Time Nick Message 01:15 kahrl VanessaE, rubenwardy: perhaps those hints could be shown on the load screen? 01:15 kahrl A lot of games do stuff like that to lessen the boredom of that screen 07:57 RealBadAngel i have fixed cracks missing for meshnodes 07:57 RealBadAngel now im thinking what to do with collision boxes 07:58 RealBadAngel atm collsion box is taken from nodebox def or set to full node size in case of every other node 07:58 RealBadAngel so meshnodes get the last 07:59 RealBadAngel imho we should add ability to define collision boxes for nodes the same way we have for entities 08:01 RealBadAngel but im not sure if that should be added together with meshnodes or be a subject for separate pull 08:02 RealBadAngel hmmmm, kahrl, sfan5, ShadowNinja ? ^^ 08:15 sfan5 RealBadAngel: seperate pull 08:15 RealBadAngel i just figured out that API says we do have selection_box for nodes 08:16 RealBadAngel selection_box = {type="regular"}, -- See "Node boxes" 08:16 RealBadAngel but contentfeatures does not have such property 08:18 RealBadAngel wtf? somebody forget to implement it but put that in docs? 08:19 Zeno` it's like an Easter egg I suppose 08:21 RealBadAngel very funny :) 08:22 RealBadAngel damn, i must be blind 08:22 RealBadAngel those are selection boxes not the collision ones lmao 08:22 RealBadAngel i think i need a nap ;) 08:45 Zeno` https://github.com/Zeno-/minetest/blob/menu_formspec/src/game.cpp#L1039 <-- Does anybody know why the starting position is different for singleplayermode? 08:46 Zeno` oh extra button... hmm 14:36 RealBadAngel if we agree that collision have to be a separate pull then https://github.com/minetest/minetest/pull/1738 is complete and rdy 14:36 RealBadAngel i will just squash it 14:36 RealBadAngel with docs i will wait a bit for native speaker to verify it 14:54 VanessaE seems to behave as intended 14:55 VanessaE including cracks on meshes. see? told you it would work :D 14:57 VanessaE also, re: collision boxes... separate pull. 15:45 luizrpgluiz hi 15:46 luizrpgluiz would be too complicated to open a server to change the skins as in Minecraft? 15:47 rubenwardy luizrpgluiz, new textures require a server restart 15:48 rubenwardy Like new texture files / skins to the server 15:48 rubenwardy However you can change the player's skin without a restart 15:48 rubenwardy Are you asking about a website where you set your skin globally, or changing skin in day? 15:48 rubenwardy in game 16:15 rubenwardy Can we use https:// on wiki and minetest.net please? Passwords aren't secure otherwise. 16:15 rubenwardy At least when logging in 16:17 ShadowNinja rubenwardy: For wiki see xyz, for main site see celeron55. 16:19 celeron55 not going to happen on the main site 16:21 rubenwardy Ok. My password for the main site is unique anyway. 16:29 celeron55 i recommend for the few people who have an account there to just use a random string and write/type it down somewhere 16:29 celeron55 (if not using a password manager of some sort) 16:35 rubenwardy Confusing debug options such as camera update should be disabled by default, lots of people accidentally press it 16:35 rubenwardy Or at least have a more obscure key shortcut. Can you do Ctrl+F4? 16:55 Calinou I've suggested removing F4 entirely (comment out the code that does it) 16:55 Calinou it's used for cheating 16:56 Calinou not being affected by opaque or near-opaque post-process, seeing through walls… 17:01 exio4 if you are removing a feature, just remove the code, don't leave commented and dead code around :( 17:04 Calinou what if someone wants it back? 17:04 Calinou mostly developers 17:04 Calinou it's like quicktune 17:04 Calinou a feature that is completely useless unless you change a few things to implement it 17:04 Calinou (quicktune lets you change variables while playing) 17:05 exio4 Calinou: git is there 17:05 rubenwardy Only set the camera update keymap when using a debug build - https://github.com/minetest/minetest/pull/1744 17:05 Calinou not everyone wants to dig through hundreds of commits :/ 17:06 Calinou good idea 17:06 Calinou I doubt people will build debug builds just to cheat 17:06 Calinou (it's way slower) 17:06 exio4 Calinou: stop using git, and stop removing code and only comment old code, here, no more commits 17:06 rubenwardy Calinou: they can still change the keymap in minetest.conf to use it again 17:06 Calinou rubenwardy, but, if you use a non-debug build and add keymap_toggle_update_camera = KEY_F4, you can use it? 17:06 Calinou :/ 17:06 Calinou that's a problem 17:07 Calinou I didn't know you could change these keys 17:07 rubenwardy Shall I make it so it disables entirely if it is not a debug build? 17:07 rubenwardy As a different pull 17:07 Calinou wait for core developer's input 17:15 Krock rubenwardy, do only "as debug" compiled builds contain this "feature" with your commit? 17:16 rubenwardy If you use a normal build, hitting F4 does nothing. If you use a debug build, it toggles camera updates. You can still set F4 to toggle camera updates in minetest.conf 17:19 Krock rubenwardy, oke. 17:19 Krock +1 from my side 17:19 PilzAdam #1744 is good 17:19 ShadowBot https://github.com/minetest/minetest/issues/1744 -- Only set the camera update keymap when using a debug build by rubenwardy 17:19 Krock o.o 17:20 PilzAdam Calinou, your "anti-cheat" argument is weird 17:21 Calinou most people wanting to cheat don't bother recompiling the game 17:22 PilzAdam client-side anti-cheat is basically useless in an open source game 17:27 Calinou it's about not tempting people to cheat 17:27 Calinou if you let everyone fly by default, do you think most people will never use flight? 17:28 Calinou social experiment: grant fast and fly by default but tell people not to use it 17:28 Calinou after 15 minutes, at least half of the players use it :P 17:28 Calinou this was frequent on 0.3.x 17:29 rubenwardy celeron55, changed my password on minetest.net to a random string. I will aim to change it maybe once a month. 17:29 rubenwardy XD 17:31 Calinou hunter2, then hunter3, then hunter4… 18:06 celeron55 well changing it doesn't really matter 18:07 celeron55 if someone sniffs the password, he probably won't wait for very long until using it 18:12 rubenwardy How can I get the texture id which is being pointed to by PointedThing? Like// 0 1 2 3 4 5 18:12 rubenwardy // up down right left back front 18:12 rubenwardy s/texture/tile 18:15 Calinou you want a number or texture name? 18:17 rubenwardy latter 18:17 rubenwardy but I can get the texture name from the number 18:18 rubenwardy https://github.com/minetest/minetest/commit/87c69a95e01a5a314b8e7e75c539ddd25468c5f5#diff-18513665750ef5adf42b5ec29e14162eR3317 18:21 rubenwardy Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677 18:25 VanessaE oh THAT is handy rubenwardy 18:25 rubenwardy XD 18:26 Calinou I have the Infotool for that 18:26 VanessaE rubenwardy: does it work on undefined nodes? (e.g. from a mod that's since been deleted) 18:26 Calinou https://gitorious.org/calinou/carbone/source/f71432d1335bc2edbc8b18dbdb5464ce1bfa69bc:mods/default/commands.lua#L4 18:26 Calinou :-) 18:27 rubenwardy Not sure 18:27 rubenwardy Will try 18:30 rubenwardy Says (pointing_to = unknown - ) 18:30 OldCoder I am away today but continue to welcome RE-SEND RELIABLE thoughts 18:31 Calinou https://github.com/freeminer/freeminer/commit/b6f639f77e910aff387ed3fda0c174b4dd9eb130 18:31 rubenwardy For nodes with no tiles it is poining_to = mod:name 18:31 Calinou we should do the same thing to Minetest (remove only_peaceful_mobs stuff) 18:31 Calinou it's deprecated 18:31 geever hi 18:31 Calinou hi geever 18:31 VanessaE rubenwardy: might be a good idea to fix that :) 18:31 rubenwardy For unknown? 18:31 VanessaE yeah 18:31 VanessaE unknown nodes still have names, they can for example be aliased in Lua 18:33 proller Calinou, you cant copy things from freeminer! ;) 18:33 VanessaE proller: "clean-room implementation" 18:35 Calinou we can certainly remove cruft like that by ourselves 18:35 Calinou it's good to remove on_step stuff to reduce lag 18:38 rubenwardy VanessaE, fixed 18:38 VanessaE rubenwardy: ah, good 19:07 iqualfragile how do you fake server anouncements? does the masterserver check the agent? 19:07 iqualfragile because simply using the json i intercepted did not work 19:21 sfan5 iqualfragile: the server list checks that 1) the announcement is coming from the server IP and 2) the server is up 19:21 iqualfragile how often does it check that sfan5? 19:21 sfan5 when you announce 19:22 iqualfragile ok, thats acceptable 19:22 iqualfragile my plan is to have socket activated servers 19:22 iqualfragile that whole checking buisnes is making that a bit hard 19:23 sfan5 iqualfragile: please direct further questions to https://github.com/minetest/master-server/blob/master/server.py 19:23 sfan5 ;-) 19:23 iqualfragile oh… ok... 19:34 proller still missing features from perl version... 20:39 geever someone mentioned perl? :) 20:40 VanessaE yeah but given who mentioned it, and the fact that it's perl, can you really expect sanity? ;) 20:41 geever nah 22:23 RealBadAngel https://github.com/minetest/minetest/pull/1738 22:23 RealBadAngel ive updated the pull with a bit of docs and rebased it 22:24 VanessaE meshes respond to the visual_scale argument? 22:26 PenguinDad VanessaE: they do 22:26 RealBadAngel yes 22:26 VanessaE interesting. that could be rather useful. 22:27 RealBadAngel http://i.imgur.com/eKgfuns.png 22:27 RealBadAngel same model, different visual_scale 22:27 VanessaE ah indeed 22:33 PilzAdam RealBadAngel, what formats are supported for models? 22:33 PilzAdam could you add that to the docs? 22:34 RealBadAngel all that irrlicht is supporting 22:34 RealBadAngel this is engine feature not our game 22:35 PilzAdam has the number of supported formats changed between our supported irrlicht versions? 22:35 RealBadAngel no idea 22:36 PilzAdam if yes then add only the formats that are supported by all versions to lua_api.txt to make sure that mods only use formats that are supported by all Minetest clients 22:38 RealBadAngel http://irrlicht.sourceforge.net/features/#supportedformats 22:38 VanessaE PilzAdam: to the best of my knowledge, no significant changes in supported models have occurred between 1.7.x and 1.8 that we actually care about here 22:39 VanessaE RealBadAngel: it would be best to mention that only static/non-animated models will work, btw 22:39 RealBadAngel VanessaE, indeed 22:49 RealBadAngel updated the docs 22:53 VanessaE seems good 22:58 VanessaE there is one caveat: on a mesh node, the crack animation seems to be scaled WAY too big in some cases 22:58 VanessaE e.g. dig one of the smaller of the two mushrooms in the test mod, using a slow tool like a stone pick. 22:58 VanessaE not that this causes an actual problem, per se, but it looks weird graphically. 22:59 VanessaE seems to be scaled up by about 3x on that particular node 22:59 VanessaE 4x actually 23:03 RealBadAngel i said that cracks wont work on meshes 23:03 RealBadAngel theres no way to achive that 23:04 RealBadAngel theyre meant to be displayed on flat surfaces 23:04 VanessaE simple solution: reduce their scale manually by 4x before applying to the mesh? :) 23:04 VanessaE anyway they DO work 23:04 VanessaE they just look a little weird 23:05 RealBadAngel VanessaE, meshes can use just a bit of a texture 23:05 RealBadAngel ie one texture can hold parts for different mesh elements 23:06 RealBadAngel see player model textures 23:06 VanessaE oh ok 23:06 VanessaE well at least it works enough for us luddites ;) 23:06 RealBadAngel thats why i want cracks to be optional 23:07 RealBadAngel particles are nicer, work faster and better with any kind of node 23:18 RealBadAngel anyway i will try to make cracks look a bit better when moving cracked (or highlighted) node into separate scene node