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/commit/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 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 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 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 03:45 paramat merging 03:48 paramat done 03:49 paramat wow 10 days since last merges in MTG 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! 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 :) 15:20 celeron55 that was beautiful 15:26 nerzhul celeron55, heh 15:51 exio4 is there any easy test/mod to kill MT with collision detection? 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 16:47 sofar yes 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 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