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IRC log for #minetest-dev, 2017-10-23

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All times shown according to UTC.

Time Nick Message
00:12 paramat i'll merge #6399 in a few mins
00:12 ShadowBot https://github.com/minetest/minetest/issues/6399 -- Change the settings interface for noise_params, noise_params_group, flags, and v3f by srifqi
00:26 paramat this will take a while, squash and commit message work
00:28 lhofhansl thanks for perma-voice
00:46 basicer Hey so I did this, and it lets me color my upright sprits using the colors table, but Im not sure if it's the right thing to do.  Any thoughts? https://github.com/buildwithpiper/minetest/co​mmit/588344d62f31358bff1343febad7288dad18581a
00:48 basicer Im not really sure whats going on with that logic to use the 2nd color.
00:50 lhofhansl Is there an easy way to apply filtering (bi/tri/anisotropic) to the scene but not to the player model (or other mobs)? The player models look blurred (obviously) with the filtering applied.
00:51 lhofhansl Looking for a spot where I could easily distinguish the types of tiles.
01:01 paramat merging 6399
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01:06 paramat done
01:07 basicer \o/
01:07 ThomasMonroe hiya paramt
01:11 paramat basicer not sure about your commit
01:13 paramat i mean, i'm unable to help
01:24 basicer My first thought is that it looks at color[1] to work around the fact that the .clear() is missing from the deseralizer
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02:36 srifqi paramat, thanks for the merge!
02:37 srifqi Also, second checkbox in 3266 is already done, too.
02:38 srifqi Any news for #5886 ? (^_^"
02:38 ShadowBot https://github.com/minetest/minetest/issues/5886 -- Fix issue Minetest crash when custom font path is not exist by srifqi
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03:19 paramat i'm leaving 5886 to others =)
03:20 paramat fancy input for flags is only done for noise, nowhere else
03:30 paramat will merge games 1892 1914 1917 1918 in a moment
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03:45 paramat merging
03:48 paramat done
03:49 paramat wow 10 days since last merges in MTG
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03:58 srifqi paramat, please read my comments on a1e1a19.
04:09 srifqi paramat, done. #6553
04:09 ShadowBot https://github.com/minetest/minetest/issues/6553 -- Revert changes in NoiseParams table in lua_api.txt by srifqi
04:13 paramat ok
04:13 paramat will merge that with #6554
04:13 ShadowBot https://github.com/minetest/minetest/issues/6554 -- Minetest.conf.example(.extra): Updates due to noise group format by paramat
04:15 paramat phew busy day (night)
04:15 srifqi It's day here. :)
04:16 exio4 can public domain code be added without problems?
04:16 exio4 it's a function which is going to be adapted
04:17 srifqi Probably yes. Which code?
04:18 exio4 https://gist.github.com/yamamushi/5823518 just checking this, it's not likely, but thought about it
04:19 srifqi IMO, you can just use right away with credit to him.
04:22 paramat yeah i can't see an issue
04:25 exio4 alright :)
04:26 paramat will merge #6553 #6554 in a few mins
04:26 ShadowBot https://github.com/minetest/minetest/issues/6553 -- Revert changes in NoiseParams table in lua_api.txt by srifqi
04:26 ShadowBot https://github.com/minetest/minetest/issues/6554 -- Minetest.conf.example(.extra): Updates due to noise group format by paramat
04:33 paramat merging
04:35 srifqi Done!
04:37 paramat again!
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13:03 jas_ i'm testing #6537 right now and so far it's working great.
13:03 ShadowBot https://github.com/minetest/minetest/issues/6537 -- Bind mouse buttons by samcaulfield
13:24 sc__ good to hear :)
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15:20 celeron55 that was beautiful
15:26 nerzhul celeron55, heh
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15:51 exio4 is there any easy test/mod to kill MT with collision detection?
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15:54 Krock exio4, you'd need many, very fast items to do that. As saving the mapblock may delete the entities, you must increase the limit before executing the entity-spawner. AFAIk, there's no mod for this yet
16:00 sofar exio4: particles can use collision detection and therefore a particle spawner that spews particles with collisiondetection should work
16:00 KaadmY Darn I just noticed node glow exists now?
16:01 KaadmY I had that working in my shader branch including for overlays etc
16:01 KaadmY RIP
16:01 sofar exio4: that also allows you easily to create thousands of particles
16:01 sofar node glow always existed? it's light_source = N ?
16:02 KaadmY Oh nevermind it's for entities
16:02 KaadmY I was reading the wrong thing
16:12 Fixer what as exactly is beautiful?
16:12 Fixer without as
16:14 KaadmY What's the purpose of entity glow?
16:15 KaadmY It doesn't seem to do anything with the current lighting system
16:24 KaadmY I found out a use case for the entity glow
16:24 KaadmY FULLBRIGHT SHEEL
16:24 KaadmY SHEEP*
16:28 Krock useful++
16:28 KaadmY Although I was actually going to add that functionality anyway
16:29 KaadmY Since it also disables shading, I had some uses for it :P
16:29 KaadmY Other than fullbright sheep
16:33 Fixer CRT Sheep
16:41 KaadmY Is glow capped at LIGHT_MAX?
16:41 KaadmY 0-14
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16:47 sofar yes
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20:26 Fixer ever wondered why you punch when eating apple?
20:38 Fixer sfan5: https://i.imgur.com/CdRXa25.png
20:39 sfan5 that's weird
20:39 sfan5 walls are only detected if a floor is actually there
20:47 Fixer sfan5: it is rare though
20:48 Fixer sfan5: this also happens occasionaly https://i.imgur.com/C7Xn7En.png
20:48 sfan5 that's a feature clearly
20:56 Fixer sfan5: there was one more case with chest blocking the 1 wide tunnel
20:56 sfan5 f e a t u r e
20:57 sfan5 no for real fixing that complicates the code too much
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22:44 paramat sfan5 the floating chest is probably because that's 2 dungeons intersecting (they overgenerate into neighbour mapchunks). the chest was properly placed in the 1st, the 2nd removed the floor from under it
22:45 paramat anyway the occasional floating chest is fine
23:03 Fixer i'm fine with that too, rare
23:04 paramat good, dungeons rarely intersect
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