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IRC log for #minetest-dev, 2016-01-12

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Time Nick Message
00:00 sofar well that took a strange turn
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00:30 RealBadAngel sorry for a break
00:32 RealBadAngel but displayin meshes instead of hacky and dirty tricks (see android case) is getting things done correct way
00:34 Fixer texture tear problem
00:34 * Fixer runs
00:36 kahrl render to texture is a hacky and dirty trick?!
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00:47 rubenwardy I guess rendering a mesh to a texture, the rendering a mesh with a texture over it as part of drawing is a little ugly
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04:01 paramat now merging game 780
04:06 paramat merged
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04:14 RealBadAngel kahrl, when you can just set viewport on the current render, set draw material and order to draw meshbuffer? yes
04:16 RealBadAngel its just overengineering
04:18 RealBadAngel http://pastie.org/10684770
04:18 RealBadAngel that code just draws the mesh
04:21 RealBadAngel as you can see, theres no need to set new scenemanager, add scene nodes, set cameras, lighting, draw to the texture, cut texture, store and render it again later on
06:29 sofar anyone around that can help me figure out how to add something specific to script/common/c_content.cpp?
06:29 sofar specifically, I need to add an array of strings
06:29 sofar connects_to = { "string", "string" }
06:30 sofar https://gist.github.com/sofar/b429738f068b06be7ffd came up with that, but I'm not entirely sure
06:31 sofar (actually fairly sure it's not correct)
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06:36 RealBadAngel textures are using that?
06:36 RealBadAngel line #150
06:36 sofar I've nosed around, but it's using strange offsets I don't understand
06:37 RealBadAngel special tiles are also accepting strings inside of tables
06:37 RealBadAngel line #306
06:39 RealBadAngel but #422 looks like is doing what you want exactly
06:39 sofar assuming I can ditch the CF_SPECIAL_COUNT section
06:40 sofar so -1 index then
06:40 RealBadAngel if(i==CF_SPECIAL_COUNT) that makes sure you dont have more than 6 tiles here
06:41 sofar yeah, I'm just adding all values
06:41 sofar irregardless of size
06:41 sofar of the array
06:41 RealBadAngel so drop that line
06:42 RealBadAngel or make there some limit like 256 or something
06:42 RealBadAngel just to make sure somebody havent pasted here a book ;)
06:43 sofar only mods can provide the info, so, screw them :)
06:43 RealBadAngel hehe
06:43 sofar ok, that compiles already
06:43 sofar now serialize and deserialize this
06:45 RealBadAngel btw, i saw on the screenie some wires
06:46 RealBadAngel you made them connected to some central spot, right?
06:46 sofar there is a small nodebox in the center for an unconnected node
06:46 sofar just like the pole for a fence
06:46 sofar just, very small
06:46 RealBadAngel i see
06:46 sofar 2x2x1 pixel, in the wire case
06:46 sofar but, it's optional
06:47 RealBadAngel so this kind of connection will be useable for tubes and technic wireing
06:47 sofar you can have any number of fixed nodeboxes that are optional
06:47 RealBadAngel not mesecons
06:47 sofar yes, it's useful for tubes
06:47 RealBadAngel mesecons are kind different
06:47 sofar right, the 10-fold connecting thing
06:47 RealBadAngel they shall "climb" the walls of adjacent nodes
06:48 sofar you can probably still use this nodetype and massively reduce the amount of nodes
06:48 sofar and like I said, maybe later we can add the 4 extra connections as well
06:48 RealBadAngel propably, but it will be still more than just one
06:49 sofar but I want it working with 6x connections first :)
06:49 RealBadAngel but imho you shall stop there
06:49 RealBadAngel wires are way more complicated
06:49 sofar crossing wires with shielding
06:50 sofar I don't think this mod can do that
06:50 sofar this patch*
06:50 RealBadAngel have you actually saw RedPower2's wireing?
06:50 sofar long time ago
06:51 RealBadAngel once is enough ;)
06:51 RealBadAngel the one youre developing is good for in the centre connections
06:51 RealBadAngel walls have way more fucked up logic
06:53 RealBadAngel but if you wanna look at it, the mod is recreated open source
06:54 RealBadAngel http://projectredwiki.com/wiki/Main_Page
07:00 sofar cool I think I got the lua part reading working. Got the correct amount of entries in my array
07:03 RealBadAngel hah and i found "nice" bug in my code
07:04 RealBadAngel the dragged item under the cursor got streched when moved into the corner of the screen
07:04 RealBadAngel it looks funny :)
07:04 Skyduskguy I just want conveyer belts and auto crafting :(
07:04 RealBadAngel Skyduskguy, install pipeworks and technic just?
07:05 sofar an open conveyor belt would be neat
07:05 sofar one that moves entities
07:05 Skyduskguy there was one >.> but its ded
07:05 Skyduskguy actually it was the first thing i searched for
07:05 Skyduskguy https://forum.minetest.net/viewtopic.php?f=11&t=9277&hilit=conveyor&start=50
07:06 Skyduskguy yeah pipes are not belts sadly
07:06 RealBadAngel it shouldnt be that hard to replace tubes with other GFx
07:06 RealBadAngel and change offset of the items travelling slightly
07:06 sofar yup
07:07 RealBadAngel that could be done propably in less than 10 minutes
07:07 sofar the belt can even use their own entities, but it would be nice if they could be dropped and picked up like normal itemstack entities
07:07 Skyduskguy well yeah
07:08 RealBadAngel ok, 15 minutes ;)
07:08 Skyduskguy if it didnt do that it wouldnt be belts
07:08 Skyduskguy dont tease :o
07:08 RealBadAngel im on my own code, dont try to point at me ;P
07:09 Skyduskguy well yeah im sure ppl who know howto this stuff could
07:09 Skyduskguy but im faaar from that
07:09 Skyduskguy im still trying to learn how not to have my mod fry the poor console
07:10 RealBadAngel learnig lua is quite fun
07:11 exio4 j
07:11 exio4 oops <.<
07:11 RealBadAngel now you do have lotsa examples out here
07:11 RealBadAngel a few yrs ago we were crying out loud to accomplish simple tasks ;)
07:12 Skyduskguy no way id attempt such a task, im certine id get frustraited and quit all together
07:13 Skyduskguy actually a small community im part of is waiting on a threshold for minetest to drop mc alltogether
07:13 RealBadAngel oh cmon, reward (the feeling) when you have it working is better when it wasnt that easy
07:13 Skyduskguy im currently the only one working tword learning modding to make it happen
07:14 Skyduskguy im not good at commiting to long things
07:14 Skyduskguy I drop projects all the time, im not proud of it
07:15 Skyduskguy just personal stuff
07:15 RealBadAngel try to keep focus
07:17 Skyduskguy its a motivation thing
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07:18 Skyduskguy I just try to keep my stuff small, its the only way i can see it through
07:20 RealBadAngel good for starters
07:20 RealBadAngel with time each project grows
07:21 RealBadAngel ive started Technic with simple chest modification, now its the most complex mod for mt ever
07:22 RealBadAngel propably minetest_game is a simpler mod than technic alone ;)
07:22 Skyduskguy forum link
07:23 RealBadAngel https://forum.minetest.net/viewtopic.php?t=2538
07:23 sofar ok, deserialization and serialization done too
07:23 sofar now for node matching
07:24 sofar CNodeDefManager::getIds excellent
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07:29 RealBadAngel hmm, i think that one callback for collision boxes would be handy, the one triggered on actual collision
07:30 sofar for your meshes?
07:30 RealBadAngel in general i think
07:30 RealBadAngel if player walks into something
07:30 sofar sure
07:30 sofar return what it has walked into
07:30 RealBadAngel atm we are using abms for that
07:30 sofar walk into water => play water splash
07:30 RealBadAngel thats costly
07:31 sofar walk into cactus node => instant death
07:31 sofar walk into lava => melt face
07:31 RealBadAngel it shall be something like on_collide
07:31 RealBadAngel so you can redefine it
07:31 sofar why not on_collision?
07:32 RealBadAngel whatever, just naming :)
07:32 Skyduskguy can i move th eplayer on collision with a particle?
07:32 sofar no, particles can only collide with the environment
07:32 sofar there's no callbacks either
07:32 sofar particles are not entities
07:33 Skyduskguy darn
07:33 RealBadAngel sofar, it shouldnt be hard, theyre already checked (player cant walk into some nodes)
07:33 sofar if you ask me, animated particle textures would be a fantastic addition
07:33 RealBadAngel so just add there callback
07:33 sofar right, should not be insane to code up
07:33 sofar could be costly though
07:34 sofar you'd want that handled client side
07:34 RealBadAngel propably it should be somehow limited
07:34 sofar question is, what are you going to use it for?
07:34 RealBadAngel like first hit or something
07:34 RealBadAngel mainly?
07:34 Skyduskguy fan nodes
07:34 RealBadAngel step in teleporters
07:34 sofar right, but I hope not particle collisions :)
07:35 Skyduskguy well that cant exist
07:35 Skyduskguy you just said right?
07:35 RealBadAngel use cases can be different of course, thats just one i have in mind
07:35 Skyduskguy id imagine drawing line of sight to player along a ray?
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07:35 Skyduskguy vector?
07:35 RealBadAngel i was thinkin about stargates being sometimes responding too slow (thx to abms usage)
07:36 Skyduskguy idk what im talkin here
07:36 RealBadAngel Skyduskguy, theres some function bout it in builtin i think
07:37 Skyduskguy yeah there was a fan block mod, moved items players mobs
07:37 Skyduskguy loved a combination with store on hit chests
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07:38 Skyduskguy ohhh does anything like hopper exist?
07:38 Skyduskguy I think it does
07:38 sofar pipeworks "filter"
07:38 RealBadAngel Skyduskguy, lua_api.txt line #2063
07:39 Skyduskguy spawn tree?
07:39 RealBadAngel awww
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07:40 RealBadAngel https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2065
07:40 Skyduskguy i was on https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt
07:41 Skyduskguy nice anyway
07:44 sofar alright... I think I have a great way to do connecting nodes where you have fine-grained control
07:44 sofar and it won't be slow to match either
07:45 sofar I'll use a std::vector<content_t>
07:45 sofar actually
07:45 Skyduskguy howdo you change an entity's velocity?
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07:46 Skyduskguy ok its just setvelocity
07:46 RealBadAngel http://i.imgur.com/0sIS7vA.png
07:47 sofar gifv that shit
07:47 RealBadAngel items on the left are shown with meshes
07:47 RealBadAngel on the right with usual textures
07:47 RealBadAngel ive added a slight rotations to them
07:47 sofar ahh they're not rotating?
07:48 RealBadAngel they do if selected
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07:48 RealBadAngel but im talkin now about still representation
07:48 RealBadAngel theyre rotated and shaded the same way as nodes
07:49 RealBadAngel imho they DO look more 3d now
07:49 RealBadAngel compare mese pickaxe for example
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07:53 RealBadAngel uploading now video
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07:56 RealBadAngel sofar, https://youtu.be/lC3SAyiD2UI
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07:59 sofar cure
07:59 sofar cute*
08:01 Skyduskguy thats very nice
08:02 RealBadAngel imho that brings consistence, items looks the very same way in inventories, on the ground and when wielded
08:03 RealBadAngel if they spin when selected is just a side effect ;)
08:04 Skyduskguy well sofar imade a few pushmits
08:04 Skyduskguy but im about drained and tierd 2am here
08:04 RealBadAngel pushmits?
08:04 Skyduskguy push commits
08:05 Skyduskguy idk im stillg etting the words mixed up
08:05 sofar I'm out. midnight. *poof I'm a pumpkin*
08:05 Fritigern It's been an eventvul day, Skyduskguy
08:06 RealBadAngel sofar, where do you live? (its 9am here lol)
08:06 Skyduskguy I leave you with besige gif
08:06 Skyduskguy http://i.imgur.com/0dbQAd8.webm
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10:27 Megaf Hi
10:29 guest365 joined #minetest-dev
10:31 guest365 when will the next major version be released
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11:28 Taoki RealBadAngel: Lovely work again! It does work with all drawtypes though, does it?
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11:28 Taoki Also, does that mean 3D plants are at last going to be in themselves soon? :)
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16:11 RealBadAngel Taoki, yes it will work with all drawtypes. but thats not related to plantlike, it is using provided, regular or extruded one meshes, just like wielded
16:11 RealBadAngel so it is consistent with everythin in game, item looks exactly the same in hand, in inventory or on the ground
16:12 RealBadAngel same meshes, same textures and the shaders
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18:06 sfan5 x.x.x.x - - [12/Jan/2016:18:05:56 +0000] "GET /list?proto_version_min=13&proto_version_max=25 HTTP/1.1" 200 185755 "-" "cgcraftingguide/1.0 (Linux/3.4.0+ armv7l)" "-"
18:06 sfan5 so apparently someone named an android ripoff "cgcraftingguide"
18:06 sfan5 these names are only getting bettert
18:07 sfan5 also: "cgbuildahouse"
18:07 sfan5 and "buildavillage"
18:08 sfan5 and someone is trying to announce a server from "modernhousebuild"
18:11 Krock xD
18:14 sfan5 so i just checked 4 random games that are on google play when searching for "build craft"
18:15 sfan5 none of them mention any licensing stuff or provide their modified source
18:16 sofar do you have any significant contributions to minetest gpl parts?
18:17 red-001 I found about 5 minetest builds on google play once and only two even said anything about minetest
18:17 sofar okay hardcode minetest-core C++ devs, I have some questions I could use some help with
18:18 sfan5 sofar: yes but i dont feel like sending a dmca
18:18 sofar who'd be the person to ask? hmmmm?
18:18 sfan5 probably
18:18 sofar I'm attempting to pack a std::set<content_t> as part of the nodedef
18:18 sofar but I'm having
18:18 sofar some issues regarding when to create the set
18:19 sofar and how to serialize it. apparently writeU16() doesn't work
18:19 sofar plus my iterator hates me
18:19 sfan5 if writeU16() doesn't work then you are using it wrong
18:20 sofar that's what I think to
18:20 sofar mapnode.h:typedef u16 content_t;
18:20 sofar it's... really a u16 though
18:20 sofar content_mapnode.h:extern content_t trans_table_19[21][2];
18:20 sofar but what is that?
18:21 sofar nvm
18:22 sofar sfan5: no idea... It's a U16 but it hates...
18:23 sofar actually, huh, my bad I fixed that part
18:23 sofar I'm stuck at my iterator hate
18:23 sofar +               for (std::set<content_t>::const_iterator it = ids.begin();
18:23 sofar +                               it != ids.end(); it++)
18:23 sofar +                       connects_to_ids.insert(*it);
18:24 sofar last line throws an error
18:24 sofar error: no matching function for call to 'std::set<short unsigned int>::insert(const short unsigned int&) const'
18:24 sfan5 try (u16) *it
18:25 sofar already did before
18:26 sofar error: no matching function for call to 'std::set<short unsigned int>::insert(short unsigned int) const'
18:28 sofar plus, and this is more important than anything
18:28 sfan5 idk
18:28 sofar I need to know that I can serialize and deserialize std::set<content_t> values as they remain the same on the client and the server
18:30 sofar otherwise I need each client to convert nodenames into content_t themselves
18:30 sofar which means sending node names over the wire, and not ids
18:30 sofar yes, these are pretty core questions :)
18:30 sfan5 sofar: have you tried using clang
18:30 sfan5 maybe it spits out some more useful stuff than gcc
18:31 sofar gheh, ew
18:31 sofar I despise other compilers
18:31 sfan5 clang > gcc
18:32 sofar the messages are very useful in this case, I just follow examples of others that I've found... and they don't work
18:32 sofar besides, I'd have to install and figure out how clang works
18:33 sfan5 apt-get install -y clang
18:33 kahrl sofar: see the const at the end of the error message. the set is const, so you can't modify it
18:33 sfan5 and then re-run cmake with CC=clang CXX=clang++
18:33 sfan5 not that hard
18:34 kahrl I've been wondering about std::set<content_t> vs. std::vector<content_t> performance lately
18:34 kahrl (in the context of ABMs, INodeDefManager::getIds, etc.)
18:34 sofar kahrl: yeah, that's it. do I change the iterator to a non-const iterator then?
18:34 kahrl I expect that std::vector<content_t> is much faster at least for small-ish sets
18:34 kahrl sofar: no, the set itself
18:35 sofar uhm, it's not const
18:35 kahrl but does anybody know of benchmarks?
18:35 sofar nodedef.h:std::set<content_t> connects_to_ids;
18:35 kahrl sofar: it's const when the object that contains it is const
18:35 sofar kahrl: yeah, I thought of that too. Sets remove duplicates, which is why I picked it
18:36 sfan5 kahrl: isn't std::vector likely faster because it doesn't need to order the items?
18:36 sofar kahrl: hmmmm
18:36 kahrl sfan5: that and fewer allocations needed
18:36 kahrl and better cache locality
18:36 sfan5 no idea about the allocations
18:37 sfan5 it depends on the c++ stdlib
18:37 sfan5 os x and iOS use a different one e.g.
18:37 kahrl doesn't std::set in most implementations allocate each node of the red black tree individually?
18:37 kahrl but yeah idk, that's why I asked for benchmarks
18:37 sfan5 i think freebsd also uses libc++ (from the llvm project)
18:38 kahrl sofar: the method that the erroneous line is in - is it marked as const?
18:38 kahrl sofar: that means it is operating on a const object
18:38 sofar insert?
18:39 kahrl sofar: could you paste the code? it would be easier to talk about then
18:40 sofar sec
18:42 sofar https://gist.github.com/sofar/50c040e78a8f2b691fe1
18:43 sofar the concept is simple
18:43 sfan5 i see nothing wrong with that code
18:43 sofar this is for my connected nodeboxes patch
18:43 sfan5 but then again i don't use C++ that often
18:43 sofar each nodedef has a list of node name matches
18:43 sofar strings
18:43 Taoki RealBadAngel: Nice. Hope they can reach master soon... that spinning effect in inventory is pretty neat :)
18:44 sofar the server converts them with getIds() to content_t numbers
18:44 sofar and serializes them for the client
18:44 kahrl sofar: ContentFeatures::serialize is a const method
18:44 sofar client gets them and knows how to connect each connected node with that set
18:44 kahrl so it operates on a const ContentFeatures
18:44 kahrl which you can't modify the connects_to_ids field of
18:44 rubenwardy (sofar: if you call the file something.patch it adds highlighting)
18:44 sofar right, so my first FIXME is key
18:45 sofar I need to move the segment that converts to ids to another place in the code
18:45 sofar it needs to be *after* lua is done reading nodedefs
18:45 sofar but I haven't found where that would be a great place to put yet
18:45 sofar any ideas?
18:46 sofar I'm assuming at that point the const problem disappears
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18:48 * sofar eyeballs game::startup
18:49 sofar um, that's the client
18:49 sofar I need the server startup
18:49 kahrl do it when INodeDefManager::runNodeResolveCallbacks is run?
18:49 RealBadAngel ok, http://pastie.org/10686100
18:49 kahrl either by adding a new NodeResolver or by doing it directly in there
18:49 kahrl the former is clearner
18:49 kahrl cleaner*
18:49 RealBadAngel those are coords (x, y, z) of the simple cube
18:50 RealBadAngel dumped right from the engine
18:50 rubenwardy sofar, search for the texture overrides thing
18:50 rubenwardy 1 sec
18:50 sofar server.cpp has m_nodedef->runNodeResolveCallbacks();
18:50 rubenwardy https://github.com/minetest/minetest/blob/master/src/server.cpp#L313
18:50 rubenwardy around here
18:50 RealBadAngel kahrl, can you see whats wrong here?
18:50 rubenwardy by that point all nodes have been defined
18:51 sofar ahh yes, this looks like the right context
18:51 sofar -1.5e+37 lol
18:51 RealBadAngel we do have some rounding/conversion problem in the engine
18:51 sofar overflow, possibly?
18:51 sofar or bad typing
18:51 RealBadAngel that may be the reason for rendering artifacts
18:52 kahrl RealBadAngel: can't say without knowing the code that prints that
18:52 RealBadAngel ive put dump in scale mesh code
18:52 RealBadAngel so instead of scaling it dumps actual vertices
18:53 RealBadAngel doing nothing to them
18:54 RealBadAngel http://pastie.org/10686111
18:54 RealBadAngel the code that dumps it
18:55 RealBadAngel if we do have nans, some weird vaules here, that explains those white dots on dark areas
18:55 RealBadAngel or lines between nodes
19:01 kahrl RealBadAngel: can't reproduce. I added the same dstream lines to scaleMesh and it prints reasonable values
19:02 RealBadAngel kahrl, and thats weird
19:02 RealBadAngel irrlicht version related?
19:03 kahrl sounds unlikely
19:03 kahrl though possible of course
19:04 RealBadAngel btw, i was able to reproduce wielded glitch
19:04 RealBadAngel when rendering the whole scene to texture it is always present
19:04 kahrl are you on master or a different branch? because I get no output from scaleMesh after digging default:sand
19:05 RealBadAngel oops, ive put that code elsewhere, on my modified one
19:05 RealBadAngel gimme a few minutes, i will upload the branch with the changes
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19:39 * sofar struggles with virtual
19:40 RealBadAngel kahrl, i will test that on embeeded 1.9 irrlicht
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20:09 sofar kahrl: rubenwardy: came up with this solution
20:09 sofar https://gist.github.com/sofar/2d12d56ef35a1f6c78d0
20:09 sofar still fighting iterators here, doesn't compile
20:25 sofar oh, type mismatch
20:25 sofar [  4%] Linking CXX executable ../../bin/minetest
20:25 sofar [100%] Built target minetest
20:25 sofar heh, neat
20:27 Megaf :)
20:27 sofar fracking awesome, that's a major step done
20:27 Megaf It's such a good feeling when you change the code and it compiles
20:27 sofar permitted the order is not changing :)
20:28 Megaf I'd like to understand how the windows zip is generated when compiling using mingw
20:28 Megaf Run CPack packaging tool...
20:28 Megaf CPack: Create package using ZIP
20:28 Megaf this step, I'd like to customize it
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21:24 Skyduskguy is a mesh just a b3d?
21:24 Skyduskguy or obj
21:25 sofar can be both
21:25 sofar I think b3d are animated meshes
21:26 sofar obj are just static
21:26 kaadmy .x handles animations but animations are broken
21:26 sofar I usually make blender files (.blend) and then export to obj
21:26 Skyduskguy ok i jusr reg a node with drawtype of mesh n use an obj?
21:26 kaadmy they're warped up in-game
21:26 kaadmy Skyduskguy: that should work afaik
21:26 Skyduskguy kewl ty
21:27 Skyduskguy im about to go play some cards but i got an idea cooking
21:27 sofar Skyduskguy: example mod: github.com/minetest-mods/warps
21:27 Skyduskguy i was lookin at simply slopes for the ref
21:27 Skyduskguy seems legit
21:27 sofar there are many slope mods around, you may not need to make a new model
21:28 Skyduskguy oh not for the model
21:28 Skyduskguy just how the node is regged
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23:26 luizrpgluiz hello, put support for colorful chat in minetest? I looked and saw that the github closed the item was opened in github minetest
23:26 luizrpgluiz sorry for my english
23:26 luizrpgluiz :/
23:27 rubenwardy Colored chat is long overdue
23:28 rubenwardy It's a small feature, but makes a world of difference for server environmets
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23:38 luizrpgluiz but it would be possible to put the next version of minetest?
23:48 exio4 hey luizrpgluiz
23:48 exio4 aunts and friends are going to brazil tonight
23:48 luizrpgluiz :)
23:48 exio4 do you live close to the big cities?
23:48 luizrpgluiz no
23:48 exio4 or in the other 90% of brazil?
23:48 exio4 :P
23:54 luizrpgluiz exio4:well, I live in a small town in the state of sao paulo
23:54 exio4 nice :)
23:55 exio4 oh, you aren't in the main channel :(
23:56 luizrpgluiz ?
23:56 luizrpgluiz oh,yes
23:57 luizrpgluiz I came here to take some questions I've seen on github that are still open there

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