Time Nick Message 00:05 oil_boi I like option 3 :D 00:06 oil_boi Though if we had a way to essentially create a new texture with the data from the combined images stored in memory as a single file instead of a giant string it would be pretty much the perfect temp solution 00:10 oil_boi I can't find a feature request for it, so I guess I will create oen 00:10 oil_boi one** 00:20 Bloom MinetestBot seen longerstaff13 00:20 Bloom MinetestBot, seen longerstaff13 00:20 Bloom Hm guess not an cmd 00:30 leo_rockway oil_boi: I'm watching the armor video. I'm pretty sure if you dig the block where an enemy arrow impacted it still hits you if you stand in front of it. 00:30 oil_boi Oh it hits you even if you walk into it when it's stuck, I need to modify it to only do it when moving 00:30 leo_rockway oh, gotcha 00:30 leo_rockway oh, yeah, I see that in the video. 00:35 oil_boi I will certainly fix it tomorrow, but for now, I must sleep, see ya! 01:27 Warr1024 oil_boi: probably the easiest and best overall process would be to open a PR to add a [png: texture mod. PNG has very good compression for this kind of data, and base64 should be a minimal expansion that would still keep the value "stringy" rather than "binary"...ey 06:43 Verticen !tell oil_boi Alpha 0.05 looks great! You're making incredible progress. I know that you've got 22i for models, but if you need another source of models let me know. I don't know balls about programming for Minetest, but I'm pretty much a master of blender. Anyway, keep up the good work 06:43 MinetestBot Verticen: I'll pass that on when oil_boi is around 08:08 Miniontoby hey 08:13 Miniontoby anyone online??? 08:13 Miniontoby I want to talk 08:14 Miniontoby I am a webdev and I need an new idea and it can be something for minetest 08:16 Miniontoby rubenwardy: did you add the translating to the app??? 08:16 imi hi 08:17 imi or should I say 08:17 Miniontoby hey 08:17 imi Thi 08:17 Miniontoby I am a webdev and I need an new idea and it can be something for minetest 08:17 Miniontoby I see it is added 08:17 Miniontoby thnx rubenwardy 08:22 Miniontoby How to use an translating in minetestmods4android app from rubenwardy 08:23 Miniontoby does anyone knows? 08:27 Miniontoby How to use an translating in minetestmods4android app from rubenwardy? 08:35 hoodedice sfan5! 08:35 hoodedice MinetestBot! 08:35 MinetestBot hoodedice! 08:35 hoodedice sfan5 need help with worldedit pls 08:38 hoodedice what would be a good way to copy paste a particular section of a building in a flipped patter 08:38 hoodedice pattern 08:39 hoodedice suppose I have [ as my saved worldedit schematic 08:39 hoodedice I want a pattern like [ ] [ ] [ ] 08:44 hoodedice I'm an idiot, if I save the schematic as [ ] that will make my life easier :facepalm: 09:01 Miniontoby How to use an translating in minetestmods4android app from rubenwardy? 09:50 imi how do I enable client side commands (the "." key)? 09:51 lmat texmex: I created two beacons one block space between them. 09:51 lmat texmex: I got a mese crystal and right-clicked one, then with the resulting key, right clicked the other. 09:51 lmat Now, how do I use it? 09:52 sfan5 imi: you need enable_client_modding = true in your settings and also need to enable the particular client mod 09:53 texmex lmat: just stand on it for a few seconds. Again, note that the connections doesn’t become symmetrical automatically. Only if it’s lit up it’s activatwd. 09:53 lmat Sorry, had a problem with my IRC client and had to exit. 09:53 lmat texmex: One is red one is blue. 09:53 lmat I teleported from the blue to the red. 09:53 lmat it's cool. 09:54 texmex Everything is in the docs iirc. Red means that there is a connection but the power is insufficient. 09:55 lmat texmex: Oh, it requires power even if they're connected via mese crystal? 09:55 lmat drat 09:55 lmat I moved one of them. They're both still blue on top, but they don't work anymore. 09:57 lmat I'm wanting a teleporter mod just like this, except that the teleporters only work in pairs and doesn't require power to use ^_^ Know of anything? 09:59 texmex Then telemosaic is not for you. Check Content DB 10:00 lmat texmex: okay, thanks. Telemosiac looks very cool for online server play! 10:04 texmex lmat: Yeah. I suppose telemosaic can be extended to support this type of behavior but I haven’t got the time. 10:05 lmat https://github.com/entuland/tpad seems reasonable 10:05 lmat texmex: Understandable! 10:10 lmat Oh yeah, this is perfect. 10:29 imi sfan5: you are one of the core developers, aren't you? 10:29 sfan5 yes 10:31 imi sfan5: ok, then check this, I have reached this point: https://pastebin.com/e2m1Jv2R -- core.settings is nil here. do you have any idea how do I fix this? 10:34 sfan5 I believe CSM doesn't have access to settings 10:35 imi ok then I'm going to come up with a was to grant that access 10:36 imi *way 10:38 sfan5 would be easier to write a method that just returns this particular setting 10:40 imi ok 11:42 imi sfan5: is there any minetest coding standard I can adhere to? 11:42 sfan5 https://dev.minetest.net/Code_style_guidelines 11:51 Out`Of`Control hi 11:54 Out`Of`Control how delete user from new auth system? 12:07 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715898899625279578/Screenshot_from_2020-05-29_16-06-23.png 12:08 hoodedice while this is "correct" the shadow on the ground looks awful 12:08 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715898634864164864/Screenshot_from_2020-05-29_16-05-04.png 12:08 NetherEran crafting eg_health_hunger eg_prospector inventory_populator 12:08 NetherEran eg_airplanes eg_inventory eg_slabs light 12:11 sfan5 what kind of huge thing are you building 12:11 hoodedice issa bridge 12:12 hoodedice sfan5 have a solution for the lighting? 12:13 hoodedice if no solution I think I'll make a dirt_with_grass that always has a specific light value (if the api supports it) 12:14 sfan5 or maybe make the cobblestone let through sunlight? 12:15 hoodedice hrm, no, because there's going to be more structures on the cobble bridge (and cobble is just being used to "block out" the concept I'm going for) 12:15 sfan5 another option is to light up the area by editing the map data (worldedit could even do that if it had a command) 12:15 sfan5 if you place glowing nodes there the artifical light will be warmer than sunlight or something like that 12:16 hoodedice I see 12:19 Out`Of`Control i use sqlite3 authentication backend. 12:21 sfan5 Out`Of`Control: write a mod to call this function https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5199 12:25 rubenwardy !tell Miniomtoby I removed minetest mods from the play store a week ago because it was broken, when I fix it I'll release an update with all the translations 12:25 MinetestBot rubenwardy: yeah, yeah 12:26 sfan5 rubenwardy: you typo'ed the nick 12:27 Out`Of`Control sfan5: thanks. I can't exicute it without writing a mod? 12:27 sfan5 unless you happen to have worledit or another mod that allows you to run Lua code at hand, no 12:27 Out`Of`Control yes i have worldedit! 12:28 rubenwardy Argh, mobile 12:29 Out`Of`Control no tab! 12:29 imi sfan5: ok, how do I send my code to you for review, etc? I've just tried to git push a new branch and it failed 12:29 imi I don't have any experience with pull requests and github 12:29 sfan5 you can fork the minetest/minetest repo on github and then push the changes to yourname/minetest 12:35 Emerald2 Recommend this forum thread: https://forum.minetest.net/viewtopic.php?f=3&t=14262 12:39 sfan5 hoodedice: here's a mod that does the light thing with worldedit https://0x0.st/ifuf.zip 12:40 sfan5 you'd use //setlight 0 15 to get an area that has no shadow 12:40 hoodedice thanks m8 12:41 hoodedice also another bug 12:41 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715512072733196308/Screenshot_from_2020-05-28_14-29-15.png 12:42 hoodedice sometimes I get inside this fog like thing 12:42 hoodedice I can't see it when outside of it, and it is not a cloud 12:42 sfan5 only clouds do that 12:42 hoodedice but see 12:42 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715908019493404673/Screenshot_from_2020-05-29_16-42-29.png 12:43 hoodedice no cloud ^ 12:43 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715908031187124228/Screenshot_from_2020-05-29_16-42-34.png 12:43 hoodedice how cloud??? ^ 12:43 sfan5 might be a bug with offset calculation idk 12:44 sfan5 300 is pretty close(?) to the default cloud height 12:44 hoodedice I believe it was 125 actually 12:44 hoodedice lemme check 12:45 hoodedice either way, the way I set new clouds height is by adding `height = 700` to set_clouds in weather/init.lua 12:48 hoodedice brb 12:58 imi ok I think my pull request is ready: https://github.com/minetest/minetest/pull/9959 12:58 imi I'll be AFK for the next ~60 minutes 13:05 MinetestBot oil_boi: May-29 06:42 UTC Alpha 0.05 looks great! You're making incredible progress. I know that you've got 22i for models, but if you need another source of models let me know. I don't know balls about programming for Minetest, but I'm pretty much a master of blender. Anyway, keep up the good work 13:05 oil_boi !minetestbot 13:08 oil_boi !tell Verticen :D 13:08 MinetestBot oil_boi: I'll pass that on when Verticen is around 13:11 oil_boi !tell Verticen Thanks man! I'll keep that in Mind :) Also I will! 13:11 MinetestBot oil_boi: I'll pass that on when Verticen is around 13:26 oil_boi sfan5, oh so using that texture modifier hack I'm doing is as light as the original texture, it's just the initial calculation which is cpu bound? 13:26 oil_boi The skins thing 13:27 sfan5 using combine with individual pixels will be quite inefficient 13:27 sfan5 but once the texture is "built" once it stays yes 13:28 Warr1024 it's also rather limited in that texture names can only be a certain length 13:28 Warr1024 and if you're in the habit of updating them, they'll need to be recalculated, and the texture names themselves involve some rather large packets sent from the server to clients. 13:29 Warr1024 All in all if we could just get the string length down better, e.g. using a [png: modifier, then it'd save work on the network, on the client, and it'd allow for larger, more complex things to be used in the given space. 13:29 Warr1024 I guess I'll file that issue and see where it goes from there... 13:29 sfan5 we already have an issue for that 13:30 sfan5 the issue with png is that the server has no png library or any code to do texture building because it's ... a server 13:31 Warr1024 ...and I found the PR for it https://github.com/minetest/minetest/pull/9767#issuecomment-620138272 13:33 Warr1024 I don't think we should have to care about the fact that the server doesn't provide PNG tools, though, since mods have options to sort this out themselves. For example, in oil_boi's case in the Crafter skins mod, these PNG files are being pulled from HTTP anyway. It's also possible to farm out to external commands, which also has advantages in 13:33 Warr1024 being able to run optimization tools. 13:33 Warr1024 It's already probably a bad idea to be sending these things really frequently, so taking the time to make a decently optimized image shouldn't break anything that wasn't already broken by the fact that the client will only ever be able to load so many of these into memory... 13:35 sfan5 is the main usecase here building dynamic textures at runtime or pushing new PNG files you already have at runtime? 13:39 Warr1024 In both oil_boi's and my case, it's player skins which we get as already-made PNG files, but not until runtime. 13:40 Warr1024 What I want is for players to be able to issue a command or something, or a background polling process runs, detects and downloads a new skin, and then updates the skin for the player in-game without having to restart the whole server. 13:41 Warr1024 I've been doing periodic server restarts for skins and telling players basically "skin changes take up to 24 hours, deal with it" but that doesn't necessarily scale well for servers with more going on, and it's not really possible to do a "nightly" restart when your player community is spread across the globe and there's no agreed-upon time when 13:41 Warr1024 it's "night". 13:43 sfan5 a creative workaround would be to use the [combine stuff to until you get to restart the server to have the texture properly available 13:43 Warr1024 I could see this feature being useful for a lot of different kinds of things, though. For example, fully customizable signs. 13:44 sfan5 the proper solution here is to allow the server to push media files at runtime just like it happens at startup 13:45 Warr1024 Yeah, but that's been in the backlog how many years now? We probably just need to be realistic and shoot for something achievable if we want to get traction. Reworking the media transfer thing is pretty ambitious. Maybe we'll get there someday, but then, maybe having the stopgap will help provide the motivation... 13:46 oil_boi Hmm? My version doesn't only load at runtime haha. If you want to change your skin then you simply git push and then log back into the server and it automatically downloads your new skin 13:47 Warr1024 For example, the [png: thing is something that I could PR for, and probably a number of other contributors could do. Reworking the media transfer would require not just significant expertise, but it'd be a much larger, much harder to review PR, and require a lot more discussion. Even if I knew how to do a PR like that, I'd probably avoid wasting 13:47 Warr1024 my time because I'd expect it to get shot down inevitably. 13:48 sfan5 you don't really need to rework media transfer for it... 13:48 oil_boi No need for server restart 13:49 Warr1024 oil_boi: we know what your mod is doing. What I'm talking about is about all the hoops you're jumping through to do it. 13:49 Warr1024 For one thing, since the server doesn't have PNG generation, I suppose that means it probably also doesn't have PNG decode, so if I have to read in a PNG file and convert it to [combine: that's quite a lot of extra dependencies I have to pull in. 13:50 sfan5 Warr1024: unrelated but have you been able to confirm that upright_sprite no longer crashes? 13:50 Warr1024 I haven't been able to confirm yet. Since most of my players are on 5.2-, I had to change the mod code to simply never use upright_sprite to keep them from crashing out. That would make it hard to test a heisenbug like that at scale... 13:51 sfan5 I see 13:54 Warr1024 Mods can read/write files inside the worldpath, right? Does that include worldmods, i.e. can I write a mod that can examine files inside worldmods to see if a given file is present? 13:54 Warr1024 (and if I AM able to do that, would I expect that to be considered a "bug" eventually and removed later?) 13:55 sfan5 read sure 13:55 sfan5 writing within the world folder is allowed but shouldn't be inside worldmods 13:56 Warr1024 okay, that's fine. Being able to write/append (i.e. to create a stub worldmod if one doesn't exist) would be ideal, but that's really minor. 13:56 oil_boi I'm pretty sure to include dynamic media like I'm hacking in we'd have to change like 3000 lines of code at least 13:58 Warr1024 Yeah, from what I understand, the client can't accept media after it's initialized, and there is probably a reason for that beyond just being lazy. Multiple layers would have to be notified of the new media, and the client would need to ensure it's reliably received the media before it can actually load and use it. 13:59 Warr1024 [png: would be a little shitty, but it'd require only a new texture mod with a small block of code (the worst aspect of it being the decode and hook into the PNG lib), and wouldn't really change the protocol or anything much. It wouldn't be an ideal "solution" but it'd be a lot cleaner than the [combine workaround, which must expand a PNG image to 13:59 Warr1024 like 50x its original size. 13:59 sfan5 an initial implementation could push the media to the client without regard for caching or letting the client figure out where to get it 13:59 sfan5 regarding synchronization my idea is to let the modder specify a fallback texture that is rendered until the actual texture is loaded 14:00 sfan5 (though that wouldn't be necessary if the server just pushed the texture) 14:00 Warr1024 Has anyone started messing around with the media transfer idea? I've seen on and off discussion, but I wonder if there's any code out there already... 14:00 sfan5 not that I know of 14:00 Warr1024 right now, how does media transfer work? Server alerts client of existence of media, then client has to pull it? 14:01 Warr1024 If it involves a new packet type of server media push then it might work alright. If we need to involve the client's pull process then that would be more complex... 14:01 Warr1024 though obviously if we do active server push then curl media just isn't an option for these (which I'm guessing isn't a deal-breaker, hopefully) 14:01 sfan5 the server tells the client the filenames and hashes, the client decides which ones it needs to pull and requests them directly from the server OR downloads them on its on from remote_media 14:02 oil_boi Completely random: But if you could make the client download server steps like the media then people wouldn't need to port forward their routers bwomp bwomp 14:02 oil_boi Oh wait no, my brain hdd hasn't warmed up yet 14:03 Warr1024 you should switch to brain ssd ... but I guess brains are mostly liquid, so maybe that wouldn't work so well. 14:03 nephele ssds fail too quickly :D 14:04 oil_boi If only I understood networking, you can communicate with server without ports open, but you can't communicate server to client without them open 14:04 Warr1024 Eh, if I were to make a [png: modifier and submit it as a PR, could it get merged? It looks like the only reason #9767 didn't get merged yet was because of the format... 14:04 ShadowBot https://github.com/minetest/minetest/issues/9767 -- Compact image-generation texture modifier by appgurueu 14:05 Warr1024 hmm... 14:05 sfan5 my issue with such a modifier is that you cannot ever remove the terrible hack it is again 14:06 sfan5 I'm sure that concern can be addressed somehow 14:06 sfan5 ..because it's not like I don't see the need for it 14:08 nephele passing around modified texture names to create new textures seems really wierd 14:08 nephele would be nice to create them in advance instead and get a ressource handle or something, would allow for much better caching too maybe :3 14:09 oil_boi Steps: Dynamic loading textures, caching them. Server and client can create and understand new items and nodes while server loop is running....Profit 14:10 oil_boi Dynamic loading media* 14:11 oil_boi Or if you want to get really crazy, dynamic loading mods 14:18 oil_boi I can see that getting to the point where someone can literally create a mod which opens a chrome or firefox page on the server computer and can render it into the game using screenshots hahaha 14:20 nephele not that far fetched, there exist "terminal browsers" that basically open firefox offscreen 14:20 nephele oil_boi, for that stuff though, i would rather have explicit video and audio streams to use than just downloading textures to display ;) 14:21 nephele could certainly implement voice chat too over such a side channel 14:21 texmex oil_boi: I think sorcerykid experimented with dynamically loaded mods iirc… 14:26 texmex Yes, audio streams would be great. I want a SSM that sends music scores to a (SS)CSM that plays it. MIDI or other. Since the introduction of sound pitching I suppose a Lua-based sample based tracker player can be implemented… 14:27 oil_boi Hmm, interesting 14:45 rubenwardy !tell Miniontoby I removed minetest mods from the play store a week ago because it was broken, when I fix it I'll release an update with all the translations 14:45 MinetestBot rubenwardy: I'll pass that on when Miniontoby is around 14:56 MinetestBot Verticen: May-29 13:08 UTC :D 14:56 MinetestBot Verticen: May-29 13:11 UTC Thanks man! I'll keep that in Mind :) Also I will! 15:08 sfan5 Warr1024: https://github.com/minetest/minetest/pull/9961 15:37 oil_boi sfan5, testing 15:53 Warr1024 Nice. That seems like it might take some tricky testing, but it looks a lot smoother than I had expected it to. I assume that I only ever need to load the media once, and since it's added to the list, any future clients will receive the media on login? 15:55 Warr1024 I wonder whether media already existing in the cache warrants even a warning, since I'd expect mods to want to just naively notify the server of media, and shouldn't have to keep track of what's already been loaded on their end (adding complexity to the mod when the check already exists in the engine) 15:56 Warr1024 I tend to take warnings and log noise from the engine pretty seriously. If I let those get out of hand then they'll end up biting me. 15:57 oil_boi On Windows 10: The assertion fails, but if I remove the assertion I get runtimeAddMedia(): illegal filename fasf/skin_oilboi.png 15:57 oil_boi fasf being the worldname 15:58 Warr1024 sfan5: I think we'll need a way to detect whether the client can support this feature or not, though, or else I won't be able to use it in production until EOS for versions that DON'T support it... 15:58 Warr1024 A protocol version bump, or some kind of protocol feature flag, or whatever... 15:59 sfan5 backwards compatibility is hard in this case 15:59 oil_boi But Warr1024 we already have that in 5.2, if you look through the server list there are a bunch of servers greyed out 15:59 sfan5 because you can't set object properties that only apply for one client 15:59 sfan5 but there might be some workarounds possible here 16:00 Warr1024 ah, right, I see what you mean 16:00 sfan5 oil_boi: if the assertion fails then something went wrong with the world path 16:00 Warr1024 heh, I'd love to use a trick like "fallback.png^dynamic.png" but if dynamic doesn't load we get a random-color opaque texture instead of all-transparent... 16:02 oil_boi Hm, not sure how to work around that actually 16:02 Warr1024 I guess to keep the experience the same, I'd have to just use [combine hacks again, so maybe this feature will just have to get some testing via early-adopting mods that require the newest version, and mods with long backwards-compat like mine will just have to wait a bit longer ... but if we don't get it in now, it'll be a LOT longer... :-) 16:03 sfan5 oil_boi: try local temppath = minetest.get_worldpath() .. DIR_DELIM .. "skin_"..name..".png" 16:04 sfan5 Warr1024: with enough messing around I'm sure there's some way to get old clients to ignore extra modifiers 16:04 Warr1024 yeah, but it may be simpler for me to just hold out until I can sunset those versions anyway. 16:04 Warr1024 MT has been making point-releases with at least some regularity. 16:05 oil_boi IT WORKS 16:05 sfan5 the compatibility for this should really be on the mods though (if the engine can't provide it) 16:05 sfan5 you'll simply have to say if you want to use nodecore x.y.z with player skins ALL your players need at least 5.3.0 16:06 rubenwardy DIR_DELIM is needed, you can use `/` on all platforms 16:06 rubenwardy *isn't 16:06 oil_boi Oh really? Let me try that 16:07 Warr1024 that's more-or-less what I'm planning on doing, only it'll be easiest to do that when I'm already requiring all players on 5.3.0. 16:07 Warr1024 I may or may not be able to technologically enforce minimum client versions, but I'll certainly have warnings where appropriate about required versions. 16:07 sfan5 rubenwardy: in this case it is because fs::GetFilenameFromPath on windows only deals with \ and on linux only with / 16:07 sfan5 could be considered a bug 16:07 rubenwardy that's a bug 16:07 rubenwardy yeah 16:07 Warr1024 It'd be really nice if I could just straightforward get client version on the server-side, even in cases when there wasn't a proto version bump... 16:08 rubenwardy Lua intentionally isolates these things from the lua - notice how all lua stdlib stuff works with / or \ 16:08 oil_boi Yeah it's a bug, only works with DIR_DELIM on win 16:08 hoodedice minetest is still alpha :^) 16:08 hoodedice so technically everyone should switch as soon as a new release is out 16:09 oil_boi But, it works :D 16:09 oil_boi "so technically everyone should switch as soon as a new release is out" *Fires up 0.3.1 16:10 oil_boi Man why can't I join any servers?? 16:10 rubenwardy minetest is not still alpha, 16:10 hoodedice let me go 0.4.3 for the nostalgia 16:10 sfan5 Warr1024: you can always introduce a captcha that relies on dynamic media being pushed ;-) 16:10 rubenwardy this is not documented anywhere 16:10 hoodedice `ah yes, texture atlas warnings` 16:11 rubenwardy texture atlas hasn't existed for years 16:11 rubenwardy oh right 16:11 oil_boi This is so cool, I'll have to add special capes for core devs when this is done :D 16:13 Warr1024 My compat policy is "1 version older than latest release" but it's also "oldest version across each platform," with Android holding me back to 5.0 right now. There IS one existing cosmetic bug in 5.0 with entity attachments, but I'm just sort of sweeping it under the rug for now. I have to figure out exactly what that'll mean when android support 16:13 Warr1024 shows up again in 5.3... 16:14 oil_boi It am beautiful https://i.imgur.com/jv2kmAV.png 16:14 rubenwardy that red shouty text is red and shouty 16:14 rubenwardy also spelt wrong 16:14 rubenwardy (it's privilege) 16:14 hoodedice https://github.com/minetest/minetest/commit/18f1ede64f1f155fcdb7b8d0a016b8dbe9cd7522#diff-04c6e90faac2675aa89e2176d2eec7d8 16:14 oil_boi I cannot speel only toip 16:14 Warr1024 Why the hell have we been arguing about this feature for years now when it took sfan5 like an hour to just DO it? 16:14 hoodedice I see how it goes 16:15 hoodedice Warr1024, wait till the comments come in the PR..... 16:15 sfan5 that's a good question 16:15 Warr1024 We only need 2 core dev approvals to merge, right? And sfan5 is already 1, and ruben doesn't sound opposed... 16:15 rubenwardy it's only part of the feature, generally updating media was the request 16:16 oil_boi Then label it "part 1 of dynamic media loading" 16:16 rubenwardy yeah, this is solid as a feature 16:17 Warr1024 It doesn't necessarily have to close the entire request. You can still merge this as a useful feature, and then sweep up issues and find out whose it resolves. My [png: request, for example, was a suggestion, but this could easily be used to accomplish what I really wanted, so I'd close that one as "resolved enough" 16:17 Warr1024 I get the feeling you should be able to find like 3 to 5 issues that you could close with "not exactly what I asked for, but I can make this work just fine" conclusions with this. 16:17 rubenwardy yeah 16:18 hoodedice the brake rail texture is bad in minetest_game 16:18 hoodedice how about using red highlights instead of black? 16:18 sfan5 psst, open an issue 16:19 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715962373554307145/Screenshot_from_2020-05-29_20-18-27.png 16:19 hoodedice _guess which of these is the brake rail!!_ 16:19 sfan5 mipmapping also works especially bad on rails 16:19 hoodedice issues are for babies, I'll just make a PR later tonight 16:20 hoodedice after I'm done procrastinating by building a small cart track around my bridge pillar ig 16:20 Warr1024 I would approve of the idea of doing this for all media, including models and sounds, but it sounds like that could be added later without much hassle, and just doing images is already enough that I wouldn't want to risk letting this slip... 16:20 sfan5 sounds is potentially a problem because they only get loaded once(?) 16:20 sfan5 ...maybe I should comment this in the PR instead 16:21 Warr1024 yeah, any sort of "why wasn't X done too" considerations are worth having a prominent record of. 16:22 Warr1024 sounds are borderline for me, while models require enough of an investment of time to make that I'm okay with them not being dynamic :-D 16:23 Warr1024 The way it works with texture packs seems good to me. If a TP artist can predict what a texture will be named then they should be able to texture it, and clients should honor that if possible. If mod authors want to ensure that textures sent are exactly as original and not overridden, then they should be able to do that via the filename. 16:27 Warr1024 If this thing already works as-is, doesn't send the media in some horribly inefficient format that kills bandwidth, and doesn't introduce any worse-than-cosmetic bugs when used, and doesn't cause any regression when not used, then I'd have nothing to complain about it getting merged as it is already :-D 16:28 Warr1024 I assume there must be some upper bound on the media size, possibly something like 64kib? 16:29 hoodedice is there a quick way to bind the view of the player to the direction the cart is travelling in (or the direction that the player gets into the cart)? 16:29 hoodedice if there isn't no worries, I'm just procrastinating here 16:39 sfan5 Warr1024: the engine throws an error at 64MB 16:39 sfan5 for practical use I'd suggest staying below 1M 16:40 Warr1024 Haha, 1M is my goal for the total size of my entire game, including all the non-media stuff. I shouldn't have to worry :-) 16:40 sfan5 hoodedice: look at set_look_horizontal 16:43 hoodedice thanks step 16:43 hoodedice https://cdn.discordapp.com/attachments/369123125021114369/715968548484153384/Screenshot_from_2020-05-29_20-42-36.png 16:43 hoodedice this is totally why I built those massive pillars 16:47 sfan5 2020-05-29 18:47:19: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead (at ...minetest/bin/../games/Crafter/mods/redstone/init.lua:108) 16:47 sfan5 ^ oil_boi smh 16:56 oil_boi sfan5, is there a way to make the server stop and throw the deprecated call as an error? 16:56 sfan5 deprecated_lua_api_handling = error 16:59 oil_boi jackpot, thanks 17:07 oil_boi What a mysterious server "Crafter Chaos" slightly modified too 17:10 oil_boi So there will be a setting on if a newly downloaded texture can replace the current one? 17:10 rubenwardy that's the difficulty with dynamic media sending 17:11 oil_boi Well no, all you have to do is minetest.runtime_add_media(texture,replace_current) 17:11 oil_boi Then have the code check if the namespace exists 17:12 oil_boi I'm very curious to see if the entire map would change if a mod called stone.png with it enabled, would it reload the texture into the gpu hmm hmm hmm hmm hmm 17:12 rubenwardy I'm talking about the internals, not the API 17:12 rubenwardy I wonder if you could just update the cached texture 17:13 rubenwardy in which case, no pointers will be invalidated 17:13 rubenwardy and the cache will stay 17:13 oil_boi Probably 17:13 rubenwardy oh, you'd have to clear all texture modified textures created from it 17:14 oil_boi A very exciting change nonetheless 17:16 oil_boi You know what 17:16 oil_boi I'm gonna do it 17:16 oil_boi I'm gonna make a c++ change finally 17:21 rubenwardy :O 17:44 sfan5 oil_boi: do you have an usecase for replacing existing textures? 17:45 oil_boi Log out, change player texture, log back in 17:45 oil_boi Instead of playertexture1.png playertexture2.png 17:46 sfan5 hm 17:47 rubenwardy might also be worth having a way for the server to forget textures, and not send them to new users 17:47 rubenwardy so you don't end up having to download the skins of the 1000 players that joined in the last two months 17:48 rubenwardy what happens if you add the texture and then immediate use it? Is it possible the client will use the texture before it fully loads it, resulting in a dummy texture? 17:48 oil_boi I can picture something really crazy down the line, having a moderator on the server being able to change the server texture pack 17:48 rubenwardy uh oh 17:48 sfan5 rubenwardy: nope not possible 17:48 rubenwardy cool 17:48 sfan5 the network layer guarantees delivery of the media push before the active object messages (if you them in the correct order on the server of course) 17:49 sfan5 it doesn't do that for e.g. hud_add and that'll need to be worked around 17:49 whodeadeyes sfan5: as promised 17:49 whodeadeyes https://github.com/minetest/minetest_game/pull/2690 17:50 whodeadeyes brb 17:52 sfan5 whodeadeyes: maybe make the red a bit darker 17:52 sfan5 it's quite bright 17:52 whodeadeyes will do if I see more people ask for it 18:32 whodeadeyes !seen paramat 18:32 MinetestBot whodeadeyes: paramat was last seen at 2019-12-20 22:22:09 UTC on #minetest 18:32 whodeadeyes doesn't check this channel? 18:32 whodeadeyes either way, good night guys 18:32 Krock but it's just evening 18:32 rubenwardy ~seen paramat 18:32 ShadowBot rubenwardy: I saw paramat in #minetest 22 weeks, 6 days, 20 hours, 10 minutes, and 51 seconds ago saying "anyway, if someone wants it instantly, cheat it in. if you want to appreciate exploration, adventure and challenge, search for it" 18:32 rubenwardy huh 18:33 Krock rubenwardy: he only joins #minetest rarely 18:33 rubenwardy thought it would work on all channels 18:33 Krock > I saw paramat in #minetest 2 18:33 Krock it does not "leak" data frmo other channels 18:33 rubenwardy before I queried 18:33 rubenwardy MinetestBot does 18:34 rubenwardy !title 18:34 MinetestBot rubenwardy: Rick Astley - Never Gonna Give You Up (Video) - YouTube 18:34 Krock wow thanks MinetestBot 18:34 Krock instead of title, return the URL to rickroll 18:34 rubenwardy !title 18:34 MinetestBot rubenwardy: Urban Dictionary: no u 18:35 Krock !title 18:35 MinetestBot Krock: Urban Dictionary: no u 18:37 rubenwardy !title 18:37 MinetestBot rubenwardy: I don't answer to you, fool 18:37 oil_boi_ "but it's just evening" we must update the earth to be flat to remove timezone interference 18:37 rubenwardy see IRC time 18:37 rubenwardy also, 18:37 rubenwardy >implying the earth isn't already flat 18:38 sfan5 the minetest earth certainly is flat 18:39 rubenwardy I think the canonical name for the minetest world isn't earth, it's map.sqlite 18:39 rubenwardy heh 18:39 Krock relevant https://i.redd.it/47rbryagolr41.jpg 18:40 rubenwardy lol 18:44 texmex Come join the Flat map.sqlite Society 18:45 texmex jeija is our nemesis 18:47 luvo a mod could be made to teleport you when you find the end of the world to the other end 18:47 luvo so there you have a round minetest globe 18:50 NetherEran There's a fork somewhere that turns the world into a torus and renders it round 18:57 frabbit weird... cant find the questions i asked here in the logs... o_0 18:57 Krock frabbit: maybe you timed out, or asked them in another channel? 18:58 frabbit Krock: probably... (damn isp...) 19:10 texmex luvo: the mod exist, but it’s not pretty being teleported to completely different landscape and biome. Now if the perlin noise of the mapgens were made repeatable, it would be a different story :) 20:05 oil_boi_ sfan5 try this silliness https://github.com/oilboi/minetest/commit/7c61d90e2ec16b36653cb885893c6bcc69e4be81 20:06 oil_boi_ I cannot figure out how to import the yaw from the other function to absolute a multiplier away from 0 so the x view bobbing still gets applied but the y stops, so it makes it look like you're not taking huge steps 20:07 oil_boi_ I have also noticed that sometimes the bobbing does not reset properly even in the unmodified state so I will have to study the code more to fix that 20:46 unaimillan How to build lua_api.txt doc? 20:46 sfan5 build to receive what? 20:46 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Add minetest.is_creative_enabled 1365a6a31 https://git.io/JfKBN (152020-05-29T20:45:40Z) 20:47 unaimillan local static site with documentation 20:48 unaimillan I guess, it's possible to call Doxygen for it, but I don't know how 20:50 sfan5 https://github.com/minetest/minetest/blob/master/doc/mkdocs/build.sh 20:51 unaimillan yep, I'm trying, but what are the dependencies? 20:51 oil_boi_ Which distro 20:51 unaimillan Ubuntu 20:52 oil_boi_ https://pastebin.com/raw/kALpVz3L 20:52 oil_boi_ cd ~/minetest 20:53 oil_boi_ run these two commands in that directory https://pastebin.com/raw/2DCExQKE 20:53 oil_boi_ the executable will be in the ~/minetest/bin directory 20:54 unaimillan but this will build whole MT engine, I'm particularly interested in Doxygen docs 20:54 oil_boi_ oof oof oof my bad 20:55 unaimillan they require "Python-Markdown" and "mkdocs", but idk what are these 20:55 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Clean up CAO nametag handling and remove deprecated AO_CMD 134c8e1c3 https://git.io/JfKRO (152020-05-29T20:54:50Z) 20:55 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: content_cao: Do not expire visuals when not necessary 13db7c262 https://git.io/JfKR3 (152020-05-29T20:54:50Z) 20:56 MinetestBot 02[git] 04MoNTE48 -> 03minetest/minetest: Add disable_jump check for the player's feet 1334862a6 https://git.io/JfKRs (152020-05-29T20:53:58Z) 20:56 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest_game: carts: Fix item collection (#2689) 13e849d54 https://git.io/JfKRG (152020-05-29T20:54:47Z) 20:56 oil_boi_ unaimillan, looks like apt-get python-markdown mkdocs-doc 20:56 oil_boi_ Oh I'm sorry, just mkdocs 20:57 * oil_boi_ searched the ubuntu repos 20:58 oil_boi_ python-markdown appears to be python html support and mkdocs seems to be a site generator 21:04 unaimillan yep, worked, thanks. After all, index.html is laying in /public 21:07 unaimillan ?‍♂️ 21:07 unaimillan :facepalm: 21:07 unaimillan there exist online version https://minetest.gitlab.io/minetest/... 21:20 oil_boi_ Here's a good question. Is there a builtin print operating for the c++ side of things? 21:21 sfan5 throw stuff into verbosestream, warningstream, errorstream or actionstream 22:40 sfan5 !tell oil_boi_ I just tried those viewbobbing changes you linked ealier and it might be *a bit* too much bobbing 22:40 MinetestBot sfan5: I'll pass that on when oil_boi_ is around 22:46 skyliner_369 I think there's a mod making standing in torches painful? what mod would that even be? 23:17 Verticen that mod sounds dumb tbh 23:47 iamweasel hi VanessaE ! 23:47 iamweasel hi Sokomine ! 23:48 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Devtest: Fix missing/incorrect liquid properties (#9955) 1351de4ae https://git.io/JfKg5 (152020-05-29T23:46:57Z) 23:49 iamweasel is 10+1 here? 23:49 iamweasel just curious 23:50 iamweasel hi everyone, i use many nicks, but you may know me as 4lister in message boards, i manage 3hightime servers 23:51 iamweasel but mostly, 13I AM WEASEL! 23:51 iamweasel is swearing allowed in this channel? 23:55 rubenwardy yes, but you may be asked to tone it back if too much https://wiki.minetest.net/IRC#Rules 23:55 iamweasel thanks rubenwardy :D