Time Nick Message 01:03 ShadowNinja kahrl: Does https://github.com/minetest/minetest/pull/1634 look O.K. to you? 01:04 kahrl ShadowNinja: are you sure the fetchJsonValue change is compatible with all the things we fetch? 01:05 ShadowNinja kahrl: Yes, only one thing actually wanted the "list" from fetchJsonValue, so it's actually a bug fix. 01:05 TriBlade9 ShadowNinja, Nope, setting it to 0 doesn 01:06 TriBlade9 doesn't stop movement. Should I add a check for that? 01:07 ShadowNinja TriBlade9: It shouldn't need a check, you should do it with multiplication or something like that that addjusts with the value. 01:07 TriBlade9 The problem with multiplication is that it, well, makes gravity overkill when you set higher values 01:07 TriBlade9 Same with jump height. 01:08 kahrl ShadowNinja: why is CurlFetchThread now a friend class? 01:09 RealBadAngel going to merge now https://github.com/minetest/minetest/pull/1646 01:09 ShadowNinja kahrl: I made some things private. 01:09 kahrl why? 01:09 RealBadAngel any objections? 01:09 kahrl I think if they are used from outside they should be public 01:10 proller ShadowNinja, why you always make 0 sense commits like renaming variables ^ ? 01:10 proller there is no more problems ? 01:10 ShadowNinja kahrl: Because they're internal to the HTTPFetch operation, nothing outside should need them. 01:10 TriBlade9 Renaming variables isn't always a bad idea? 01:10 TriBlade9 Such as 'BS' x] 01:11 RealBadAngel TriBlade9, btw, try not to insert whitespaces in your pulls 01:11 TriBlade9 Whitespaces being spaces or tabs? 01:11 RealBadAngel yes 01:11 kahrl ShadowNinja: then provide a getResult() or something like that 01:11 kahrl because the result *is* needed from outside 01:11 TriBlade9 What do you mean RBA? I will try once I know what whitespaces not to add. 01:11 ShadowNinja kahrl: complete() returns the result. 01:11 proller depend on target, if have first place in github game - renaming very good 01:11 RealBadAngel empty line with a tab for example 01:12 TriBlade9 Oh, right 01:12 TriBlade9 Did I do that? :L 01:12 TriBlade9 Sorry 01:12 RealBadAngel or extra spaces (tabs) at the end of the line 01:12 RealBadAngel yes you did 01:12 proller if make game and solve real problems - renaming ~useless 01:12 TriBlade9 Darn 01:12 TriBlade9 My IDE is supposed to strip those out when I save files 01:12 kahrl ShadowNinja: right... hmm why doesn't CurlFetchThread use this return value 01:12 RealBadAngel dont worry it happens to me all the time 01:12 TriBlade9 My bad 01:13 RealBadAngel i just squashed your pull and found one 01:13 TriBlade9 I will keep that in mind and do it proprly next time 01:13 TriBlade9 I love that word, "squashed" :P 01:13 RealBadAngel yeah yeah, i say the same 01:13 ShadowNinja kahrl: I didn't look closely at what CurlFetchThread does, I'll check. 01:13 RealBadAngel and there is always a horde of them 01:14 kahrl ShadowNinja: oh, you added that return value 01:14 kahrl ShadowNinja: but yeah in that case just use it 01:14 RealBadAngel kahrl, ShadowNinja have you checked the proposed main menu theme? 01:14 kahrl RealBadAngel: not yet 01:14 ShadowNinja RealBadAngel: Music you mean? If so, no. 01:15 RealBadAngel http://incompetech.com/music/royalty-free/index.html?keywords=the+descent 01:15 RealBadAngel just listen to it while chatting then 01:15 TriBlade9 ShadowNinja, I'm going to test some multipliers, I'll get back to you on that. 01:16 TriBlade9 RBA, if I ever got around to it, I could probably compose some half-decent music for MT 01:16 ShadowNinja kahrl: It also accesses the request and caller. 01:16 kahrl ShadowNinja: oh... didn't see that 01:16 RealBadAngel TriBlade9, browse that site. this is all one guy work 01:16 RealBadAngel free to use 01:17 RealBadAngel hes just amazing 01:17 kahrl ShadowNinja: provide a getCaller()? 01:17 TriBlade9 RealBadAngel, Reminds me slightly of Runescape 01:17 TriBlade9 But otherwise it sounds great 01:18 RealBadAngel and for me Hans Zimmer scores 01:18 TriBlade9 ^^^^^^^^^^^^^^^^^^^^^ 01:18 TriBlade9 If only Two Steps From Hell was Royalty Free 01:19 RealBadAngel hes also having lotsa tracks in style of UT2 01:19 RealBadAngel but im afraid those wont go here ;) 01:19 TriBlade9 :P 01:19 RealBadAngel pity 01:20 TriBlade9 Is there one with a bit of a more uplifting tone? 01:20 TriBlade9 Dark, deep music just doesn't seem to fit with a game with no real scary mobs. 01:20 RealBadAngel search for Neo Western 01:20 TriBlade9 I would if the site would load properly >_> 01:20 RealBadAngel and scroll down the page a bit 01:20 TriBlade9 I can't search 01:20 TriBlade9 It uses google custom search 01:20 kahrl RealBadAngel: haha, now I'll always think of the beginning of FLoB season 4 when I start minetest 01:21 RealBadAngel http://incompetech.com/music/royalty-free/index.html?keywords=neo+western 01:21 RealBadAngel neo western is 7th result on that page 01:21 TriBlade9 RBA, wow, umm 01:21 TriBlade9 That's a bit *too* cheery :P 01:22 RealBadAngel http://incompetech.com/music/royalty-free/index.html?keywords=the+complex 01:22 TriBlade9 A Track that fits like every game menu ever is Audiomachine - Knights and Lords 01:22 proller TriBlade9, renaming bs is very bad idea because bs must be deleted 01:22 TriBlade9 But it's not free 01:22 RealBadAngel still "the descent" is the best pick for main menu 01:22 TriBlade9 No proller, that's BS 01:22 RealBadAngel cinematic feel 01:23 RealBadAngel and "something gonna happen" 01:23 TriBlade9 Yea 01:23 TriBlade9 Seriously though, check out Audiomachine - Knights and Lords 01:23 TriBlade9 It totally fits everything 01:23 TriBlade9 Perhaps not the end 01:24 RealBadAngel ok, to cheer you up 01:24 RealBadAngel http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100765 01:25 RealBadAngel ShadowNinja, what about you? 01:26 TriBlade9 Woah, I like The Complex 01:26 TriBlade9 Doesn't really fit Minetest 01:26 TriBlade9 Has a bit of a Pacific Rim meets Tribal sound 01:27 ShadowNinja kahrl: And getRequest(). I'll do that. 01:28 ShadowNinja RealBadAngel: Hmmm? 01:28 TriBlade9 Just tested your menu build, The idea is great, but crossfading is really needed for games 01:28 VanessaE that's two who call for crossfading :P 01:28 TriBlade9 I wonder how hard it is 01:28 TriBlade9 NEssa, shouldn't you be sleeping right now? x] 01:28 VanessaE it's only 9:28pm, not yet. 01:29 TriBlade9 I go to bed at 10:00, no later, period 01:29 VanessaE er excuse me, THREE if you count me :P 01:29 VanessaE 10? hah 01:29 VanessaE I don't usually hit the sheets before midnight 01:29 TriBlade9 Except for last night, when my driver got lost and ended up taking us on a four-hour detour over dirt roads 01:29 VanessaE usually closer to 1am 01:29 TriBlade9 That was fun -_- 01:29 RealBadAngel ShadowNinja, http://incompetech.com/music/royalty-free/index.html?keywords=the+descent 01:29 RealBadAngel just listen to it while chatting then 01:29 TriBlade9 So does everyone else apparently VanessaE :P 01:29 kahrl ShadowNinja: well in that case you only really need getRequest() 01:30 kahrl but it doesn't really matter if you add getCaller too 01:30 ShadowNinja RealBadAngel: Now's not a good time to listen to music. Tomorrow. 01:30 RealBadAngel ok 01:31 RealBadAngel TriBlade9, merged selection boxes pull 01:31 TriBlade9 Yay :D 01:31 TriBlade9 TYVM 01:31 ShadowNinja kahrl: Hmmm, it looked like there was a top-level caller var too. 01:31 TriBlade9 Owait 01:31 RealBadAngel you may close the issue 01:31 TriBlade9 Now I have to rebase everything again >_> 01:31 VanessaE TriBlade9: I'd have worded that as "thickness" of those lines btw 01:31 VanessaE not "width" 01:31 VanessaE too late now :) 01:31 VanessaE (sorry I didn't catch it sooner) 01:32 TriBlade9 Lady, you were exactly one minute too late >:U 01:32 VanessaE sorry 01:32 TriBlade9 np 01:32 * VanessaE hides 01:32 TriBlade9 One day we'll clean up all the wording 01:32 TriBlade9 There's a lot that needs to be changed 01:32 TriBlade9 Still trying to find a good multiplier value for player movement 01:33 TriBlade9 It doesn't work well at all 01:34 RealBadAngel TriBlade9, theres simple way to do that, i mean rebasing 01:34 TriBlade9 git rebase http://github.com/minetest/minetest/ master? 01:34 TriBlade9 Or something like that? 01:35 RealBadAngel http://pastebin.com/zH3xdWha 01:35 RealBadAngel after those commands your master will be in sync with minetest/master 01:35 TriBlade9 Oh, TYVM 01:35 TriBlade9 Then I just rebase all the other branches to master 01:35 RealBadAngel then you can create new branch and work on it 01:36 RealBadAngel or so 01:36 TriBlade9 Uggh 01:36 TriBlade9 How am I such a git newbie after all these years? 01:37 TriBlade9 fatal: 'upstream' does not appear to be a git repository 01:37 VanessaE cd into your repo directory :P 01:37 TriBlade9 in it 01:37 TriBlade9 checked out in master 01:38 RealBadAngel maybe not properly cloned? 01:38 TriBlade9 Possibly... 01:38 kahrl ShadowNinja: the rest looks fine to me 01:38 TriBlade9 Story of mylife is doing stuff in weird ways 01:38 TriBlade9 Such as rebasing master by reverse-pull-requesting upstream 01:38 kahrl ShadowNinja: I was going to set CURLOPT_INTERFACE like you did but didn't get around to it :P 01:39 RealBadAngel git remote add upstream https://github.com/minetest/minetest.git 01:39 ShadowNinja kahrl: Hmmm, seems I have to copy the resuly for _deliver_result, since it's deleted just after. 01:40 RealBadAngel try this in your repo 01:40 TriBlade9 Ty RBA 01:40 RealBadAngel then again those from my pastebin 01:40 TriBlade9 I already did that though, right before you pasted it :P 01:40 kahrl ShadowNinja: doesn't httpfetch_deliver_result copy it already? 01:41 ShadowNinja kahrl: Not unless std::vector::push_back() copies it. 01:41 TriBlade9 RBA, I downloaded "The Complex" and added it to my music collection. /like 01:42 kahrl ShadowNinja: well, it does 01:42 ShadowNinja kahrl: Hmmm, O.K. 01:42 * ShadowNinja doesn't like unnecessary copies. 01:42 kahrl just like when you do int i = 42; v.push_back(i); it doesn't push a reference to i, it pushes the value 42 01:43 RealBadAngel kahrl, ShadowNinja i would like to add simple setting to disable crack animations, do i have to make a pull for it? or do you agree? 01:43 ShadowNinja RealBadAngel: Not without an alternative progress method. 01:43 TriBlade9 Block changing color perhaps? 01:43 RealBadAngel particles are 01:44 ShadowNinja kahrl: Yes, I see how it can't, we'd have to make it a vector of pointers. 01:44 RealBadAngel i do play with highlighting and particles 01:44 RealBadAngel i dont need cracks at all 01:45 RealBadAngel ofc that cracks will be enabled by default 01:45 VanessaE ShadowNinja: I proposed to RealBadAngel that perhaps the mesh itself can be split into many small polys and gradually warped and distorted to show dig progress 01:45 ShadowNinja kahrl: Also accesses `curl`... 01:45 VanessaE as an alternative to a crack animation 01:45 kahrl ShadowNinja: huh 01:45 TriBlade9 That would be cool VanesasE, but how well would it work on Nodeboxes and alternative drawtypes? 01:46 RealBadAngel it fails on plantlike 01:46 kahrl seems it's a good thing all those things are fixed :P 01:46 VanessaE ShadowNinja: with "ready to explode" looking like basically a somewhat cubic pile of rubble 01:46 ShadowNinja RealBadAngel: But it has no progress. I suppose the setting's O.K. as locg as it's cached and off by default though. 01:46 VanessaE TriBlade9: same difference. just split it into polys and warp the shit out of it. doesn't really matter what it looks like, the point is to distort it 01:46 RealBadAngel ofc it does not show progress but just the fact node is being digged 01:47 TriBlade9 VanessaE, then each level must be a progression on the last one 01:47 RealBadAngel for me its enough 01:47 kahrl ShadowNinja: I don't see a good way to change that though, so I guess it's getEasyHandle() time 01:47 VanessaE TriBlade9: exactly. 01:47 TriBlade9 Which I see being tricky for drawtypes such as torchest and plants 01:47 RealBadAngel anyway such setting will be needed 01:47 TriBlade9 Also, I was looking all over for a way to register a drawtype, how on earth does that work? 01:48 VanessaE TriBlade9: trend each warping step such that vertexes tend to be closer to y=-0.5 01:48 RealBadAngel and i dont wanna add the code again and again to my builds ;) 01:48 VanessaE and X/Z tend to be closer to +/- 0.5 01:48 VanessaE that would cause the mesh to tend to spread out in a pile 01:48 VanessaE (I'm using node coords here since I don't know what the vertex coords look like) 01:49 RealBadAngel TriBlade9, look for pull request that adds for example glasslike_framed 01:49 TriBlade9 We could try that VanessaE 01:49 TriBlade9 Okay RBA 01:49 RealBadAngel here you will find all the places you need to visit while adding new one 01:49 TriBlade9 I want to write a drawtype that's similar to Minecraft's fire 01:49 TriBlade9 Which I *assume* won't be too hard 01:50 RealBadAngel drawtypes are not that hard 01:50 TriBlade9 Do they require protocl bumps? 01:50 RealBadAngel content_mapblock.cpp 01:50 VanessaE TriBlade9: *googles it* don't we have this drawtype already? in the form of flat nodeboxes? 01:50 kahrl so like allfaces, but only draw sides that are adjacent to non-air (and draw them with a little offset) 01:51 kahrl right? 01:51 TriBlade9 Yep 01:51 TriBlade9 'xactly 01:51 RealBadAngel rest is just api stuff 01:51 ShadowNinja kahrl: http://sprunge.us/XGVF?diff compiles and runs. 01:51 TriBlade9 I also started testing an API for FOV 01:51 TriBlade9 But that kinda failed so far 01:51 RealBadAngel there was pull with FOV already, by Jeija 01:52 RealBadAngel that changed FOV when running 01:52 kahrl ShadowNinja: nice 01:52 kahrl ShadowNinja: I think it can be merged now, unless you want some more testing 01:52 RealBadAngel kahrl, are you ok with the setting? 01:53 kahrl RealBadAngel: which one? cracks? 01:53 ShadowNinja kahrl: Great, thanks! :-) 01:53 RealBadAngel yup 01:53 kahrl RealBadAngel: sure do it 01:53 TriBlade9 RealBadAngel Changing the FOV when running is fine, but what would really be nice is allowing Lua to change the player FOV 01:53 RealBadAngel k, will push it in the morning, now time to visit the bed ;) 01:53 TriBlade9 Hi bed, how are you? Doing well? Okay! 01:54 TriBlade9 *RBA comes back to IRC* 01:54 VanessaE ok visiting time is over 01:54 TriBlade9 G'night RBA 01:54 RealBadAngel hehe, cya folks 01:54 VanessaE night RealBadAngel 01:54 TriBlade9 Now that he's gone we can really start talking business >:D 01:54 TriBlade9 Oh, he's not gone? Ooops... 01:58 ShadowNinja kahrl: What about the settings cleanup? 02:01 TriBlade9 Welp, it seems FOV has been recommended several times, but never merged, so I'm not gonna do it this time :/ 02:03 ShadowNinja TriBlade9: Zoom or configurable FOV? 02:04 TriBlade9 LUA FOV 02:05 TriBlade9 player:set_fov(fov, [addremove]) 02:05 ShadowNinja Oh. 02:05 TriBlade9 s/LUA/Lua/ 02:14 ShadowNinja TriBlade9: Yes, LUA's a different language: https://github.com/mniip/LUA 02:21 TriBlade9 hi jordy and Zeno 08:07 Zeno` TriBlade9, interesting PR 08:12 TriBlade9 Thank you Zeno`, I think x] 08:15 Zeno` It looks good 08:16 Zeno` I think :3 still testing :) 08:20 TriBlade9 Glad to hear it :D 08:58 TriBlade9 Anyone know where getContent is defined? O- 09:00 Zeno` mapnode.h 09:01 TriBlade9 k, ty 09:49 Megaf 06:40:49: ERROR[ServerThread]: ServerEnv: Trying to store id=4577 statically but block (0,0,-6) already contains 16 objects. Forcing delete. 09:50 Megaf entity duplication bug? 09:50 RealBadAngel TriBlade9, when adding new drawtype you have to update also the shaders generation code: 09:50 RealBadAngel https://github.com/minetest/minetest/blob/master/src/shader.cpp#L633 09:50 RealBadAngel insert new drawtype here and change the loop below 09:53 RealBadAngel also you need to add new drawtype as the last one in enum 09:53 TriBlade9 It must be the last one? 09:53 TriBlade9 Alright 09:53 RealBadAngel otherwise you will fuck up drawtypes in old worlds 09:53 TriBlade9 Holy sheet 09:53 TriBlade9 Got it 09:53 TriBlade9 I was organizing them by "relation" 09:54 RealBadAngel you wouldnt be able to see problems in newly generated one 09:54 RealBadAngel but try to join for example a server with such modified client 09:54 RealBadAngel drawtypes will be mixed then 09:54 TriBlade9 kk 09:58 RealBadAngel about the style, for(u32 j = 0; j < 4; j++) 09:58 RealBadAngel use spaces 09:58 TriBlade9 ... 09:58 RealBadAngel once youre using them once not 09:58 TriBlade9 Give me a break there, that was direct copying :P 09:58 TriBlade9 okay, will do x] 09:59 RealBadAngel im playing ShadowNinja now ;) he used to give such hints for me lol 09:59 TriBlade9 That's fine 09:59 TriBlade9 I have a lot to learn, I've got a ton of PR's and have only been working for three days 10:04 RealBadAngel https://github.com/minetest/minetest/pull/1658/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1071 10:04 RealBadAngel with commented out loop you get here with i uninitialized 10:05 RealBadAngel wait, always 6 10:05 TriBlade9 ? 10:05 TriBlade9 It works fine, so far as I can tell 10:05 TriBlade9 But don't worry, I removed that loop anyways 10:05 TriBlade9 It was a wasted loop 10:06 RealBadAngel if(doDraw[i] == 1) will get i = 6 from loop above 10:07 TriBlade9 k 10:07 RealBadAngel also i in your function have 3 different types, int u32 and u16 10:07 TriBlade9 Copy-pasting strikes again 10:07 TriBlade9 int I assume is best 10:07 RealBadAngel yup 10:07 TriBlade9 int or u16? 10:07 RealBadAngel just pick one 10:07 TriBlade9 kk 10:07 TriBlade9 I'll go with int 10:08 TriBlade9 For now I gotta go east 10:08 TriBlade9 *eat 10:08 TriBlade9 TYVM for taking the time to review my code! Another pair of eyes is always very helpful and important 10:12 Zeno` ok, I guess I should remove the refactor of main since it doesn't seem to be something that's wanted? 10:13 rubenwardy Merging is slow in this community. Just wait a little :P 10:14 Zeno` I don't want it merged, I want testing :D 10:15 Zeno` I'll leave it for now because I want to clean it up tomorrow anyway 10:16 RealBadAngel Zeno`, when you will think its ready for testing just let me know 10:19 RealBadAngel Zeno`, such cleanups are needed rly 10:19 Zeno` RealBadAngel, I think it's ready for testing now 10:19 RealBadAngel "I want to clean it up tomorrow anyway" 10:19 Zeno` I want to make sure that the restructure behaves as expected before I refactor/cleanup 10:20 Zeno` If something is not behaving as it should then cleaning up is... jumping the gun 10:20 Zeno` I've tested everything I can think of but who knows 10:20 RealBadAngel no one knows 10:20 Zeno` yup 10:21 RealBadAngel VanessaE always finds bugs for me even if im 110% there are none 10:21 Zeno` kahrl found a bug in the other day 10:21 Zeno` it's how things work :) 10:21 Zeno` in it* 10:22 RealBadAngel also (at least for me) it helps to give a huge commit a short break 10:22 Zeno` yep for sure 10:22 RealBadAngel do something totally another 10:22 RealBadAngel and comeback and actually read it again 10:23 RealBadAngel im removing lotsa bugs this way 10:24 RealBadAngel when i started to code for mt i wanted my code merged asap, now i rather want to wait a bit 10:24 Zeno` that's why I've left it today and yesterday (apart from removing some parenthesis that confused me) 10:24 RealBadAngel time brings new solutions and ideas, also help finding bugs 10:24 Zeno` Well as long as people might be testing then I'm cool with that :) 10:25 Zeno` I just thought that maybe it was "lost" 10:25 Zeno` hehe 10:25 RealBadAngel but ofc you have to fight for your pull, nobody will do that for you ;) 10:25 Zeno` How far off is .11 ? 10:26 Zeno` If it's soon then I don't think it should be part of 0.4.11 10:26 Zeno` Mainly because it's got so many changes 10:26 RealBadAngel i do have some unreleased code for 0.4.11 10:27 rubenwardy Just checked through #1644 (Refactor main). It is pretty good. 10:27 RealBadAngel i already bumped protocol version for it 10:27 rubenwardy Haven't tested it 10:27 Zeno` Thanks rubenwardy. I've tested as much as I can think of but... yeah 10:27 RealBadAngel so i think soon is about a few weeks 10:27 Zeno` a few weeks? well yeah I think it should not be in 0.4.11 10:28 Zeno` even if it does work 10:28 Zeno` (which it does) 10:28 RealBadAngel pass that code through ShadowNinja 10:29 Zeno` I have trouble catching up with SN unfortunately. I think our timezones are too different :/ 10:29 RealBadAngel there are emails pms etc 10:29 Zeno` Part of the cleanup will rely on one of my PRs that SN incorporated into one of his anyway 10:30 RealBadAngel also SN likes to comment the code on github 10:30 Zeno` this one: https://github.com/minetest/minetest/pull/1623 10:30 Zeno` I'll leave him a message via the bot on inchranet 10:32 RealBadAngel and btw if you were looking for someting to take break from main, we need data storage, per key, from Lua 10:33 RealBadAngel so mods can save their data in db files 10:33 RealBadAngel freeminer already has that 10:36 Zeno` data storage? 10:36 RealBadAngel saving any data to db 10:37 Zeno` rubenwardy, I'll fix the indentation. Thanks 10:37 RealBadAngel mods now do have to create tons of files in world folders 10:37 Zeno` oh I see 10:37 Zeno` ok I might chat with SN about that 10:38 RealBadAngel check out maybe how freeminer have it done 10:38 Zeno` yep, good idea 10:38 RealBadAngel im not in db's at all 10:38 RealBadAngel but i do need that feature badly 10:39 Zeno` rubenwardy, in my defence some of those indentation issues are not mine ;) Just copy/paste stuff. I'll go through the whole file though 10:39 RealBadAngel many modders do in fact 10:39 Zeno` what's the major advantage of it being in the db? 10:40 RealBadAngel no files in world folders, no need to save on exit, checking if its done 10:40 RealBadAngel easy access 10:40 Zeno` keeping things together 10:41 Zeno` yeah, sounds reasonable at first glance 10:41 RealBadAngel http://wiki.mudlet.org/w/Manual:Lua_Functions#Database_Functions 10:41 RealBadAngel check out another project 10:42 jin_xi lol minetest code style guide says to not copy the style around your changes, as the style will probably bad 10:42 rubenwardy You're welcome. The Minetest project is quite hypocritical about code style. 10:42 rubenwardy Exactly, jin_xi :P 10:43 Zeno` I know... I'll run astyle against every source file 10:43 Zeno` hehe 10:43 Zeno` that would be a nice PR 10:43 Zeno` RealBadAngel, I like that API 10:44 RealBadAngel that would be lovely to have 10:44 RealBadAngel easy and flexible 10:57 rubenwardy Can a dev / someone with knowledge verify this: https://forum.minetest.net/viewtopic.php?p=154658#p154658 10:57 rubenwardy About minetest. to core. in Lua scripts 11:00 rubenwardy s/Please can/Can 11:00 rubenwardy :P 11:03 RealBadAngel all core functions are now core, whats the problem? 11:05 RealBadAngel its the internal namespace, not name of the engine 11:05 rubenwardy is minetest = core ? 11:06 rubenwardy It doesn't matter though, I was just making a point. About renaming things. 11:10 rubenwardy nvm 11:14 RealBadAngel yes 11:15 RealBadAngel ofc its just namespace 11:58 Zeno` RealBadAngel, I am addicted to the new node highlighting 11:58 Zeno` f'ing awesome 12:05 TBC_x what is BS in the code anyways? 12:06 TBC_x it is kinda hard to look up in vim 12:11 TriBlade9 Block Size 12:12 TriBlade9 Messed me up too TBC_x 12:13 proller just useless random number 12:15 Zeno` Why do people say "anyways"? I even hear it on TV now 12:16 Zeno` lol @ the urban dictionary entry 12:17 TBC_x anyways... why not? 12:20 Zeno` It's not... right 12:38 erlehmann hey people 12:38 erlehmann i want to be of development again 12:38 rubenwardy That's good to hear. 12:39 TriBlade9 rubenwardy, you know how nodes in-hand are drawn with the same methods as in-world nodes? 12:39 TriBlade9 Is there a way to determin wether or not it is being drawn in-hand? 12:40 rubenwardy It is different 12:40 rubenwardy in-world nodes are added to a mesh 12:40 rubenwardy Look for wield item in local player, player or camera 12:40 erlehmann i want to make slime monsters 12:41 erlehmann that cover stuff with goo 12:41 erlehmann some kind of slimy snails 12:41 rubenwardy erlehmann: c++ or Lua? 12:41 erlehmann lua 12:41 erlehmann C++ is madness, as proved by “It’s worth noting that function calls are always indeterminately sequenced. This means that one always occurs before the other, but we cannot say which way around.” 12:43 erlehmann rubenwardy so i want to create a simple mob. 12:43 proller wat 12:43 erlehmann proller http://josephmansfield.uk/articles/c++-sequenced-before-graphs.html via https://news.ycombinator.com/item?id=8339280 12:44 proller its reason to not write on c ? 12:44 rubenwardy !title https://forum.minetest.net/viewtopic.php?f=7&t=10156 12:45 rubenwardy "Advanced Cave Culling Algorithm" 12:45 rubenwardy Doesn't Minetest do frustum culling, so this point it moot? 12:45 rubenwardy s/it/is? 12:45 proller no. 12:46 erlehmann i once met moot 12:46 erlehmann he is about the same age as i am 12:46 erlehmann 5 years ago that was 12:46 erlehmann http://blog.dieweltistgarnichtso.net/interview-moot-of-4chan-part-1 12:47 proller mt uses wtfculling 12:47 proller and wtfmesh optimize 12:47 RealBadAngel Zeno`, to be honest im not quite satisfied with it 12:48 RealBadAngel i feel sorry that i heard the voice of the croud and made it white 12:48 TriBlade9 rubenwardy, I am positive the content_mapblock method is being used to render the in-hand item (because that's what im trying to fix) 12:48 RealBadAngel *crowd 12:48 TriBlade9 The problem is, the default rendered state in empty air looks terrible in hand 12:48 jin_xi sup proller, i am wondering why you would fork that and not rather work on hexedra with its much better code instead? but you seem to keep mergeing all changes of minetest 12:49 TriBlade9 RealBadAngel, do you think you could help with this one? 12:49 proller because i find hexaedra after fork 12:49 proller and it requires much work too 12:49 jin_xi ok, but why not jump ship? 12:49 jin_xi oh 12:49 proller mt now playable 12:49 proller hexa - not 12:50 RealBadAngel Zeno`, replace halo.png with this one: http://i.imgur.com/flfrKZi.png 12:50 RealBadAngel this is how it should look like 12:50 TBC_x what is wtfculling? 12:50 proller also hexa have some arch problems like pure opengl and lua 12:50 TriBlade9 Imma push to my branch with the goofy code 12:50 jin_xi but the situation is weird, no? you cant really go far with freeminer if you wanna keep compatibility yet your fixes in fm cant go into mt 12:51 RealBadAngel TriBlade9, you mean the extrude code for wielded? 12:51 proller network compatibility already broken in fm/next ad it will be merged after next release 12:51 TriBlade9 No RealBadAngel 12:51 RealBadAngel so what? 12:52 TriBlade9 I'm rendering the fire in-hand, but the default state is for the bottom-side of the node 12:52 TriBlade9 So it looks terrible in-hand 12:52 TriBlade9 I'm trying to detect in-hand rendering and instead draw the top-side rendering 12:52 rubenwardy https://github.com/minetest/minetest/blob/master/src/camera.cpp#L100 12:53 TriBlade9 ? 12:53 rubenwardy https://github.com/minetest/minetest/blob/master/src/camera.cpp#L695 12:53 RealBadAngel TriBlade9, wielded rendering needs lotsa work 12:53 TriBlade9 Wow 12:54 TriBlade9 That seems a bit overkill for a simple render test 12:54 rubenwardy Nodes in wielded rendering are not side shaded, which would be good 12:54 TriBlade9 That would be nice 12:54 TriBlade9 Right now I'm just trying to fix the stupid node 12:55 rubenwardy See function above for setting the wield :P 12:55 rubenwardy You can work it out 12:55 TriBlade9 IK 12:55 TriBlade9 It's just overkill and could introduce incompatibilities 12:55 TriBlade9 I'm just gonna sacrifice the air-node thing looking a bit more awesome 12:56 TriBlade9 Alright, time for another push 12:58 RealBadAngel brb 12:59 rubenwardy Is weblate still down? 13:01 sruz25 should I make pull request for that inventory rmb_down drag drop? 13:02 sruz25 just managed to settle my argument with git 13:02 rubenwardy You can 13:02 jin_xi why not. its no guarantee it will be merged but you will get comments and discussion this way 13:02 TriBlade9 Thanks a lot rubenwardy, the squash worked fine ;) 13:03 TriBlade9 Take a look at the new graphics for bottom-fire 13:03 TriBlade9 I'd say it's better than MC's 13:03 Zeno` I'm terrified of squashes lol 13:03 rubenwardy Have you read http://dev.minetest.net/Git_Guidelines sruz25? 13:04 rubenwardy oops 13:04 TriBlade9 Me too 13:04 TriBlade9 They taste horrible Zeno` 13:04 sruz25 yeah 13:05 rubenwardy There was a page on Git pull requests and stuff like leaving it in its own branch, and single commits 13:05 rubenwardy also http://dev.minetest.net/Code_style_guidelines 13:05 Zeno` I can squash easily, it still doesn't sit well with me though. So I branch before I squash 13:06 sruz25 oh, I haven't read that 13:06 Zeno` squash in many ways is against the git philosophy (IMO) 13:06 Zeno` but it's no big deal really 13:07 Zeno` but, squashing a branch (or whatever) with many commits makes bisecting almost impossible 13:07 TriBlade9 :/ 13:08 rubenwardy It is okay if you make a mistake 13:08 Zeno` which squashed commit introduced the regression, bug, whatever? :) 13:08 rubenwardy like "Add x", "fix typo in X" 13:08 Zeno` oh yeah for sure 13:08 * rubenwardy is building TriBlade9/firetype 13:09 Zeno` anyway, as I said... we must work within the guidelines 13:11 TriBlade9 :O 13:11 shadowzone Hi Zeno`. 13:12 PenguinDad Zeno`: You also like merge commits don't you? 13:12 exio4 the only squashes I do in my toy repositories are when I miss a file in the last commit or "silly things" like that 13:12 exio4 :P 13:14 Zeno` PenguinDad, ? 13:14 Zeno` If I merge remote/master how can I avoid a commit? 13:16 Zeno` If I can I will do it 13:18 PenguinDad Zeno`: git pull --rebase usually works for me 13:19 TriBlade9 Thanks a lot for checking this out and helping rubenwardy :D 13:19 TriBlade9 One of these days I'll make a better texture for fire, the current one sucks and makes the cool stuff in the firetype branch not stand out as much :/ 13:21 rubenwardy Commented, TriBlade9 :P 13:21 RealBadAngel squasing makes sense when youre pulling to mainstream 13:21 Zeno` it does 13:21 TriBlade9 Wondering what I missed before reading rubenwardy x] 13:21 shadowzone Would it be possible to impliment a IRC chat system on the minetest GUI? 13:21 Zeno` PenguinDad, rebase? 13:22 RealBadAngel we dont want here the history of the commit 13:22 RealBadAngel just the final one 13:22 shadowzone Or is that too difficult? 13:22 Zeno` how will that work when I'm on a branch? 13:22 Zeno` RBA, for simple changes that's fine 13:22 TriBlade9 Umm, afaik, it is impossible to ignore different groups of nodes rubenwardy :C 13:23 TriBlade9 Right now even water counts as a node 13:23 Zeno` Anyway 13:23 RealBadAngel Zeno, not really, you will be not allowed to merge to mainstream with your commit building history 13:24 Zeno` I don't intend that PR to be the final version. When things are good I'll branch again and squash 13:24 TriBlade9 Oh darn... 13:24 TriBlade9 DarnDarndArn 13:24 TriBlade9 This is going to be a pain now 13:24 RealBadAngel we all know that the code evolves, changes when you spot the problem, wanna optimize it or whatever 13:24 TriBlade9 Zeno`, I see why you hate squashing >_> 13:25 RealBadAngel but thats just for you 13:25 Zeno` But since I've restricted my changes to one file anyway I'll just make a new branch and paste main.cpp in 13:25 Zeno` yeah it is 13:25 Zeno` which is why I need feedback :) 13:25 rubenwardy TriBlade9, this is above my level of knowledge in git. You'll need someone else's help. 13:25 RealBadAngel mainstream doesnt need your personal story ;) it needs working code just 13:26 Zeno` to know when to "squash" or do whatever I choose to do to make it one commit 13:26 TriBlade9 Git is one crazy beast 13:26 TriBlade9 Anyways, ruben, replied 13:26 RealBadAngel TriBlade9, yes, it is 13:26 TriBlade9 *attempted to reply, github timed out 13:26 Zeno` but after a squash that has, say 100 commits, you cannot bisect 13:26 RealBadAngel but one can get used to it 13:27 rubenwardy TriBlade9, check whether the node def has the right group here: https://github.com/minetest/minetest/pull/1658/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1067 13:27 TriBlade9 Yea, how does one get the group from that? 13:27 Zeno` which is why I have limited my changes to one file... so I can keep the history and simply make a new branch 13:27 TriBlade9 All I've been able to pull is the numeric block ID 13:28 TriBlade9 Also, what if the mod-maker wants different groups? 13:28 TriBlade9 And such 13:28 rubenwardy That is a problem. 13:28 TriBlade9 Re-commented x] 13:29 TriBlade9 Not really 13:29 TriBlade9 The mod maker should prevent the fire from going over non-flammable blocks (such as water) 13:29 rubenwardy Well, the mod maker could make their own group. 13:29 rubenwardy So the fire only clings to group:some_group 13:29 rubenwardy and they add some_group to the ones they want 13:29 TriBlade9 That would be nice, I just can't find the place to get it 13:30 TriBlade9 Also, if you dare, try using the MC textures for the fire, It is friggin beautiful 13:31 TriBlade9 Try placing fire on the bottom-side of the block, That's the best part IMO 13:31 RealBadAngel btw, http://incompetech.com/music/royalty-free/?keywords=constance 13:31 RealBadAngel thats connecting to the server tune 13:32 TriBlade9 OMG 13:32 TriBlade9 I can imagine thinking 13:32 TriBlade9 "Cmon, you have to load, get that media hurry! They're gonna catch us! What is taking you so long?" 13:32 * TriBlade9 times out 13:32 RealBadAngel " Actually, this will make any scene tense - like it or not." 13:33 rubenwardy TriBlade9, https://github.com/minetest/minetest/blob/master/src/itemdef.h#L69 13:33 rubenwardy Use content_t to get the item def somehow. 13:33 TriBlade9 I've been trying to think of something that would work for that ruben -_- 13:33 TriBlade9 So far nothing 13:33 TriBlade9 Plus I'm sleep-deprived x] 13:34 TriBlade9 That would open up so many possibilities though :D 13:34 TriBlade9 Btw, lua multiplying strings doesn't work :C 13:34 rubenwardy Ah, ok 13:35 rubenwardy Well good luck :P 13:35 TriBlade9 In fact 13:35 TriBlade9 Indexing strings as arrays doesn't even seem to work O-o 13:36 TriBlade9 attempt to concatenate a nil value 13:40 TriBlade9 Fixed it using string.sub, hopefully that will work for now 13:50 TriBlade9 WB ruben 13:50 TriBlade9 I think I figured out how to squash properly rubenwardy, see the chat_colors PR 13:51 TriBlade9 I did what you said, in the way that worked. (string.sub) 13:57 rubenwardy Well done :P 14:00 TriBlade9 Too tired to re-do the fire branch 14:00 TriBlade9 But sfan5 added it to the 0.4.11 milestone :D 14:00 TriBlade9 I'll fix that tomorrow 14:01 TriBlade9 Can't rebase the optional_object_highlighting one, I think I'll re-do that and put it in a new PR 14:01 TriBlade9 Good night! Peace 14:36 sruz25 made the pull request 14:57 RealBadAngel kahrl, here> 14:57 RealBadAngel ? 14:59 * RealBadAngel plays http://incompetech.com/music/royalty-free/?keywords=constance waiting till kahrl connects to the server... ;) 16:35 ShadowNinja Zeno`: Don't squash big commits. But small ones should. Big commits can be squashed just before merging, or not at all depending on the size of each individual commit. 16:41 RealBadAngel ShadowNinja, http://incompetech.com/music/royalty-free/?keywords=constance 16:41 RealBadAngel do you like it for connecting to the server? 16:43 cg72 if we have music will there be an option to turn it off? 16:43 RealBadAngel separate sliders for music and sfx 16:44 cg72 yeah \o/ 17:01 ShadowNinja RealBadAngel: It's O.K. I think that would get annoying very fast though. 17:02 ShadowNinja "The Descent" sounds good. 17:02 ShadowNinja (So far) 17:03 cg72 i want some upbeat pop kinda thing or something more gamey not so serious, its minetest not CoD 17:12 Megaf RealBadAngel: Nodehighlight made FPS drop from 46 FPS to 6 FPS 17:12 Megaf That is not a good thing 17:12 Megaf It has to be as lightweight as the selection box 17:15 RealBadAngel megaf, are you sure bout that? 17:15 Megaf However, still a pretty good feature, really good to mine in dark caves 17:15 RealBadAngel it is faster code than selection boxes 17:15 Megaf RealBadAngel: but more taxing on the GPU 17:16 Megaf Im runing minetest on a virtualbox machine, maybe thats why I got such a drop on framerate 17:16 RealBadAngel megaf, for christ sake... 17:16 RealBadAngel run it on your fridge :P 17:16 RealBadAngel its faster :P 17:17 Megaf man, I have a Macbook Pro running OS X, you know how hard it is to compile minetest on Mac? 17:17 Megaf It took years and only one guy managed to compile it, and after installing lots of depentencies 17:18 RealBadAngel idk what revelations or what kind of fruits youre using instead of pc 17:18 RealBadAngel get yourself a computer 17:18 RealBadAngel 5 yrs old is good enough to have 60fps 17:19 RealBadAngel and such you can propably find around trash cans 17:19 VanessaE Megaf: I cannot reproduce that. turning the highlight box off does not affect my fps or view range for the same scene 17:19 cg72 mine is over 10 for my test pc and i get 45+fps on the onboard gpu 17:20 VanessaE Megaf: and stop running minetest on weird setups like virtual machines. run it on bare hardware before complaining. 17:20 Megaf Im the best tester you have... 17:21 VanessaE tester you may be, but you have a BAD habit of complaining loudly about stuff only to turn around and find out that it was your own fault that something broke :P 17:21 Megaf And I got fog disabled and fixed viewing distance 17:21 RealBadAngel Megaf, sometimes i have the feeling that you are the best abuser 17:21 RealBadAngel not the user :P 17:22 Megaf lol RealBadAngel 17:22 VanessaE Megaf: don't lock your view distance. 17:22 Megaf VanessaE: is useful to evaluate FPS changes on diferent scenarios 17:22 VanessaE it is, but it can also screw up that same evaluation 17:23 RealBadAngel ShadowNinja, i made some test abot those tracks, got them on my phone and were listening to them at work 17:23 RealBadAngel dozens of times per track 17:23 Megaf by the way, FPS_MAX doesnt seem to be working 17:24 Megaf Neither on OS X nor Debian 17:24 RealBadAngel tracks that annoyed me next day went off 17:24 VanessaE Megaf: you can't cap the fps and cap the view range at the same time. 17:25 RealBadAngel why not, some tape on the left corner on the screen 17:25 Megaf FPS cap and viewing distance cap are useful in orther to make your computer heat less and use less energy/battery 17:25 RealBadAngel can be that yellow one with note FPS = 30 17:26 VanessaE Megaf: it is NOT POSSIBLE to lock both at the same time 17:26 ShadowNinja RealBadAngel: Now the node under lava that I want to rollback_check isn't selected because I'm not in air. :-( 17:26 VanessaE Megaf: if you lock the view range, you're forcing the rendering engine to render everything at that view range, even if it would take more fps to do it 17:26 VanessaE or less fps 17:26 Megaf hm 17:26 proller i like view distance =1000 ;) 17:27 VanessaE proller: show me a screenshot giving 30 fps and 1000 view range AND ALL OF IT FILLED. 17:27 VanessaE or shut the fuck up 17:27 RealBadAngel ShadowNinja, can you explain it a bit more detailed? 17:27 RealBadAngel selection mechanism has not changed at all 17:27 RealBadAngel it is very same for selection boxes and highlighting 17:28 RealBadAngel it is the very same code, not touched by me 17:28 Megaf RealBadAngel: nodebox selector still drawn around players, is that expected? 17:28 ShadowNinja RealBadAngel: I'm flying in lava, punching a node in the lava. The highlight box doesn't seem to show it. I thought you made it so that the selection box doesn't show up when you aren't in air. 17:30 ShadowNinja ''tell Zeno` Your main() rework seems to work. The code looks much better too. It doesn't require the Settings patch though. 17:30 HLuaBot I'll tell that to "Zeno`" next time I see them around. 17:30 Megaf I really like this nodehighlight thing, it should be enabled by default 17:30 VanessaE Megaf: now you like it? 17:31 VanessaE I thought it was killing your fps? 17:31 Megaf ShadowNinja: node highlight is not supposed to highlight lava and water, is it? 17:31 Megaf it doesnt here, I like the way it is 17:31 VanessaE Megaf: it is, if you are wielding a bucket. 17:31 ShadowNinja Megaf: Correct, but it should highlight normal nodes when you're in lava. 17:31 Megaf oh 17:32 Megaf well, if Im diving in lava it will still highlight other nodes that are not lava 17:33 Megaf or when I'm diving 17:33 Megaf VanessaE: I do like it, There is no significant fps drop in a real scenario 17:34 VanessaE of course, to be fair, when you're diving into lava, in most servers you'll be dead in a few seconds, so it doesn't matter WHAT you can or can't point at ;) 17:34 Megaf sorry RealBadAngel, false alarm 17:34 VanessaE Megaf: so it was just the VM then? 17:34 Megaf I think so, I can not test it on the real hardware yet 17:34 VanessaE Megaf: that's what I figured was the case. virtual machines are notorious for not having good hardware video acceleration. even something as simple as an 8-poly cubic mesh can be horribly slow. 17:35 Megaf VanessaE: I will be able to compile minetest for OS X in a couple of days or weeks when I finally finish downloading the XCode using this slow 3G I have 17:36 VanessaE Megaf: ah, you didn't say that this failure was on the OS-X setup. that's a WHOLE different animal. 17:37 ShadowNinja RealBadAngel: NVM, seems to work locally, must have just been really hard to see. 17:37 ShadowNinja I might be a few commits behind though. 17:38 Megaf VanessaE: Debian on a VBox VM running on OS X (Setup where I'm testing node highlighting) 17:38 Megaf for real playing I use the OS X builds but they are not really up to date 17:39 VanessaE oy 17:39 VanessaE jesus Megaf no wonder you have so much trouble 17:39 VanessaE can't you just run this on a normal Debian install on the bare hardware? :P 17:40 Megaf VanessaE: the only "PC" I have is an old EeePC 701 (Celeron at 630 MHz and an intel GMA slowGPU) 17:40 VanessaE ShadowNinja: his latest commit has a better texture, easier to see 17:40 Megaf but, Minetest do runs well there 17:42 Megaf hm, droped items and players still using the old selection box 17:42 VanessaE this is known. 17:42 VanessaE to be fixed later. 17:43 RealBadAngel ShadowNinja, please update to my latest pull 17:43 RealBadAngel ive changed the halo texture for better visibility 17:43 VanessaE RealBadAngel: (shadow)ninja'd. :) 17:44 ShadowNinja http://pastebin.ubuntu.com/8381374/ 18:35 rubenwardy Has any requests been made to get https://twitter.com/minetest ? 18:38 ShadowNinja rubenwardy: Nope, not yet. 18:38 ShadowNinja rubenwardy: I don't know if they would give it to us, but by the look of it it wouldn't be a big deal since it's a test account. 18:40 rubenwardy https://support.twitter.com/forms/trademark?reported_username=minetest 18:45 ShadowNinja There's an impersonation form as well. 18:46 rubenwardy The problem is that it isn't impersoning and we don't own a registered trademark 18:46 rubenwardy It is worth trying an impersonation, the operator might be nice 18:48 T4im does it require the trademark to be registered? because it's already a trademark if the name is in active cirkulation/use, despite a lack of registration 18:48 rubenwardy It asks for registration codes 18:49 T4im oh :/ 18:50 rubenwardy The impersonation form is the only bet. They managed it here: http://readwrite.com/2011/12/13/how_to_get_a_squatter_twitter_account_really 18:50 rubenwardy except it is now more strict 18:52 ShadowNinja "Please note that Twitter does not have a username reservation policy. Usernames containing your brand, company, or organization name are not automatically in violation, provided they do not violate our Terms of Service or our Impersonation Policy." 18:53 Nitori maybe asking the current owner of the account nicely? 18:56 rubenwardy The password for the account is "password" 18:56 rubenwardy However it has been inactive so long that it is asking that you reset the password 18:56 rubenwardy Which requires the email address 18:57 rubenwardy "mytest" / "password" 18:57 rubenwardy Let's see if there is a mytest@gmail.com with a password of "password". I doubt it. 18:57 ShadowNinja Hah. 18:57 T4im workaround would be to register ''minetest-official' or something like that.. (no idea if they allow dashes...) 18:57 Nitori or rename minetest ;-) 18:58 rubenwardy t4im: too long a name 18:58 rubenwardy We tried 18:58 T4im hm 18:58 rubenwardy We have @minetestcommune instead 18:58 T4im minetest.net? 18:58 T4im if dots are possible.. 18:58 rubenwardy dots are not possible. 18:59 * T4im has so no idea about twitter, hehe 18:59 rubenwardy Also, lots of people now do @Minetest when they are talking about us. 18:59 T4im hm i see :/ 19:00 rubenwardy We could claim that we have forgotten our email address for the account. 19:00 rubenwardy lol 19:03 Nitori maybe that @codemunch account, the minetest account is following, can help? 19:03 rubenwardy Nitori, we can't contact the current owner 19:04 rubenwardy oooh 19:07 rubenwardy https://twitter.com/rubenwardy/status/513041718779064320 19:08 ShadowNinja If we really want that account someone (probably celeron55) should fill out https://support.twitter.com/forms/impersonation . It looks like it's more geared to companies, but it does list organizations ("A user is pretending to be or represent my company, brand, or organization."). 19:09 rubenwardy Yeah. If codemunch doesn't respond, then an email@minetest.net should fill that out. 19:12 Megaf the registrated email is mi**@c***.** 19:13 Megaf mine@c***.uk ? 19:13 sfan5 isn't it always co.uk? 19:14 Megaf ok, so its not .uk 19:14 Nitori .li? 19:14 Megaf maybe .ie, or .tk, or ... 19:14 rubenwardy uk is united kingdom 19:14 iqualfragile or de 19:14 Krock .uk is ukraine (?) 19:14 sfan5 or .is, or .me, or .at, or .jp, or .tw, or .. why are we doing this? 19:14 rubenwardy no 19:14 sfan5 wat 19:14 sfan5 .uk is england 19:15 rubenwardy co.uk is united kingdom 19:15 Krock .co.uk is = ? 19:15 Megaf co.uk is 19:15 rubenwardy ie gov.co.uk 19:15 Megaf http://www.domains.co.uk/domain-enquiry/?domainId=1560&domain=england.uk 19:15 Krock there's a .name TLD 19:15 rubenwardy org.uk :P 19:16 rubenwardy what are we talking about? 19:16 Krock about something which should go to #minetest 19:16 sfan5 ^ 19:17 rubenwardy lol 19:17 TBC_x are you trying to "hack" someone's email? 19:17 rubenwardy no. the @minetest twitter handle 19:18 sfan5 can we move this to #minetest? 19:18 rubenwardy the password is password, but it requires resetting when logging in because of being inactive too long 19:18 sfan5 can we move this to #minetest? 19:19 ShadowNinja BTW, I have some of Exio4's old pull requests rebased here: https://github.com/ShadowNinja/minetest/tree/zoom and here: https://github.com/ShadowNinja/minetest/tree/chat-console He closed them because they were effectively ignored, but I still loke both of them. I also modified the chat console one so that the 't' console only takes up 20% of the window so it isn't as intrusive (F10 still takes up 60%). 19:19 Megaf rubenwardy: how can you be sure aobut that? 19:19 Megaf The username and password you entered did not match our records. Please double-check and try again. 19:19 Megaf sfan5: I think this is a more reserved place to talk about that 19:19 exio4 oh, neat ShadowNinja! 19:20 exio4 the chat console was "ignored" because the lack of copy paste support there, mainly 19:21 ShadowNinja exio4: I haven't had support for that since I stopped using Windows, I don't care. 19:26 rubenwardy megaf: username is mytest 19:27 exio4 ShadowNinja, IIRC there was some 'dirty trick' to paste stuff, but yep 20:29 kahrl does this work for anybody? https://github.com/minetest/minetest/pull/1662 20:31 kahrl !title 20:31 sfan5 404 No such bot. 20:32 sfan5 Add paste command (Ctrl-V) in GUIChatConsole by kahrl · Pull Request #1662 · minetest/minetest 20:32 kahrl :S 20:32 kahrl thanks 20:42 jin_xi kahrl: does not work for me 20:48 exio4 kahrl, IIRC the main problem is that even irrlicht doesn't work nicely with the clipboard+linux "problem" 21:12 T4im a while ago i had no problems with irrlicht and pasting under linux O_o and even now it works at least ingame from formspec to formspec and with a handful apps 21:13 T4im unreliable though 21:14 ShadowNinja kahrl: Doesn't work for me either (Arch Linux). 21:14 ShadowNinja (XFCE) 21:16 ShadowNinja Any comments on https://github.com/minetest/minetest/pull/1647 (.mailmap) ? Yae, nae? 21:32 T4im kahrl: your patch works for me.. though again, with the same limitations.. formspec to console works, some applications allow pasting into it, others don't 21:32 T4im gnome3 here 21:41 TBC_x do we want to add minetest/games into /etc? 21:41 TBC_x oh forgot about env variable 21:41 TBC_x nvm