Time Nick Message 00:47 Wuzzy hey I am adding a node that is a wallmounted nodebox.. 00:48 Wuzzy however, it seems the textures are always rotated when i place the node at the wall... how do i disable this behaviour? 00:48 Wuzzy can I force to disable texture rotation for wallmounted nodes? 00:49 Wuzzy what i mean with "rotated textures" ... 00:49 Wuzzy the top texture will be on the left side if node is placed at a wall instead of the floor 00:51 Wuzzy align_style doesnt seem to work as well 12:47 MinetestBot 02[git] 04DS-Minetest -> 03minetest/minetest: Document world format version 28 (private nodemeta) (#8857) 130492565 https://git.io/fjpJw (152019-08-31T12:47:12Z) 13:15 aldum is there a way I can make the collisionboxes show up for debug purposes? 13:16 nepugia Of nodes? i think one of the f keys did that, the one that also has the debug info overla 13:17 aldum that shows wireframes, but that seems to be the nodebox 13:21 Krock write a mod that overrides the nodeboxes with collision boxes 13:21 aldum interesting 13:21 Krock the wireframe only shows the vertices borders 16:47 Soni I'm making a DAW. how do I do mixing on the client? how do I do streaming sounds? how do I export the audio? 16:50 Krock do you want streams in Minetest? 16:51 Krock yes? requires C++ code changes to implement that 16:51 Krock why? because all media is sent from the server to the client on join 16:51 Krock and mixing must be done by piping the stream through some audio processor 16:52 Niwla https://forum.minetest.net/viewtopic.php?f=47&t=23190&p=355811#p355811 16:52 Niwla anyone is interested in this cool mod? 16:53 Krock use simple_protection (shameless self-advertising) 16:53 Soni why can't we just have client mods 16:53 Soni literally everyone else has them 16:54 Krock there are client mods 16:54 Soni some even push the whole mod to the client 16:54 Soni (similar to browsers, but with only a fraction of the sandboxing) 16:54 Krock but the client mods have such a poor API right now that it hardly will be possible to use it for anything else than chatting or utils 16:55 Krock FYI: there's yet no audio stuff exposed to the Lua API. 16:56 Soni do we have files? 16:56 Soni or DLLs? 16:56 Soni yes I think native modules would be easier than doing it with a filesystem 16:57 Krock OpenAL, libogg and libvorbis are dynamically linked to Minetest, if they're enabled in the build options 16:59 Soni well, it's a DAW, I don't need OpenAL 17:00 Soni I just need an audio output, raw ALSA will do 17:00 Krock good luck with ALSA on Windows and MacOS 17:07 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: particles.cpp: Fix code-style 13095f26a https://git.io/fjpIq (152019-08-31T17:05:53Z) 17:07 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: clientobject.h: Fix code-style 1396762af https://git.io/fjpIm (152019-08-31T17:05:53Z) 17:07 MinetestBot 02[git] 04pgimeno@users.noreply.notabug.org -> 03minetest/minetest: Fix rotation of attached particlespawner 139543b84 https://git.io/fjpIY (152019-08-31T17:05:53Z) 17:42 Soni Windows and MacOS, meet garbage can 17:43 Soni as long as it works on FreeBSD I don't care 18:46 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Creative: Override the hand instead of re-registering 13e8097c9 https://git.io/fjpLw (152019-08-31T18:44:17Z) 21:05 fruitsnack hello, is there more documentation (apart from the engine code, haha) on how does minetest.emerge_area() works? 21:06 fruitsnack Does the area stay loaded, should I unload it like with forceload? 21:07 sfan5 no that only applies if you use minetest.forceload_block() 21:07 sfan5 the area will stay loaded as long as the engine deems it useful 21:08 fruitsnack so, if there are no players it'll be unloaded? 21:08 fruitsnack Or other factors (like forceloaded block, etc) 21:10 sfan5 yeah 21:10 fruitsnack I suppose I should use minetest.emerge_area callback input to actually do some operations (I need to check mapblocks for some nodes) 21:22 Krock you can also use vmanip to forceload the block for a short time