Time Nick Message 00:58 RealBadAngel kahrl, ShadowNinja are you ok with firelike drawtype? 02:31 TriBlade9 Help please! 02:32 RealBadAngel yes? 02:33 TriBlade9 RealBadAngel, it would seem that the preprocessor macro, USE_FREETYPE is not being set in chat.cpp 02:33 TriBlade9 And I have no idea how to make sure it gets passed >_> 02:34 RealBadAngel me neither 02:34 RealBadAngel ShadowNinja, ? 02:34 TriBlade9 Btw, this is the LAST STEP before I think the chat pull is ready 02:34 TriBlade9 I've got colors disabled in non-freetype builds 02:34 TriBlade9 And once that macro is found/fixed, I can enable it properly in freetype builds 02:35 TriBlade9 Without spamming the chat with fffffs and stuff 02:35 RealBadAngel btw whats the reason that colors cannot be used without freetype? 02:36 TriBlade9 IDK 02:36 TriBlade9 I just don't have the knowledge to implement them x] 02:36 TriBlade9 I think it's because we use the standard IRRStaticText, which doesnt' support it 02:36 TriBlade9 Wheras the modified StaticText.cpp file does 02:36 TriBlade9 ^ Freetype only 02:38 RealBadAngel http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_static_text.html#aadc1f0e10e4b298944e6dcfd49e54009 02:38 RealBadAngel it looks like its possible to change the colors 02:38 TriBlade9 Right RBA, I saw that, but it sets the whole color for the string 02:38 TriBlade9 Whereas this supports different colors anywhere in the string 02:38 RealBadAngel split the strings then 02:39 TriBlade9 ;_; 02:40 TriBlade9 I'd rather just flesh out StaticText.cpp to support both methods, I believe it uses some sort of splitting 02:40 TriBlade9 But for now, the non-freetype has no disadvantage, and the freetype gets colors 02:41 RealBadAngel imho colors should be there no matter the fonts used 02:41 TriBlade9 That would be preferred 02:42 TriBlade9 But first things first. :/ 02:42 TriBlade9 I'm probably not the right person to be doing this, with my infant knowledge of C++, but no one else was doing it x] 02:43 RealBadAngel ha! i just made perferct replacement for crack animations :) 02:43 TriBlade9 Orly? 02:43 TriBlade9 Which branch? 02:43 RealBadAngel local ;) 02:43 TriBlade9 (I have a dedicated folder for all your stuff :P) 02:44 TriBlade9 Dawww 02:44 RealBadAngel i just had an idea, 2 minutes later it worked :) 02:44 TriBlade9 Pray tell good sir, what was your breakthrough? (pun intended) 02:44 RealBadAngel i just let highlighting get darker when node is being dug 02:44 TriBlade9 o 02:44 RealBadAngel so it kinda pops out of the halo 02:44 TriBlade9 :/ 02:45 TriBlade9 not that bad of an idea tho, I think 02:45 RealBadAngel it looks lovely 02:46 TriBlade9 Great :D 02:53 RealBadAngel not yet perfect, it needs more steps than cracks to be smooth 02:54 TriBlade9 Okay 02:55 TriBlade9 Tell me when you push so I can pull 02:55 TriBlade9 :3 02:55 TriBlade9 WOOOT 02:55 TriBlade9 #include config.h 02:55 TriBlade9 did it 02:57 RealBadAngel https://www.youtube.com/watch?v=wjG1bUBFPB0 02:57 TriBlade9 Can't view youtube 02:57 RealBadAngel oops 02:57 TriBlade9 The ony proxy that was working isn't as of yesterday 02:57 TriBlade9 Wait 02:57 TriBlade9 I'll try a mp4 downloader 03:01 RealBadAngel i think with a bit more steps it will be perfect 03:02 TriBlade9 Yep 03:02 TriBlade9 I've got the chat color strip-outs working now 03:02 TriBlade9 So I think it is safe to commit now (better than Freeminer) x] 03:03 VanessaE [09-19 22:45] i just let highlighting get darker when node is being dug 03:03 VanessaE I veto this 03:03 VanessaE soundly. 03:03 VanessaE no fucking way 03:03 TriBlade9 VanessaE, take a look at the vid 03:04 RealBadAngel have you saw the vid? 03:04 TriBlade9 It looks better than the crack animations with the highlighting on 03:04 TriBlade9 If you don't like it, don't use highlighting 03:04 * VanessaE watches the vid... 03:04 VanessaE no. 03:04 TriBlade9 Also, RBA, how old is your laptop? 03:04 VanessaE fail. 03:04 TriBlade9 :C 03:04 VanessaE I don't like it at all 03:04 TriBlade9 Oh no, mommy and daddie are fighting :L 03:05 RealBadAngel im not on a laptop 03:05 VanessaE RealBadAngel: Y U NO USE my mesh warping idea? 03:05 VanessaE :( 03:05 TriBlade9 RBA, that framerate seems to imply a laptop 03:05 TriBlade9 And is that gnome 3? 03:06 RealBadAngel framerate is such low because of open source drivers 03:06 TriBlade9 oooh 03:06 RealBadAngel im testing the stuff to be compatible with them 03:06 TriBlade9 VanessaE, I've got the ugly hex strings stripped out of non-freetype chats now 03:06 TriBlade9 So non-freetype builds won't notice/care at all about colored chat 03:06 TriBlade9 While freetype builds still work fine 03:06 VanessaE TriBlade9: oh good deal 03:07 TriBlade9 That should be sufficient until I work out a way to do colored chat in non-freetype builds. (Freeminer doesn't strip out the hex strings yet x]0 03:08 VanessaE RealBadAngel: for sure, cracks must stay as an option in lieu of whatever else is chosen as the "better" effect 03:09 RealBadAngel as usual ;) 03:10 VanessaE RealBadAngel: so, maybe offer all three alternative breaking animations - cracks, highlight darkness changes, or warping the node 03:10 TriBlade9 NessaE really wants dem node warps 03:10 TriBlade9 Oh, I tried to do the rooflike idea 03:10 TriBlade9 I kinda got something, but it was terrible 03:10 TriBlade9 And couldn't rotate 03:10 VanessaE TriBlade9: it's not that I want it, it's that it would be cheap from a GPU/CPU standpoint 03:11 RealBadAngel highlightin is cheap as hell 03:11 VanessaE TriBlade9: forget about it then - it can wait for mesh nodes. 03:11 TriBlade9 Okay 03:11 TriBlade9 RBA, does highlighting work on entities yet? 03:13 RealBadAngel https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1350 vs http://pastebin.com/6gYb9Pdj 03:13 RealBadAngel not yet 03:14 RealBadAngel in the links, see how cheap is this replacement for cracks 03:14 VanessaE RealBadAngel: indeed so 03:14 VanessaE but it still has to be possible to disable the effect 03:15 RealBadAngel that is not a problem 03:15 VanessaE base -= crack * crack_enable_multiplier 03:15 VanessaE and set that multiplier when you read the config. 03:15 VanessaE cheapest possible way 03:16 astralnebula floating point exception core dumped Mesa 10.2.7 implementation error: unexpected format GL_DEPTH_COMPONENT16 in _mesa_choose_tex_format() 03:16 VanessaE (otherwise you have to insert an extra conditional in that preceding if() ) 03:19 RealBadAngel astralnebula, that looks like you are using intel integrated video (sucks) and mesa drivers 03:19 RealBadAngel in any case this is not minetest bug but the drivers 03:20 TriBlade9 Thanks a heap RBA and rubenwardy, for teaching me about squashing 03:20 TriBlade9 'tis quite helpful 03:20 RealBadAngel np 03:21 astralnebula okay :D thanks 03:21 RealBadAngel astralnebula, have you tried to update your drivers? 03:23 TriBlade9 Colored Chat, cleaned up and squashed: https://github.com/minetest/minetest/pull/1636 03:23 astralnebula its working. not sure what fixed it, but i deleted /bin/minetest and did the one line git command , found a ~/minetest binary and it is running smooth :D 03:23 astralnebula thank 03:28 TriBlade9 RealBadAngel, why does the game itself need music? Couldn't the default minetest_game just have it's files in the /scores directory? 03:29 RealBadAngel because games do always have music? 03:29 TriBlade9 If they don't have music, then great 03:29 TriBlade9 But since when do game engines have music? 03:29 TriBlade9 Plus that would be weird x] 03:30 TriBlade9 (Building it btw) 03:32 TriBlade9 Hmm 03:32 TriBlade9 The main menu makes me think of a RPG theme 03:33 TriBlade9 RealBadAngel, how does one define the theme music for a game? It's not immediately obvious from reading the source code 03:33 TriBlade9 WB Zeno`! 03:33 VanessaE it's all HIS fault! 03:34 * VanessaE points at Zeno` 03:34 Zeno` what? 03:34 VanessaE ;) 03:34 TriBlade9 #BLAMEZENO` 03:34 Zeno` I did it again? 03:34 TriBlade9 That's actually a joke on my MC server 03:34 VanessaE Zeno`: just smile and nod ;) 03:34 TriBlade9 One of the admins never does anything, so we always type #BLAMEANDY 03:34 * Zeno` smiles and nods 03:35 Zeno` It was me :( 03:46 TriBlade9 VanessaE, one day, Imma change your pipeworks textures >:I 03:53 TriBlade9 RealBadAngel, are you developing on 0.4.9? 04:16 VanessaE TriBlade9: you better coordinate that with Nore. :P 04:25 TriBlade9 Coordinate the textures with Nore VanessaE? 04:25 TriBlade9 What's he up to? 07:38 TriBlade9 boop 07:38 TriBlade9 Still segfaults .... 07:40 Zeno` yep 07:40 Zeno` I know which line 07:40 Zeno` but that doesn't help me :( 07:41 TriBlade9 Zeno`, I'm talking about my colored chat branch 07:41 Zeno` it's in the_game when it starts the progress bar thing 07:41 Zeno` oh 07:41 Zeno` I knew that 07:41 TriBlade9 For some reason it segfaults on clicking certain things O_o 07:41 TriBlade9 but not for sfan5 07:42 Zeno` great :) 07:42 TriBlade9 You wanna test? 07:42 TriBlade9 I can't figure out why it always segfaults when you hit configure for a world, or click the mods tab in the main menu 07:42 Zeno` yeah sure 07:42 TriBlade9 kk 07:42 Zeno` not right now but soon. The PR is up-to-date? 07:42 TriBlade9 Up-to-date and squashed :D 07:43 TriBlade9 And the chat is now clean, even for non-freetype clients 07:43 TriBlade9 (So, if it wasn't for this segfault thing, I'd expect it is safe to merge into master) 07:48 sol_invictus why does this happen when I'm using CXX_FLAGS? 07:48 sol_invictus src/version.cpp:40:30: error: unable to find string literal operator ‘operator"" CMAKE_BUILD_TYPE’ 07:52 sol_invictus ah, I see now it does not understand that ' " " ' in definition 09:00 ibloat would a pull request to add double slabs to the stairs mod be considered? 09:02 Calinou double slabs? 09:04 ibloat two slabs, stacked so they occupy a full node 09:04 ibloat if dug, only one gets destroyed. 09:05 Calinou remember that we use 6d facedir 09:05 Calinou slabs can be upside-down or sideways 09:05 ibloat at the moment i think stacking two slabs will be turned into a regular block 09:05 Calinou if you manage to make a correct implementation, it'll likely be implemented 09:06 ibloat can hitboxes be altered from within lua? 09:07 ibloat hm nvm, let me just try that 09:07 ibloat a good first project to get to grips with the api 09:09 Calinou nodes may not be altered runtime 09:11 sol_invictus can this be merged? https://github.com/minetest/minetest/pull/1666 09:14 kahrl why are you compiling in C++11 mode? 09:14 ibloat Calinou, but when being placed certain conversions can happen, right? 09:14 Calinou yes 09:14 Calinou but check for direction carefully 09:15 ibloat also I need to know somehow which half the user is targeting 09:15 sol_invictus kahrl: I want to use some features from C++11 09:15 Krock ^ still should be compatible with previous C++ version 09:16 sol_invictus I assume it's harmless to add spaces to concatenation, or not? 09:16 kahrl sol_invictus: oh, ok. Stuff that needs C++11 won't be merged to master but I can merge that whitespace change 09:16 sol_invictus that's what I wanted, ty 09:17 Krock also merge https://github.com/minetest/minetest/pull/1633 ? 09:17 kahrl Any other dev around to give the OK on that? 09:17 Krock I love that feature 09:19 sfan5 kahrl: which one 1666 or 1633? 09:19 Calinou we try to keep compatibility with old compilers 09:19 kahrl sfan5: 1666 09:19 Calinou in any case: don't use spaces to indent, don't use “and” or “or” 09:19 Calinou very important 09:19 sfan5 kahrl: you have my OK 09:19 kahrl merging 09:21 Calinou https://github.com/minetest/minetest/pull/1660 09:21 Calinou merge please! 09:22 TriBlade9 Hell 09:22 TriBlade9 MERGE ALL THE PRs! 09:22 TriBlade9 j/k 09:22 Krock TriBlade9, nope. not all of are good PR 09:23 TriBlade9 IK Krock 09:23 TriBlade9 I'm just joking 09:23 VanessaE TriBlade9: merge _ALL_ the PRs? o~o 09:23 TriBlade9 Seriosly? 09:23 TriBlade9 None of you have seen that meme? 09:23 Calinou some PRs are just bad 09:23 Calinou I have 09:24 ibloat oh how is localization handled for mods, if at all? 09:24 Calinou “Place ALL the blocks!” is a Minecraft splash 09:24 Calinou ibloat, short answer: it isn't managed. 09:24 VanessaE TriBlade9: of course, it's one of my favorite memes :) 09:24 Calinou long answer: you can use mods like intllib that translate strings, but this is server-side; you clearly don't want this 09:24 Calinou except for a language-specific server 09:24 VanessaE TriBlade9: you just forgot to write "\-:D/ next to it ;) 09:26 kahrl Calinou: #1660? J'approuve. 09:26 sol_invictus would this be merged if implemented? https://github.com/minetest/minetest/issues/1259 09:26 TriBlade9 My bad VanessaE x] 09:26 Calinou how do we test a PR without cloning the whole repository? 09:27 Calinou we could help the core devs by testing them 09:27 Calinou to see if they work without bugs 09:27 kahrl Calinou: wget https://github.com/minetest/minetest/pull/1660.patch 09:27 kahrl git am 1660.patch 09:27 ibloat Calinou, I see, thank you 09:28 VanessaE Calinou: that ^^^^ or, git pull 09:28 Calinou cool 09:28 VanessaE karhl's way takes fewer clicks but more keystrokes :) 09:28 Calinou you can run make -j8 from minetest/ 09:28 Calinou not necessarily from src/ 09:28 Calinou TIL 09:28 Calinou I can shorten my script 09:30 Calinou I confirm it works, kahrl 09:31 sol_invictus kahrl: would minetest.get_max_lag be merged? 09:31 ibloat compiling with ninja works very well as well, should be faster than a make based build 09:31 sfan5 https://github.com/minetest/minetest/pull/1647 09:32 sfan5 ^ can we merge that? 09:32 ibloat cmake -G Ninja as it were 09:32 Calinou I'm using patch 1616 too 09:32 Calinou works 09:33 Calinou https://github.com/minetest/minetest/pull/1616 09:33 Calinou also added instructions 09:34 sfan5 kahrl: can I merge 1647? 09:34 kahrl sol_invictus: I don't have my crystal ball with me... 09:34 kahrl sfan5: yes 09:34 sfan5 ok, merging 09:35 sol_invictus kahrl: hah, ok 09:35 sol_invictus I just want to see opinions on this 09:37 kahrl sol_invictus: I would be ok with it as long as the max_lag estimate is reasonably accurate 09:37 kahrl (I really haven't looked at it, ever) 09:40 sol_invictus hmm, on my server it seems pretty accurate, but it looks like database operations might be significantly slower than max_lag says 09:41 sol_invictus e.g. the game in general is very smooth but some operations take longer than max_lag value 09:42 sol_invictus but the point is to just add additional api function to get max_lag without the whole string 09:48 TriBlade9 sfan, is that needed to remove that? 09:48 TriBlade9 Also, why does plantlike specify it as well? 09:49 TriBlade9 OH 09:49 TriBlade9 sfan5, I think you missed the next line, f->backface_culling = false; 09:49 TriBlade9 That isn't default, though I don't really know what it does 09:50 sfan5 TriBlade9: Only "f->solidness = 0;" 09:51 TriBlade9 sfan5 But the fallthrough fails if it's caught earlier right? 09:51 TriBlade9 .. 09:51 sfan5 no 09:51 TriBlade9 That was horribly explained 09:51 sfan5 thats not how C works 09:51 TriBlade9 Okay... 09:51 TriBlade9 Just wondering then, why does plantlike do it? 09:52 Calinou I spent ~25 minutes doing a probably useless pR :( 09:52 Calinou PR* 09:52 TriBlade9 Why Calinou? :L 09:52 Calinou lots of renewed textures 09:52 Calinou that's a guaranteed troll thread 09:52 TriBlade9 oh xD 09:53 TriBlade9 I'd probably vote for it, anything is better than the current ones 09:53 TriBlade9 If it doesn't get accepted, you could at least turn it into a texturepack 09:53 TriBlade9 I'll remove the catch there sfan5, ty. 09:54 Calinou https://github.com/minetest/minetest_game/pull/319 09:54 Calinou taken from Carbone 09:54 Calinou see screenshots 09:54 Calinou they're more Minecraft-like so it may be worth merging :P 09:54 Calinou (not intentional though, this isn't a goal of Carbone) 09:55 TriBlade9 Does it make fire look better? 09:55 Calinou the fire is unchanged 09:55 TriBlade9 Aww 09:56 Calinou leaves, grass, cobble/stone, sand… all are changed 09:56 Calinou new swords (thinner) 09:56 TriBlade9 I like it a lot 09:56 TriBlade9 But stone needs a bit more noise and variation 09:57 TriBlade9 Also the cobblestone seems to be a bit of a regression 09:57 Calinou the new minetest_game cobblestone is universally said to suck 09:57 Calinou way too shaded 09:57 TriBlade9 lel 09:57 Calinou feels like playing RubyDung 09:57 TriBlade9 I like it :C 09:58 Calinou (the game the original Minecraft cobblestone texture is taken from, also made by Notch) 09:58 TriBlade9 (And this is why it becomes a troll thread) 09:58 TriBlade9 Sand still looks wrong 09:58 TriBlade9 Looks like yellow marble or smth 09:59 TriBlade9 brb, afk 10:00 VanessaE http://dantetonon.weebly.com/ 10:00 VanessaE heh, found it. 10:01 VanessaE I'd call that an overstatement, really 10:01 Calinou VanessaE, what do you think about https://github.com/minetest/minetest_game/pull/319 ? 10:01 VanessaE that aside, I'm not sure that carbone's textures would work as a replacement 10:02 VanessaE most of them are, honestly, too smooth 10:02 VanessaE at least the screenshots make them look that way 10:03 Calinou I have mip-mapping and aniso on 10:03 Calinou by default both of these are disabled, I think 10:03 VanessaE maybe it would be a good idea to put them all together into one tiled image, zoomed to about 4x or so, nearest neighbor 10:03 TriBlade9 We should have a texture competition 10:03 VanessaE (hard to see what they look like with github's previewer either) 10:04 VanessaE ah, yeah in that case you should re-take your screens with those settings turned off 10:04 VanessaE that's not really representative of how most folks play I think 10:05 VanessaE desert stone and desert stone brick, I'd make them redder - about half way between the old textures and what you have now - otherwise they're too similar to sandstone/sandstone brick 10:06 kahrl Calinou: if you have the time, do the changes in https://github.com/minetest/minetest/pull/1202 generally look ok? 10:07 TriBlade9 Is there anything like minetest.register_on_use? 10:08 RealBadAngel each item can have such callback 10:10 RealBadAngel on_use = function(itemstack, user, pointed_thing) 10:10 Calinou kahrl, conflicts with the newer one 10:10 VanessaE Calinou: ice is definitely better than the existing one 10:10 Calinou don't merge 10:10 TriBlade9 Right RealBadAngel, but that doesn't work if you want to call a function that needs to know when a player punches any node independant from a block 10:10 Calinou merge jp's newer patch 10:10 TriBlade9 *each other 10:11 TriBlade9 Similar to minetest.register_on_punchnode 10:11 TriBlade9 (Which doesn't register the punch if the in-hand item is not a node anyways >_>) 10:12 kahrl Calinou: or merge both and in case of conflicting strings use jp's version? 10:13 Calinou yes 10:13 RealBadAngel TriBlade9, if i get you right, you want a callback to be called when player uses anything? 10:13 kahrl sfan5, RealBadAngel: ok with that translation merge? (#1202+#1660) 10:14 TriBlade9 RealBadAngel, yes 10:14 TriBlade9 I'm looking through the code now 10:14 TriBlade9 And punchnode should still fire if the item in-hand is an item, not a node 10:14 TriBlade9 Use is right-click right? 10:14 sfan5 kahrl: yep 10:14 RealBadAngel kahrl, im not french ;) 10:15 RealBadAngel but ok 10:15 RealBadAngel TriBlade9, for that you would need to modify built-in item 10:15 TriBlade9 Really? 10:16 TriBlade9 Interesting 10:16 RealBadAngel and place there custom callbacks 10:16 TriBlade9 Still, why does on_punchnode exist if there's no on_usenode and related sciences? 10:18 RealBadAngel on_punch is a placed node property 10:18 kahrl RealBadAngel: me neither ;) but none of the active core devs is so someone has to do it 10:18 RealBadAngel wielded is not a node but an item 10:19 TriBlade9 Holy cow, I didn't realize so much was defined in builtin 10:20 TriBlade9 This could be useful 10:20 TriBlade9 10:20 TriBlade9 IK RBA 10:20 TriBlade9 And it doesn't fire anything on punchnode apparently 10:20 TriBlade9 PFFFFTT 10:20 TriBlade9 seriosuly? 10:20 TriBlade9 It's like, two lines to fix this and for some reason it wasn't done already? 10:23 kahrl huh, for some reason cmake does not rebuild locale/nl/LC_MESSAGES/minetest.mo 10:23 kahrl err 10:23 kahrl locale/fr/LC_MESSAGES/minetest.mo of course 10:24 kahrl I even did a make clean && make -j5 10:28 kahrl oh, they are in build/locale/fr/... 10:28 kahrl wonder when that broke? 10:33 TriBlade9_ O-o 10:36 kahrl sfan5: agree to close https://github.com/minetest/minetest/pull/1520? 10:36 kahrl (the first suggested change is to a string that no longer exists, the second is grammatically wrong) 10:39 VanessaE bbl 10:40 TriBlade9_ Bye VanessaE 10:40 TriBlade9_ Sleep well x] 10:41 kahrl I'm closing https://github.com/minetest/minetest/issues/1596 10:43 jp kahrl : it's you that you have merged that ? https://github.com/minetest/minetest/commit/4432e982616cd871cf1ae5c5706da09e98077433 10:43 kahrl jp: yes 10:44 jp it's full of useless extended translations / bullshits 10:44 kahrl oh joy 10:44 jp (I'm french) 10:44 TriBlade9_ kahrl, You can remove the WIP tag from 1636, I believe It's done 10:44 TriBlade9_ oh crap jp... 10:45 jp I'll have to fix that or just cancel it 10:45 TriBlade9_ We should probably at least run translations through some online translating programs just to amke sure they're not BS 10:46 jp online-translations sucks 10:46 jp better by an human 10:47 TriBlade9_ I know jp, but we can at least get the gist and not commit stuff that doesn't make any ssense 10:47 jp karhl : can you can cancel this commit ? 10:47 jp -can 10:47 kahrl are all of the strings problematic? or some of them? 10:48 jp yes, I confirm you for all the strings 10:48 jp the author had in mind to extend, by all ways 10:49 jp sometimes with nosense 10:50 kahrl I'm not french, but I think it's better to write "mot de passe" than "MdP" 10:51 jp this one is good 10:51 jp but 'MdP' is already obvious 10:51 kahrl to you, maybe, not sure about everyone 10:52 jp plus, we write "Mot de passe", not "Mot de Passe". 10:52 kahrl ok, I'll revert most of it then 10:52 kahrl sfan5: ok? 10:53 kahrl also, any comments Calinou? 10:54 jp sfan5 is german iirc 10:54 Calinou should be “Mot de passe” 10:54 kahrl jp: yes, but pushes to upstream need two devs to agree 10:54 Calinou capitalization doesn't work like in US English 10:56 kahrl brb 11:08 sfan5 kahrl: you can close 1520 11:09 kahrl sfan5: done 11:12 kahrl jp: I asked for comments on the translation pull requests a few weeks ago... nothing happened 11:12 kahrl so I assumed they were ok 11:14 kahrl btw, if anyone speaks Russian comments on https://github.com/minetest/minetest/pull/1538 would be nice 11:14 kahrl and if anyone speaks Italian, comments on https://github.com/minetest/minetest/pull/1300? 11:15 TriBlade9_ Got a mandarin Chinese translation anywhere? 11:16 sfan5 TriBlade9_: this? https://github.com/minetest/minetest/blob/master/po/zh_CN/minetest.po 11:16 jp kahrl : ask to regular caretakers as Calinou or me the next times please. 11:16 jp (for french I meant) 11:17 jp or Nore 11:17 kahrl jp: I asked Calinou, see the logs 11:17 jp I saw 11:21 jp btw, can you retrograde this commit please ? (see comments below) https://github.com/minetest/minetest/commit/7993696fc4b59354974059e1f8d6b3063d316411 11:21 kahrl I thought that was already reverted 11:21 jp icon broken since this "fix" 11:24 kahrl I don't know why sapier said he'd revert it and didn't yet, so I'd rather ask him why than just do it 11:26 kahrl http://irc.minetest.ru/minetest-dev/2014-08-28#i_3887851 11:26 kahrl I can't find where he said he'd revert it though now, maybe he didn't 11:27 TriBlade9_ *other mods 11:28 TriBlade9_ Oops, wrong channel 11:28 jp he didn't say he will fix that 11:28 TriBlade9_ Meh, is there a way to load textures from other mods? 11:28 kahrl TriBlade9_: texture names are global 11:29 TriBlade9_ o 11:29 TriBlade9_ tyvm 11:29 kahrl (which is why the convention to prefix them with modname_ exists) 11:30 TriBlade9_ I see 11:30 TriBlade9_ Why not do the same thing with privs? 11:30 TriBlade9_ default:fly 11:30 TriBlade9_ etc? 11:32 kahrl TriBlade9_: would be annoying to type imho and people have been used to the simple privilege names since before 0.4 11:33 TriBlade9_ kahrl, welp, I'm probably going to do that with mah mods 11:33 kahrl sure, nothing prevents you from doing that 11:34 TriBlade9_ okay ;) 11:38 kahrl I will revert 4432e98261 (except change Mot de Passe to Mot de passe) in 30 minutes 12:13 jp kahrl : thanks 13:36 OldCoder I'm about to update MT on my primary server. As a number of worlds will be affected, I'd like to check: Are there any major problems known to be in git current? 13:36 TriBlade9_ Not afaik 13:36 OldCoder TriBlade9_, ty 13:37 TriBlade9_ Don't take my word for it 13:37 OldCoder kk 13:37 OldCoder Next, do people feel that luajit is a must or a minor issue? 13:38 TriBlade9_ IDK 13:38 OldCoder ty 13:38 TriBlade9_ I believe it is a must 13:38 TriBlade9_ Haven't gotten other people's opionions yet 13:38 OldCoder sfan5 seems to think it's minor; opinions vary. Thank you. 13:41 ibloat are there downsides to activating it? 13:41 OldCoder I'd like to find out 13:42 OldCoder I've been using it. But rebuilding everything now and seeking to document everything. 13:42 TriBlade9_ okay 13:42 TriBlade9_ I don't know of any downsides, but I haven't experimented heavily wiht it 13:42 OldCoder All right 14:09 Krock Spam protection: What color is the sun? 14:10 Krock white, red or yellow? I'm not sure 14:10 Krock orange maybe? 14:11 ibloat black if you take too long figuring it out 14:11 Krock mhm yeah 14:38 * Krock wonders if there's someone who could convert some .x files to .b3d 16:51 ShadowNinja sfan5: Thoughts on https://github.com/minetest/minetest/pull/1663? (.travis.yml improvements) 17:03 sfan5 ShadowNinja: looks good 17:05 ShadowNinja sfan5: Alright, merging... 17:13 ShadowNinja Oops... 17:13 ShadowNinja There, nothing ever happened... 17:15 ShadowNinja sfan5: How's this for compression (doc not updated yet): http://sprunge.us/KRab 17:16 sfan5 ShadowNinja: looks good, however I'd prefer minetest.compress(data, "gzip", ) for future compat. 17:17 ShadowNinja sfan5: Alright. 17:27 ShadowNinja sfan5: http://sprunge.us/TgSK?diff Good? 17:29 sfan5 ShadowNinja: s/ZLib/zlib/ I'd prefer "zlib" over "Z" 17:31 ShadowNinja sfan5: But ZLib's the library name. It's actually libz on my system. The compression method might be named "deflate". 17:46 ShadowNinja sfan5: http://sprunge.us/LdMc?diff 17:49 sfan5 ShadowNinja: looks good 17:53 ShadowNinja sfan5: Good to merge with that? 17:53 sfan5 if the correspondending code works, yes 18:26 erlehmann Calinou did you make moreblocks with the circular saw? 18:28 Sokomine ShadowNinja: compression/decompression available on lua is highly welcomed! that will allow us to read and analyze .mts files completely. up until now, the actual data could not be accessed from lua (at least not without additional libs) 18:28 ShadowNinja Sokomine: Eh, you should use the API functions designed for accessing schematics. 18:29 Sokomine erlehmann: i wrote the original version of the circular saw. calinou then fortionately integrated it into moreblocks 18:29 Calinou erlehmann, Sokomine made the circular saw, I added it 18:29 Calinou only needed for complex stuff 18:29 Calinou you can make simple stuff without it 18:29 Sokomine shadowninja: afaik there are no such functions? only those for placing and saving a schematic. but not for reading the details 18:30 ShadowNinja Sokomine: Hmmm, an API function should be added for that then. 18:31 Sokomine ShadowNinja: now with that decompression such an api function may be written. i've taken some code afaik sfan5 started and extended that as far as possible - decoding size and nodes used, but not position of nodes as that's compressed 18:32 ShadowNinja Sokomine: Such an API should be implemented in C++, where the functionality was always available. 18:32 Sokomine ShadowNinja: i experienced a strange bug with some schematics though. for unknown reasons, windows builds crashed when trying to read those files. other mts files worked fine 18:34 Sokomine implementing it in c++/making that data available would also be fine. schematics are great for storing buildings and other things. hmmmm did a very good job with them 18:37 erlehmann Sokomine Calinou the circular saw ate my silver shovel 18:37 erlehmann that is not a good thing! 18:38 erlehmann it happens when you move stuff into or out of it 18:38 erlehmann ._. 18:40 erlehmann :( 19:09 Calinou updated changelog to add compression API 19:18 VanessaE Is there something that can be done to allow a node to have more textures tiled across/up-and-down it when the node exceeds one meter in size? e.g. if you use nodeboxes with coordinates outside the +/- 0.5 range? 19:18 Calinou the texture just repeats currently, it doesn't stretch 19:18 VanessaE I know. 19:18 Calinou no, you can't use a larger texture… :( 19:18 VanessaE having one texture just tile across/up-and-down each side is frustrating 19:19 VanessaE but using two nodes for an object that logically should take only one is even moreso 19:25 VanessaE I was thinking something really simple, like so: if you have tiles = { "a", "b", "c" }, and you need to add textures to the face that "b" ends up on, you could do: tiles = { "a", { extended = "b", "b2", "b3" }, "c" } 19:26 VanessaE images would always be added from negative to positive, starting at the lowest coordinate, even if that puts it outside the "root" node. 19:29 VanessaE er, added in position from negative to positive X/Y/Z that is 19:52 Sokomine ehlermann: that's a bug in the engine. do not move stuff out of it on an already occupied place. also, feel free to fix bug issue #944 19:55 Sokomine VanessaE: for some situations, having an alternative to nodeboxes where the nodes are defined as collection of triangles instead of boxes might make some things considerably easier. such a new drawtype could be less restricted than nodeboxes. more like meshes not as entities but as nodes... 19:56 VanessaE indeed so 21:14 kahrl ShadowNinja: #1623 seems ok to merge 21:24 RealBadAngel kahrl its not rebased 21:25 RealBadAngel and too much for a simple y or n 21:26 RealBadAngel shadow, go for it 21:26 RealBadAngel karl, its dev ;) 21:27 RealBadAngel seriously we have to change decision process a bit 21:27 RealBadAngel c55 is off 21:28 RealBadAngel i dont know where i am then 21:28 VanessaE ? 21:28 RealBadAngel kahrl and sn is around 21:28 RealBadAngel hmmm is absent 21:29 RealBadAngel blockmen? partialy around 21:30 RealBadAngel hi Ve 21:31 VanessaE hi 21:36 RealBadAngel ive played a bit with highlighting as replacement for cracks 21:36 RealBadAngel i made particles to emit 4x as much 21:36 RealBadAngel and that works nicely 21:36 VanessaE I think ShadowNinja was working on making those use real irrlicht particles using jin_xi's code? 21:37 RealBadAngel meanwhile i used our own 21:38 RealBadAngel and callled them 4 times instead of 1 21:47 kahrl RealBadAngel: what do you think about the weekly meeting idea? 21:50 kahrl http://irc.minetest.ru/minetest-dev/2014-09-15#i_3918199 if you didn't see it back then 23:17 Cylus Is there a way to specify that a specific mod should load first? For example, can this be set in a game's minetest.conf, or is there a way to name the mod that will increase the likelihood that it will load before all others? I thought mods were loaded in alphabetical order, but that does not seem to be the case. 23:18 Cylus For now, I'm having all my other mods soft depend on this mod, but that may not work in cases that external mods are added to the game. 23:31 ShadowNinja kahrl: We definitely need to step up the speed at which pull requests are handled, even if it meens using `git revert` more. I think the meeting idea is worth trying, although I don't like the "if there's only one core dev he can de whatever he wants" part, there should be arquirement of at least two IMO. 23:31 ShadowNinja means* a requirement*