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IRC log for #minetest, 2015-01-12

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03:02 n4x sorry :<
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03:06 sloantothebone hi
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03:37 MinetestBot [git] paramat -> minetest/minetest: Mapgen V5: Move cave generation from base terrain loop to optional function c367f73 http://git.io/hcz5yQ (2015-01-11T22:35:36-05:00)
03:37 MinetestBot [git] paramat -> minetest/minetest: Remove builtin_biome.lua from builtin and add simple biome minimal a77c85f http://git.io/9M6Rng (2015-01-11T22:32:48-05:00)
03:37 MinetestBot [git] paramat -> minetest/minetest: Lua-api.txt: Document that paramtype='light' results in light propagation with attenuation and is essential for a light source to spread it's light c28a90d http://git.io/91Q0XQ (2015-01-11T22:30:28-05:00)
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07:03 sofar I'm starting to become quite dispaired while attempting to port my bukkit mod...
07:03 sofar it seems trivial things are extremely hard to do safely when you can hit a nil node almost anywhere
07:03 sofar it's going to make my codepaths extremely ... cumbersome and lengthy
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07:24 ShadowNinja sofar: You mean ignore?  There are no nil nodes unless you use get_node_or_nil or you're talking about unknown nodes.
07:25 sofar I'm walking terrain and every neighboring node I look at could be nil
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07:26 sofar so a quick function looking at neighbor nodes needs to always check whether nodes referenced exist.
07:26 sofar can't just look if node.name == "air"
07:26 ShadowNinja sofar: Do you mean unloaded?  If so, that's called ignore or CONTENT_IGNORE in mt.
07:26 VanessaE there's a get_node_or_nil() function also
07:27 VanessaE might be useful
07:27 sofar yeah without the _or_nil() variant it's impossible
07:27 sofar but this means walking in a minefield of exception handling
07:27 ShadowNinja sofar: node.name == "ignore"
07:28 sofar still need to handle it explicitly and carefully
07:28 sofar it's... awkward
07:28 sofar of course I'm feeling a bit spoiled by bukkit that auto-loads unloaded terrain if you address it in a plugin
07:29 ShadowNinja sofar: Depends on what you're doing.  If you're doing mapgen you shouldn't be using such high-level consttucts though.
07:29 sofar no I'm porting my bukkit plugin
07:29 sofar it modifies the landscape in real-time and slowly
07:29 ShadowNinja sofar: Does it modify a lot of nodes?
07:30 sofar no, usually only one or two nodes per second or so max
07:30 sofar however, it does look at a lot of terrain
07:31 sofar maybe 20-40 nodes per second
07:31 ShadowNinja sofar: Alright, those functions should do then.
07:32 sofar well, I'm looking at a lot more code just to do my neighbor scanning than I was used to with bukkit
07:32 ShadowNinja sofar: Well, I might be able to give you some pointers to simplify your code, but I'm off to bed now.  o/
07:33 VanessaE also, don't be afraid to ask for a feature in the engine if there's no obviously "right" way to do it with the current API.
07:33 VanessaE one of the core devs might be willing to add the feature if you can help code it (C++)
07:34 sofar so let me explain why this is awkward
07:34 sofar in bukkit I balanced my plugin to make sure I'm not forcing to load lots of new terrain in memory
07:35 sofar but if I needed to, it would walk up-down vertically as much as needed
07:35 sofar which is the vital first step in my plugin
07:36 sofar it seems that in minetest, the vertical walking puts me in "ignore" nodes almost instantly right near the terrain top somehow
07:36 sofar now in my plugin, I'm doing neighbor inspection in 10 steps or so
07:36 sofar e.g. I'm looking to see if there is vegetation (plants) anywhere nearby
07:36 VanessaE ok, that makes sense
07:37 sofar so that's a 3x3 terrain scan (3^3 total nodes lookup)
07:37 VanessaE one way around it is to force-load the blocks you're about to check
07:37 sofar my first algorithms I'm porting now is the "find the top of the map"
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07:38 sofar bukkit had a function for that, "highest block" or something like that
07:38 sofar implementing that isn't hard, but without the _or_nil() it's undoable
07:38 VanessaE voxel manipulator operations in minetest will do that afaik
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07:38 VanessaE but I don't know how they work exactly
07:39 VanessaE technic mod has a function in it that uses vmanips to do force-loading
07:39 VanessaE they're used to implement world anchors
07:39 VanessaE (and other stuff)
07:39 VanessaE but anyway, please continue
07:39 sofar well, tbh, I kind of like the idea of not forcing loading :)
07:40 sofar but it's going to make searching around the terrain very very cumbersome - every sideways step needs an error handling case
07:40 sofar can't just "go sideways 4 nodes" in one line
07:41 sofar (plus there's the "I'm new to Lua" factor, lol)
07:41 VanessaE that why you'd do a force-load op and just let the engine handle having the block loaded (it'll unload it after a while anyway)
07:42 sofar quick question (I may consider just that for simplicity now) - is the terrain possibly loaded vertically in one position, but not in another vertical position?
07:42 VanessaE ah, here it is:  https://github.com/minetest-technic/technic/blob/​master/technic/machines/switching_station.lua#L85
07:43 sofar good complex mods are very useful to me at this point. lots of good code examples to use :)
07:43 VanessaE yes, terrain is loaded kinda wherever the mapgen wants to load it next - it's not arranged in columns but in 80^3 sections we call map chunks.  within those are mapblocks (5x5x5 of them), each being 16^3/
07:44 sofar do they go from 0 down and from 0 up?
07:44 VanessaE both :)
07:44 VanessaE the center of the world is 0,0,0
07:44 sofar argh, that's so inefficient
07:44 sofar most of the map lives between -40 and +40 :(
07:44 VanessaE and it extends from -30927 to +30912 in each axis
07:45 VanessaE including on the Y axis ;)
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07:45 VanessaE it goes all the way down to -31k below sea level.
07:45 sofar and the generators fill it?
07:45 VanessaE yep
07:46 VanessaE caves, ores, etc.  whatever your game and mods want to put there.
07:46 sofar I just want my mod to erode it :D
07:46 VanessaE (by default, the standard fair of stone, caves, coal, iron, and other minerals)
07:46 VanessaE right
07:46 VanessaE so for you, you probably won't be doing much outside the -40 to +40 range like you mentioned
07:47 sofar I wouldn't depend on that
07:47 sofar what elevations does the default generator create?
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07:47 sofar besides, I don't want to code it just for default settings
07:48 VanessaE it varies, but land surfaces are usually from about -5 or so up to +40ish.  water at 1 or 0 or whatever it is, then caves are added and can cut into the ground, so you have what looks like land going down underground part way also
07:48 VanessaE some mapgen mods will put land everywhere
07:48 VanessaE watershed for example
07:49 VanessaE ( https://forum.minetest.net/viewtopic.php?id=8609 )
07:50 VanessaE some like floatlands will create sky islands hundreds of meters up:  https://forum.minetest.net/viewtopic.php?id=4776
07:50 VanessaE (but that one has its own terrain nodes, rather than dirt etc)
07:51 sofar all the more reason not to force-load any area
07:51 VanessaE naw, don't worry about force-loading an area
07:51 VanessaE it won't stay loaded longer than the server needs it
07:52 sofar well, hmmm
07:52 sofar if I'm hitting unloaded terrain in my mod I can just stop and give up
07:52 VanessaE you could, yeah
07:52 sofar since the way I "find" nodes to erode is "pure random"
07:52 VanessaE but then you might end up with square artifacts in your land
07:53 sofar that's not something that force-loading will fix
07:53 VanessaE yes it will
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07:54 VanessaE define a function that calls that load_position() code I linked to if and only if get_node() returns "ignore", and which then preforms and returns the output of a second get_node() after the load is done
07:54 sofar I don't see how (I've seen the problem in bukkit as well, and ultimately I didn't care since at 1 block per second randomly on the entire loaded map the speed wasn't high enough to produce blocky artifacts)
07:54 VanessaE then just call that function anywhere you would call minetest.get_node()
07:55 VanessaE oh, you're not constraining to operations done near the player?
07:56 sofar in my bukkit version it ignores players, it affects purely "loaded terrain"
07:56 VanessaE hm
07:56 sofar since I haven't found the equivalent in minetest yet, I'm using a kludge
07:56 sofar bukkit chunks are easily available in the API
07:56 sofar but, I may not need them
07:57 sofar for now I look randomly in a radius around players, but that's somethign I want to avoid
07:57 VanessaE well if you're trying to only affect loaded terrain, then your current method is the only way, short of using an ABM that only triggers on the node you want to move around
07:57 sofar I'd rather look at loaded terrain. It has produced awesome effects near the spawn on my own personal server :)
07:58 VanessaE (ABMs are also constrained to stay near players)
07:58 sofar I'm looking at larger distances than ABMs look at
07:58 est31 abms are constrained to loaded areas right?
07:58 VanessaE if you really want to ignore players and just operate *anywhere*, use minetest.on_globalstep()
07:58 sofar players, 30 blocks max I believe
07:58 VanessaE est31: yes and constrained to near players, but they require knowing what specific node you want to operate on.
07:59 VanessaE ABMs normally trigger on stuff within 3 mapblocks of a player as I recall
07:59 sofar VanessaE: I'm right now doing a 1second timer interval -- minetest.after(interval, fn)
07:59 sofar so I'm not catching an ABM
08:00 sofar that's working well
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08:00 est31 3 blocks? thats few. I had farms with > 20 distance growing finr
08:01 est31 finr
08:01 est31 fin*e*
08:01 VanessaE est31: radius 3, that's 48 nodes.
08:01 sofar I'm planning on scanning 120+ blocks out or so
08:01 sofar near visual range ideally
08:01 sofar the bigger the range to scan, the slower and prettier the outcome over time
08:02 VanessaE sofar: sounds good though
08:02 est31 yes my farm had a radius > 20
08:02 est31 or let me check
08:02 est31 an I stood at the border being afk
08:03 VanessaE est31: a radios of 20 mapblocks would be 640 meters in diameter.
08:03 VanessaE radius*
08:03 VanessaE (roughly)
08:03 est31 ah ok
08:04 est31 block!=mapblock
08:04 VanessaE right.
08:04 VanessaE we speak of nodes (meters), mapblocks (16^3 meters), and chunks (5&3 mapblocks, 80^3 meters) here :)
08:04 sofar how do I get the "drawtype" of a node" just with "node.drawtype" ?
08:05 VanessaE 5^3 rather.
08:05 VanessaE sofar: minetest.registered_nodes.nodename.drawtype  I think
08:05 VanessaE e.g. minetest.registered_nodes.cobble.drawtype (should return "normal")
08:07 sofar sorry, that does not compute
08:07 sofar I have a "node"
08:07 VanessaE this might work,  node = minetest.get_node(pos) ; drawtype=minetest.registere​d_nodes[node.name].drawtype
08:07 sofar I want to see if it's a "plantlike" value
08:07 VanessaE it's been a while since I had to do that
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08:08 VanessaE and I'm pretty tired
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08:08 sofar ok
08:08 est31 ShadowBot help
08:08 ShadowBot est31: help [<plugin>] [<command>]
08:08 VanessaE but if that code is right, you could compare drawtype (as returned by the above) for "plantlike"
08:08 est31 ShadowBot help tell
08:08 ShadowBot est31: (tell <nick> <text>) -- Tells <nick> <text> the next time <nick> is seen. <nick> can contain wildcard characters, and the first matching nick will be given the note.
08:09 est31 any good api doc which features since which version a method works?
08:10 VanessaE note that there are a fair number of objects in mods that use the plantlike draw type, which aren't actually plants :)
08:10 VanessaE (homedecor has a couple of types of lamps and some table legs that do, for example)
08:11 sofar drawtype == "flowingliquid" - is that true for all water and lava?
08:11 VanessaE yep I think so.
08:11 VanessaE you may want to check the groups field of the target nodes -- look for flora=1
08:12 VanessaE (e.g. minetest.registered_nodes[node.name].drawtype == "plantlike" and minetest.registered_nodes[node.name].groups.flora == 1)
08:12 VanessaE (or so)
08:13 sofar ok, that's nice
08:13 VanessaE it's a minefield, I agree.
08:13 sofar :D
08:13 VanessaE but you don't wanna go melting someone's dirt hut just because they have an oil lamp in the middle on the floor ;)
08:13 sofar do I have to test "drawtype" exists before comparing it stringwise?
08:13 VanessaE naw
08:13 VanessaE every node has a drawtype
08:14 VanessaE at least I think so
08:14 VanessaE that's a good question
08:14 VanessaE try it out on some cobble or dirt
08:14 VanessaE by default, the drawtype is "normal"
08:14 sofar my code will hit it anyway :D
08:14 VanessaE but idk if C++ will plug it back into the Lua table for the node or not
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08:23 VanessaE well, I'm off to bed.  night :)
08:23 VanessaE good luck with your project
08:24 sofar thanks for the help!
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08:32 rubenwardy Lots of spam on the forum.
08:33 rubenwardy I've said this many times, we need 1) more moderators 2) at different time zones 3) and better captcha software.
08:33 sofar why does this not work: return (node.name == "default.water_source")
08:33 rubenwardy How does it not work
08:33 rubenwardy ?
08:33 sofar always returns false even though the node is a "default:water_source" node
08:34 rubenwardy registered_nodes[xx] ?
08:34 rubenwardy Try print(dump(node))
08:34 rubenwardy or print(dump(node.name))
08:35 sofar name = "default:water_source",
08:35 rubenwardy Is that what is outputed by print(dump()) ?
08:35 sofar yes
08:35 rubenwardy Idk.
08:36 rubenwardy I'd need more information, for example code snippets, to work it out.
08:36 sofar I'm writing a few helpers to determine what sort of node I'm looking at
08:37 sofar e.g. node_is_water(minetest.get_node(pos))
08:37 sofar it basically does
08:37 sofar return ((node.name == "default.water_source") or (node.name == "default.lava_flowing"))
08:37 rubenwardy Ah. Did you know you can get the name of the node in F5?
08:37 rubenwardy Wouldn't it be better to do drawtype = "liquid" ?
08:37 sofar not useful information
08:38 sofar I need to distinguish between lava and water as well
08:38 sofar I already have a "node_is_liquid" too
08:38 rubenwardy Okay.
08:38 sofar (yes I know about F5)
08:38 rubenwardy ah lol
08:38 sofar I hope this isn't some encoding problem
08:38 rubenwardy default . water_source
08:39 rubenwardy there is a dot there, not a colon
08:39 rubenwardy ie: there should be a colon
08:39 sofar well there you go
08:39 sofar that's an encoding problem :D
08:39 rubenwardy :D
08:41 sofar excellent, now I can erode blocks underwater
08:41 sofar or, under lava, or under plants
08:41 rubenwardy Awesome
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08:42 sofar is there a "reconnect to server" thing the client can do?
08:43 rubenwardy No :(
08:43 rubenwardy Other than going to main menu and clicking connect
08:43 sofar alright, enough fun for me, I'm off to bed
08:43 sofar thanks
08:43 rubenwardy Do mean something like  player:reconnect()
08:44 sofar nah, I'm coding for a server only, it's just testing convenience
08:44 * sofar is off
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08:54 koz_desktop Hi everyone! Is there a way to make Minetest have a bigger resolution?
08:56 rubenwardy Yes
08:56 rubenwardy Windowed or full screen?
08:56 rubenwardy in windowed, you can just click maximise
08:56 koz_desktop Full screen.
08:56 koz_desktop I wanna enjoy my 1920 x 1080 screen.
08:56 rubenwardy in full screen, use minetest.conf
08:56 rubenwardy 1 sec
08:57 rubenwardy screenW = 1920
08:57 rubenwardy screenH = 1080
08:57 rubenwardy https://github.com/minetest/minetest/​blob/master/minetest.conf.example#L79
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08:57 koz_desktop Thanks very much! This game is really, surprisingly, fun.
08:59 koz_desktop How do I make it properly full-screen? Right now, my OS's bottom bar is visible in it, and cuts it off at the bottom.
09:00 rubenwardy fullscreen = true
09:00 rubenwardy in minetest.conf
09:00 rubenwardy If it doesn't work, that's probably a bug
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09:02 koz_desktop Thanks.
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09:03 koz_desktop Wow, the HD mod looks *gorgeous*.
09:04 koz_desktop VanessaE: You've done amazing work on your HDX mod.
09:07 koz_desktop Can anyone suggest other 'make things pretty' mods for Minetest?
09:08 rubenwardy more trees
09:09 koz_desktop Will this work with HDX?
09:09 rubenwardy Not sure if there is a HD texture pack
09:09 rubenwardy It is made by the same person, so I would expect so
09:09 rubenwardy Vanessa   E
09:09 koz_desktop This one? https://forum.minetest.net/viewtopic.php?id=4394
09:09 rubenwardy Yes
09:09 rubenwardy I like it
09:09 koz_desktop OK, adding.
09:11 koz_desktop Yep, that looks really beautiful.
09:11 koz_desktop Any others you can think of, rubenwardy?
09:14 rubenwardy Not at the moment. GTG
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10:57 Megaf joined #minetest
10:58 Megaf Hi
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12:33 stormchaser3000_ ok
12:33 stormchaser3000_ who is a forun modderator
12:33 stormchaser3000_ forum*
12:33 stormchaser3000_ this is a spam post
12:33 stormchaser3000_ or at least something that should go in offtopic
12:33 stormchaser3000_ https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=10983
12:34 gregorycu No, it's spam
12:35 stormchaser3000_ oh ok
12:35 stormchaser3000_ well yeah
12:35 stormchaser3000_ a spam post
12:35 Trixar_za It's always fun when the bots responds to posts made by other bots
12:35 stormchaser3000_ XD
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13:21 exio4 does anyone want balanced meals?
13:21 rubenwardy Yo!
13:21 exio4 hi rubenwardy :p
13:21 rubenwardy WE NEED MORE MODERATORS, AND CAPTCHAS
13:24 * Megaf have lots of experience with PhpBB 3 forums
13:24 Megaf I have owned a couple of forums actually
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13:25 exio4 moderating is a boring task
13:25 rubenwardy They'll want members from 2011 / 2012 / early 2013, probably
13:25 exio4 I think I count there
13:25 exio4 well, I think I registered on the forum like late 2013 tho
13:26 rubenwardy What time zones / where are you?
13:26 exio4 UTC-3 over here
13:26 exio4 Joined:
13:26 exio4 Sun Dec 23, 2012 10:14 am
13:26 exio4 wow
13:27 rubenwardy Tue Jun 12, 2012 7:11 pm, for me. Feels like yesterday.
13:27 rubenwardy Well not quite.
13:28 gregorycu 2008 for me
13:28 rubenwardy ...no
13:28 gregorycu That's when I first went on the internet
13:28 exio4 poor gregorycu
13:28 * exio4 's first contact with the INTERWEBZ was in 2003~
13:29 gregorycu Seriously?
13:29 gregorycu That's only 12 years ago
13:30 exio4 well, I am not even 18 so it's kinda nice
13:31 gregorycu oh, sorry youngster
13:31 exio4 <3
13:32 exio4 I was 6 when I had my own computer with internet
13:32 exio4 feels like yesterday (?)
13:38 rubenwardy https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=10983 https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=10984 https://forum.minetest.net/v​iewtopic.php?f=8&amp;t=10981 https://forum.minetest.net/v​iewtopic.php?f=5&amp;t=10980
13:38 rubenwardy ^ Spam.
13:41 gregorycu Hmm....
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14:18 rubenwardy https://forum.minetest.net/vi​ewtopic.php?p=167673#p167673
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14:46 rubenwardy https://forum.minetest.net/vi​ewtopic.php?p=167676#p167676
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16:38 n4x Calinou: did you see the pics of my FX? :3
16:38 n4x well, s/fx/desktop
16:39 Calinou no
16:39 n4x http://imgur.com/Ysenu9D,63pFPPb
16:39 Calinou quite cluttered :p
16:39 Calinou rather ugly
16:40 n4x the case is relatively small
16:40 n4x it's only a midtower
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16:41 n4x Calinou: do you have any pics of your setup?
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16:52 Calinou Carbone has the new screwdriver
17:00 Calinou how do you delete a branch from a Git repository?
17:00 Calinou the slopes branch is obsolete now
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17:03 VanessaE git push origin --delete <branchName>
17:03 VanessaE (says a post on SO)
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17:06 PilzAdam git push :branchname # works too
17:06 PilzAdam (with the colon in front of the branch name)
17:07 Calinou ssh: Could not resolve hostname : Name or service not known
17:07 Calinou that's what I get when trying to do this, PilzAdam
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17:07 Calinou VanessaE, this seems to work, but git branch still shows the slopes branch
17:07 VanessaE delete it locally too
17:07 PilzAdam Calinou, oops, forgot the remove name
17:07 PilzAdam git push origin :branchname
17:07 VanessaE git branch -D <branchname>
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17:08 PilzAdam also remote branch != local branch
17:08 Calinou thanks
17:09 VanessaE and then there's remote tracking branches or whatever the proper name is for those
17:09 VanessaE :)
17:09 PilzAdam VanessaE, use -d first, it warns you if you accidentally tell it to delete an unmerged branch
17:09 VanessaE PilzAdam: normally a good idea yeah.  in this case, not needed.
17:10 PilzAdam using always -D is like alias rm = 'rm -rf'
17:10 VanessaE who said it's always?  in this case it's a obsolete branch that's already certain to have been merged :)
17:10 VanessaE an*
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17:11 VanessaE so it's more like `rm -rf` when `rm -rfi` might have been called for, except you know the -i isn't actually needed ;)
17:11 n4x you didn't specify
17:11 VanessaE he did.
17:11 n4x calinou would learn "-D = delete" and use it everywhere
17:12 Calinou yeah, thanks for specifying -d
17:12 VanessaE mmmh
17:12 VanessaE I'll just not answer questions I guess.
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17:26 Krock moin
17:27 VanessaE hi
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17:42 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Merge pull request #202 from dora71/master d6b53a2 http://git.io/ZaOKCw (2015-01-12T18:41:40+01:00)
17:42 MinetestBot [git] dora71 -> Jeija/minetest-mod-mesecons: Update init.lua eb3ad9e http://git.io/KfuBUg (2015-01-12T09:53:10+01:00)
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17:57 kilbith good news: https://lut.im/D8GTVmF3/IGrJkBmH
17:57 kilbith (about VoXus)
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18:00 rubenwardy Hi all!
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18:05 Calinou hi rubenwardy
18:10 catninja Jordach: I love your kittens. And you. But most the kittens.
18:11 catninja Jordach: but they should be catchable. I need to fill all my minetesthouses with kittens.
18:19 Krock amazing wow new feature. it finds games too. http://nimg.pf-control.de/MTstuff/modS​earch.php?st=0&amp;at=2&amp;q=carbone
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18:23 rubenwardy Krock: Would be nice to detect tags in [] and removing versions, modnames, and meta: ("Future ban [future_ban] - ability to ban offline players" -> "Future ban"
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18:24 rubenwardy But it is still better than googling or forum searching, providing it works.
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18:26 Krock rubenwardy, It's kinda hard to detect stuff like [Beta 7] but regular version number could be removed
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18:41 Brains clear
18:44 n4x http://cowlark.com/2009-11-15-go/ hah
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18:45 lordawe hi
18:51 Krock so let's see. I enter "Hello world mod [1.5.5] [this lol]{moaarr.} [wow!]" and it outputs...
18:51 Krock Hello world mod [wow!]
18:51 Krock great.
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19:18 Krock rubenwardy, original title: "[Mod] More Trees! [20140807] [moretrees]" title on search page: "More Trees! [moretrees]", was that +/- your idea?
19:18 rubenwardy Yes.
19:18 Krock fine.
19:18 rubenwardy XD
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19:20 Krock I should pay attention, so I don't re-program the string-replace function everytime
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19:22 Calinou http://www.phoronix.com/scan.php?page=ne​ws_item&amp;px=Lua-53-Released-Features
19:22 Calinou Lua 5.3 is out
19:22 Krock luaJIT ftw
19:32 rubenwardy What does he mean by "official" Minetest support? https://forum.minetest.net/vi​ewtopic.php?p=167694#p167694
19:32 rubenwardy Kenney, Voxus
19:32 Calinou vanilla Minetest?
19:33 rubenwardy No, I think he means Minetest endorses him somehow
19:33 rubenwardy But I haven't seen such things
19:33 rubenwardy Does he mean the community?
19:33 rubenwardy Oh, official is in quotes...
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19:55 rubenwardy https://forum.minetest.net/viewtopic.php​?f=10&amp;t=10988&amp;view=unread#unread
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20:32 mpa1212 Is there a config item that allows one to use the game that was used on a server one logs into?
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20:46 MinetestBot [git] kwolekr -> minetest/minetest: Prevent transform of noise3d result in getBlockSeed2 b0efb8f http://git.io/MFqDlw (2015-01-12T15:46:04-05:00)
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21:44 paramat Sokomine, you want to keep houses away from villages using noise? i know how
21:51 lordawe hi paramat
21:52 paramat O/
21:52 * Jordach purrs at paramat
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22:01 paramat lordawe see this thread for info on the biome API, there is a set of simple biomes posted as an example https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=10860
22:03 paramat back soon..
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23:46 kennebel Hello all.
23:55 lordawe hi
23:57 lordawe http://cubeupload.com/im/rZWVwm.png
23:57 lordawe http://cubeupload.com/im/c7pvhC.png
23:59 acerspyro sand stuck in mid air?

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