too
13:00 thexyz eeh
13:01 thexyz what irrlicht version do they even use
13:08 john_minetest Why does the checkbox in setting say "opaque water" when it DISABLES opaque water when checked?
13:16 ImQ009 joined #minetest-dev
13:20 hmmmm joined #minetest-dev
13:23 PilzAdam joined #minetest-dev
13:38 zat joined #minetest-dev
13:47 smoke_fumus joined #minetest-dev
13:52 Zeitgeist_ joined #minetest-dev
13:52 Zeitgeist_ joined #minetest-dev
14:26 iqualfragile joined #minetest-dev
14:29 proller joined #minetest-dev
15:02 NakedFury joined #minetest-dev
15:30 BlockMen joined #minetest-dev
15:37 [PavelS] joined #minetest-dev
15:39 BlockMen has someone else problems with current master?
15:43 kaeza what kind of problems?
15:44 nore joined #minetest-dev
15:45 kaeza heard some folks had probs with segfaults, but that was fixed afaik
15:50 BlockMen when trying to start a world it freezes: http://pastie.org/private/olhidhamyvhuvat12oqa
15:54 Miner_48er joined #minetest-dev
16:05 Calinou joined #minetest-dev
16:06 Jordach joined #minetest-dev
16:07 Jordach joined #minetest-dev
16:07 nore joined #minetest-dev
16:23 VanessaE joined #minetest-dev
16:26 Gethiox3 joined #minetest-dev
16:29 BlockMen joined #minetest-dev
16:33 john_minetest BlockMen: current master works perfectly for me.
16:34 BlockMen john_minetest, seems related to win builds https://forum.minetest.net/vie​wtopic.php?pid=120809#p120809
16:35 john_minetest people should use linux ^^
16:40 nore joined #minetest-dev
17:01 Sokomine any clue as to where my shader problem might come from? i don't really need shaders (i'm just curious regarding waving plants), but...completely black textures are strange
17:21 nore joined #minetest-dev
17:22 Akien joined #minetest-dev
17:32 Sokomine tested it with freeminer. same result: with shaders enabled, textures in the world are black
17:32 Sokomine up until recently, i was able to use shaders
17:54 OldCoder joined #minetest-dev
17:59 sapier joined #minetest-dev
18:06 rubenwardy joined #minetest-dev
18:19 ImQ009 joined #minetest-dev
18:22 BlockMen left #minetest-dev
18:32 proller joined #minetest-dev
18:59 sapier I plan to create a dynamic spawning mechanism for minetest, prototype is to be implemented in lua https://gist.github.com/sapier/7811148 this is my current API design does anyone have suggestions?
19:05 PilzAdam what is "next non environment node"?
19:05 PilzAdam ah, you redefine the word "environment"
19:06 sapier yes I didn't find a better word for this but if anyone has a good suggestion?
19:07 PilzAdam "default:air" <- you might want to think about that again
19:09 sapier ok it should be air ... but that's an example  anyway
19:09 PilzAdam I would call it "spawn_inside"
19:10 sapier sounds reasonable
19:14 john_minetest what exactly does that one do?
19:14 john_minetest is it for respawning players, mobs or someting else?
19:14 sapier spawn entitys at configurable locations
19:14 PilzAdam and you maybe should add that its about object/entity spawning to the description
19:14 PilzAdam btw, why only entity spawning? people may want to abuse it for node placement
19:14 sapier you could use the code for player too but it's primary usage will be mobs
19:16 NakedFury joined #minetest-dev
19:17 sapier I guess that won't be a problem but it's not very usefull to do cyclic spawning for nodes
19:17 john_minetest fireworks spawining in the air might be fun
19:18 john_minetest or rain
19:18 john_minetest actually rain is not really pretty atm.
19:18 sapier rain .... sorry but I'm not capable of making your pc a supercomputer ;-P
19:19 sapier adv_spawning is not designed for high frequency spawning ... I guess I need to add that information too
19:19 john_minetest rain should be spawned in the clouds
19:20 john_minetest ok
19:20 john_minetest there should be a way to add stuff falling from the sky in a nice way. Like rain, snow, fire rain, napalm, ...
19:22 sapier that's a completely different usecase, I don't even think this can be done at server
19:22 john_minetest It could be fully client-side with the server only sending weather information.
19:22 sapier yes but that's not scope of this mod/core prototype
19:23 john_minetest Yeah, actually I am talking about some possible future patch since you said "adv_spawning is not designed for high frequency spawning"
19:23 rubenwardy joined #minetest-dev
19:24 john_minetest Just listing the possibilities how to make rain/snow/napalm pretty
19:25 john_minetest Is it possible yet to have nodes that are always active and keep the chunk loaded?
19:25 sapier no
19:25 sapier nodes will never be able to do so
19:25 sapier but entitys could be
19:26 john_minetest so snow entities could do that. okay.
19:26 sapier << looking for something to punch john
19:26 john_minetest why punch me? stahp it!
19:27 sapier do NEVER EVER use that feature for common entities
19:27 sapier you WILL kill server performance
19:27 john_minetest And if it is done clientside?
19:27 john_minetest client lua might come in near or far future
19:28 sapier any active block needs to be kept in memory of server thus if you add a lot of force active entites that's eqivalent to denial of service attack to server
19:29 rubenwardy_ joined #minetest-dev
19:29 sapier imho that feature is a hack for people that don't want to think about suspend/resuming their entities
19:29 john_minetest Just send a "rain" package to let it rain in the client.
19:29 sapier ok mesecon quys have the one and only reason for their special usecase
19:29 john_minetest and pipeworks
19:30 john_minetest and technic
19:30 sapier why? you can just replace clouds by nodes that cause rain on client this way server doesn't have to do anything
19:31 john_minetest <john_minetest> Just send a "rain" package to let it rain in the client.      <john_minetest> And if it is done clientside?
19:31 sapier what do you mean with "rain" package?
19:32 john_minetest a UDP package with the content: it is raining now
19:32 john_minetest client side clouds start to let rain fall
19:32 PilzAdam proller worked on making clouds server side IIRC
19:33 sapier proller did a lot of work for this true ... yet it didn't seem to be finished
19:34 sapier but at least he has evaluated what might work and what wont
19:34 john_minetest maybe rain per biome would make sense, too
19:35 EvergreenTree joined #minetest-dev
19:36 proller i not working on clouds, only thinking how to make better
19:37 KingsleyT joined #minetest-dev
19:37 Sokomine any ideas on my shaders/textures in the world all black problem?
19:37 john_minetest proller: So clouds could be server-side and sent to every client?
19:38 proller or maybe client can calculate humidity from seed with noiseparams from server, and draw clouds
19:39 Sokomine hm, what i saw so far of weather didn't look particulary good. perhaps that was due to cpu/gpu not beeing fast enough. snow formed...waves. like on a very windy day. and most of the time it didn't snow at all
19:39 Sokomine perhaps for some cases (rain), something as simple as what mc classic does might suffice
19:40 john_minetest Sokomine: It is because the stuff is spawned around the player. If you move to fast it might not regenerate so fast.
19:40 john_minetest Also if you are standing under a roof (even if only one block), the snow/rain stops to fall.
19:40 john_minetest everywhere.
19:40 john_minetest At least it was like that in the last release I tested.
19:42 Sokomine john_minetest: yes, that might have been it. it was unfortionately irritating
19:42 Sokomine those roofs might be a problem, yes...
19:43 Sokomine hm. how about surface light? that's afaik calculated soemtimes. so if a node gets light from above, it will get weather
19:44 john_minetest does glass change something there?
19:44 Sokomine hm, you're right. light passes through, but weather ought not to
19:45 john_minetest maybe changing glass to only leave through 99% of the light might solve that
19:45 Sokomine sounds like a good idea. don't know if it will really help. but some kind of weather would definitely be fine to have
19:47 john_minetest yep.
19:48 john_minetest letting it rain in a box around player so that rain is 20 nodes above every sunlit node
19:48 john_minetest hmmm
19:59 sapier john did you test this one https://github.com/minetest/minetest/pull/1030
20:07 john_minetest sapier: yes, I tested it yesterday
20:11 john_minetest It would be nice to be able to read the mod description( maybe with scrollbar) before downloading.
20:15 Akien joined #minetest-dev
20:17 Calinou joined #minetest-dev
20:30 sapier why did I already know that this requirement will be added prior finishing that single commit ... there are already 3 major feature improvements in it
20:31 sapier :-)
20:31 john_minetest it should be like that:
20:31 john_minetest click "online mod store"
20:33 john_minetest allow player to see that:  http://i.imgur.com/VZ4es99.png  before installing
20:33 john_minetest maybe with "show more info" button
20:33 sapier no it shouldn't as it adds an additional step to download a mod ... adding 50% overhead
20:34 sapier there's no information shown in succeeded window you need to know if you don't download that mod
20:34 sapier except of partial hidden description but that can be fixed without major changes
20:36 Calinou joined #minetest-dev
20:39 Calinou joined #minetest-dev
20:43 Miner_48er joined #minetest-dev
20:47 john_minetest sapier: It is a step anyways.
20:47 john_minetest so why not making it before downloading?
20:48 john_minetest The "install" button will be called "Info&Download" then and download is made from the screen in the pic
20:48 john_minetest showing the info AFTER you already downloaded it is just dumb. If I downloaded a mod, I know what I downloaded there.
20:51 john_minetest so it should be like:
20:51 john_minetest 1. Browse the list, eventually search it.
20:52 john_minetest 2. Click on a mod to show http://i.imgur.com/VZ4es99.png ; the "Ok" button will be gone and there will be an "install" button (with version dropdown) and a "back" button
20:52 john_minetest 3. Choose version and install
20:52 john_minetest
20:53 john_minetest That way there could be a mini-description that fits in the (atm overflown) textfield and the real description after that menu.
20:53 sapier no it isn't john
20:54 sapier now it is press install, press ok 2 steps
20:54 sapier if I show detailed description PRIOR downloading it's 1) install 2) confirm 3) ok
20:55 john_minetest now it is press install, press ok, wait for it. then http://i.imgur.com/VZ4es99.png -> okay again
20:55 john_minetest maybe... better idea:
20:55 john_minetest press install, show http://i.imgur.com/VZ4es99.png, press ok/cancel, installed!
20:55 ShadowNinja I like John's idea.
20:56 sapier then I can't show a successfull failed message
20:56 sapier all necessary information is shown in browse view I don't see any use in repeating that information
20:57 john_minetest instead of "install -> ok" you do "install->http://i.imgur.com/VZ4es99.png (ok)"
20:57 sapier and I even hate the idea of adding an additional step to download a mod
20:57 john_minetest and in the end you show a "done" screen instead of the info screen
20:57 john_minetest just change order-
20:57 iqualfragile joined #minetest-dev
20:58 john_minetest In mod browse mode you should only see BASIC information. Not all that text that is interesting after you decided to install it.
20:58 sapier it's still an additional step
20:58 john_minetest No, it is not.
20:58 KingsleyT joined #minetest-dev
20:58 john_minetest "install -> ok -> imgur" is now. future might be "install -> imgur -> ok"
20:59 john_minetest still 3 steps, just other way round
20:59 sapier 1) press install 2) show detailed info press ok 3) confirm installation is 3 steps while its 2 atm
20:59 john_minetest no
20:59 john_minetest oh, it is 2 atm
21:00 john_minetest *grmln*
21:00 sapier I can fix the not scrollable description but I wont add an additional step
21:01 sapier especially for no additional information at all
21:01 john_minetest then don't show the information after the installation finished.
21:01 john_minetest It just makes no sense.
21:02 sapier its because of Shortname which is only of interest if you actually installed the mod
21:02 john_minetest Why showing the mod description AFTER you have installed it?
21:02 john_minetest mod shortname can be read from the ingame menu. Or could just be displayed without the information.
21:03 john_minetest
21:03 PilzAdam I agree to john_minetest
21:03 sapier1 joined #minetest-dev
21:04 john_minetest Also the idea of having an additional step before downloading might be good. In case you click on the wrong mod you don't have to wait until the 10MB have downloaded over your modem. On the other hand adding that would be kinda windows-ish.
21:04 sapier1 celeron55 requested the shortname to be shown as some mod owners use completely different shortnames then titles ... you can't match those ingame
21:05 john_minetest the shortname can be displayed. no problem with this.
21:05 sapier1 everything else in that screen is decoration only
21:05 PilzAdam sapier1, you can show the shortname before the installation too
21:05 sapier1 yes at cost of 50% overhead
21:05 john_minetest 33%
21:05 sapier1 50
21:05 john_minetest It is only one screen more.
21:06 sapier1 1 == 50% of 2
21:06 john_minetest 1 == 33.33333...% of 3
21:06 sapier1 there's not a single information you gain from that additional step
21:06 sapier1 it's just loss of time
21:06 john_minetest nah
21:07 john_minetest advantages:
21:07 sapier1 base is 100% .. and base is 2
21:07 john_minetest -You can read the informatinon before you download. old page is recycled
21:07 john_minetest -You can stop when you accidentaly clicked on the wrong mod
21:07 sapier1 ALL information is ALREADY SHOWN
21:07 john_minetest And you show it AGAIN!
21:08 sapier1 and I won't add a are you really sure that you're really sure you did realy meen to click that very special mod
21:08 sapier1 I wont vistaify minetest
21:08 john_minetest I think showing the full info in the mod manager would be a bit bloated.
21:08 john_minetest Look at firefox.
21:09 sapier1 we alread SHOW full info
21:09 john_minetest Add-ons show minimal info. When you click on them they expand and show their full info.
21:09 sapier1 there isn't anything I can show more
21:09 ShadowNinja Does #744 look good? I rebased it.
21:09 PilzAdam ShadowNinja, http://devopsreactions.tumblr.com/post/492​48447890/waiting-for-pull-request-approval
21:10 john_minetest I don't want to read 500 pages of essay just to find out that that mod is like redstone. I just want to see "This is electronics (like minecraft redstone)". That's enough. When I am interested I will click.
21:11 sapier1 modstore isn't intended to contain a full multipage moddoku wiki browser
21:11 john_minetest It would only add one simple screen with "Your download has finished" when implemented as I said.
21:11 ShadowNinja PilzAdam: Haha.
21:11 john_minetest *"Your download of <shortname> has finished."
21:11 sapier1 it's meant to be a quick "give me that mod" tool therefore I don't want to add 50% more steps to download
21:11 john_minetest 33,33%
21:12 ShadowNinja PilzAdam: So, do you approve?
21:12 john_minetest 100% is 3 steps
21:12 sapier1 no 100% is current state
21:12 PilzAdam ShadowNinja, have you tested it?
21:12 ShadowNinja PilzAdam: Waiting for cimpilation to finish...
21:13 PilzAdam http://xkcd.com/303/
21:13 john_minetest Also that percentage thing is not appropriate. Just a tool to make fear.
21:13 sapier1 but if it's the ony way to go I'm gonna remove the infoscreen again
21:13 NakedFury joined #minetest-dev
21:13 john_minetest 50% like you say is one step. one click that is made maybe 20 times in the whole life of use of that modstore in that version.
21:14 sapier1 install 20 mods and it's gonna be 20 steps
21:14 john_minetest Exactly.
21:14 sapier1 infoscreen is gone ... discussion end ... if you want to add it do it on your own
21:14 john_minetest it is 1,5 times more clicks that usual.
21:14 john_minetest No big change.
21:14 PilzAdam ShadowNinja, IIRC hmmmm agreed to the code a while ago, so I guess its ok
21:14 sapier1 I will not add that much overhead
21:15 john_minetest I ithink the player will survive that.
21:15 john_minetest Overhead is one screen.
21:15 john_minetest It would be more overhead to add a new texture
21:18 john_minetest I am not really satisfied with the mod store in its current state.
21:18 sapier1 fix it
21:19 ShadowNinja PilzAdam: Alright, it works so I'll push it.
21:19 PilzAdam does this fix spawning in trees placed with register_deco()?
21:20 ShadowNinja PilzAdam: IDK, I tried it will all of the mapgens, but unless you have a seed and some code to test that...
21:20 ShadowNinja with*
21:22 ShadowNinja I seemed to spawn at 0, y, 0 more concistently too. Before I often spawned somewhere like 500, y, -300.
21:23 PilzAdam with https://gist.github.com/Pil​zAdam/1c0831a32d24055a7231 + Nodetopia game (https://github.com/PilzAdam/nodetopia) you spawn in a jungle
21:23 PilzAdam chances are high to spawn in a tree there
21:24 john_minetest sapier1: fixing it
21:24 PilzAdam (i.e. a jungle is arround (0,y,0))
21:27 PilzAdam wait, forget that, its outping something else now (for some reaons)...
21:29 sapier1 https://github.com/minetest/minetest/pull/1030 problem solved ... no decorative successfull screen any longer
21:30 PilzAdam what happens if I install a mod that I already have installed?
21:30 sapier it's replaced
21:31 PilzAdam so selecting a new version and clicking install is enough to upgrade
21:31 sapier actually latest version is preselected
21:31 PilzAdam is there any way to get the version I have currently installed?
21:32 ShadowNinja PilzAdam: I spawned on a beach near 0, y, 0...
21:32 sapier as there isn't a definition how mods are versioned no there isn't
21:33 sapier if a mod wrote the version in it's description file you could see it im mods tab ... but I don't know of any mod doing this
21:33 PilzAdam ShadowNinja, yes, <PilzAdam> wait, forget that, its outping something else now (for some reaons)...
21:33 PilzAdam btw, its a desert not a beach
21:33 sapier I forgot it myself on last mobf update
21:35 PilzAdam ShadowNinja, in nodetopia it happens quite often that you spawn in a tree, maybe create some worlds and test it
21:35 sapier any objections to merging 1030?
21:39 john_minetest I'll test it
21:41 john_minetest I'm okay with this. 1030 is ready to pull from my point of view.
21:42 john_minetest Oh, wait
21:42 john_minetest One last request:
21:42 john_minetest A "Cancel" button in the corner of the mod manager.
21:43 john_minetest So you can return to mainscreen without pressing escape-
21:43 john_minetest It is nessecary since every screen in the game has a cancel button somewhere and it would keep it consistent.
21:52 john_minetest
21:53 john_minetest Btw: Who makes the mmdb web interface again?
21:54 sapier iqualfragile
21:54 iqualfragile yay, thats me!
21:54 iqualfragile but that information is wrong
21:55 iqualfragile the interface was mainly made by jeija
21:55 PandemoniuM jajajajaja
21:55 sapier following options: 1) total redesign of modstore (I won't do that) 2) add a tab named "close" 3) add a text "press escape to close" 4) don't change anything
21:56 john_minetest iqualfragile: Is there a possibility to limit picture uploads to a certain size?
21:57 sapier user can choos any image from galery as titlepic
21:57 john_minetest I have looked over the images in the /tmp dir that are downloaded and they are partly fullscale
21:57 sapier imho better option would be generating a thumbnail form all uploaded pics and send thumbnail as titlepic
21:57 john_minetest That could also be made.
21:58 sapier john_minetest which option do you choose?
21:58 john_minetest The one iqualfragile chooses.
21:58 sapier following options: 1) total redesign of modstore (I won't do that) 2) add a tab named "close" 3) add a text "press escape to close" 4) don't change anything
21:58 john_minetest oh, that
21:59 sapier maybe 5) increase modstore show button below ... yet that's ugly
21:59 john_minetest why not simply adding a close button in the right bottom corner that simply says "Close" and that returns the mod manager tab?
21:59 john_minetest there are only 2 tabs that need that button implemented
21:59 john_minetest search and unsorted
22:00 sapier because forspec doesn't allow placing buttons outside of grey area
22:00 john_minetest can't grey area be expanded?
22:00 sapier to the bottom
22:00 sapier that was option 5
22:01 john_minetest hmmm
22:01 john_minetest might be the best option
22:01 sapier best but still ugly
22:01 john_minetest Maybe...
22:01 sapier adds a lot of wasted space to store
22:01 john_minetest Can you add another "page x of y" down there? maybe it would look not that wasted.
22:02 john_minetest or put the cancel button in the middle
22:02 sapier another one is silly if I do that I move the upper one
22:02 sapier the problem is buttons have fixed y size so I have to really add a lot of room
22:05 john_minetest hmmm
22:06 john_minetest And how would it look like if you only show 4 mods per page?
22:06 sapier NO
22:06 sapier that makes 3 on search page
22:07 sapier *iriony* why not show each mod on its own ... *irony off*
22:08 john_minetest actually I wonder why we have search there.
22:08 john_minetest *unsorted
22:09 john_minetest unsorted and search are practically the same.
22:09 sapier we have search because browsing 100 pages if you already know name of mod you want to install is silly
22:09 john_minetest except for the 3 vs 4 mods. But who browses those 1000 mods per hand.
22:09 john_minetest sapier: Yeah, I meant that
22:09 sapier ppl who want to know what mods are available
22:10 john_minetest unsorted has the same feature except that it only shows 3 mods at a time.
22:10 john_minetest we got nearly duplicate tabs here.
22:10 john_minetest hmmm... let me think for a minute...
22:11 sapier I mod per page is a huge difference
22:12 sapier btw search tab showing mods without search is a bug
22:12 john_minetest I think it is good like that
22:12 john_minetest or...
22:12 john_minetest maybe it should be fixed so the search tab doesn't look like duplicate work
22:14 sapier john I don't know what gui's you usually use but I'm really sorry for you if your that used to usability pain to not even notice it any longer
22:15 john_minetest I usually use commandline ;)
22:15 john_minetest My problem is, that I try to generalize stuff until it is misunderstood...
22:16 john_minetest Anyways. It would be good to have that bug fixed so it doesn't look as if you just duplicated the other tab.
22:16 sapier in gui small differences make difference between good and bad ... a single additional element is a huge difference
22:16 john_minetest yeah. And we still haven't got a solution for the cancel button
22:17 sapier button below is good enough
22:17 john_minetest When writing "Back to main menu" on it, would it look better? There is more space "wasted" so it doesn't look awkward.
22:18 sapier that's the way I used
22:20 john_minetest it would be cool if you could try it and make a screenshot.
22:27 Brian___ joined #minetest-dev
22:27 Sokomine regarding the mod database in mt: right now it seems a bit complicated to find mods because they're not really sorted. would it be possible to introduce basic categories? and perhaps sort alphabetically (and maybe by time)
22:28 Sokomine new players unfortionately will be overwhelmed
22:28 Sokomine even now at this early stage with only few mods added
22:29 john_minetest the mods are sorted
22:29 john_minetest There are certain categories. But not in the ingame modstore.
22:29 sapier last updated is on top
22:30 sapier at least that's what I think :)
22:31 Sokomine the ingame modmanager ought to offer these categories as well in a future version
22:32 Sokomine it's fine to have the modmanager integrated at all. if it gets even more improved, more players will be able to install mods
22:32 sapier if ever it might be an additional option on search tab
22:45 BrianT joined #minetest-dev
22:53 sapier ok pushed fix ... will upload screenshot soon
22:58 sapier have a look
23:01 Brian___ joined #minetest-dev
23:02 Brian___ left #minetest-dev
23:17 BrianT joined #minetest-dev
23:17 BrianT Hello
23:18 BrianT I was interested in helping with the core, but don't really know what needs to be done
23:18 sapier as usual testing and bugfixing ;-)
23:20 BrianT As always, but I'm not sure where the bug list is or anything.
23:20 sapier issuelist is on github
23:20 BrianT okay
23:21 Susurrus joined #minetest-dev
23:21 BrianT oh, I found it, thanks.
23:25 bas080 joined #minetest-dev
23:45 PandemoniuM joined #minetest-dev
23:45 ShadowNinja BrianT: There's also a TODO list on the dev wiki (dev.minetest.net) but it may be a bit outdated.
23:46 BrianT Thanks ShadowNinja, I was considering refactoring the main
23:46 BrianT Would be a good way to figure out the inner workings
23:47 ShadowNinja BrianT: That sounds great! Good luck! :-)
23:47 BrianT Thanks
23:56 sapier while refactoring main is something that needs to be done ... I'd not recommend this for someone not knowing code

| Channels | #minetest-dev index | Today | | Google Search | Plaintext