Time |
Nick |
Message |
00:17 |
doserj |
would something like this be welcome? https://github.com/doserj/minetest/commit/ce706caac7d0a35090a519d688c39545cc74b0bf |
00:17 |
VanessaE |
I'd welcome it. |
00:18 |
VanessaE |
there are a couple of instances I've seen that would have looked better with that - however, |
00:18 |
VanessaE |
that can also be done with nodeboxes. |
00:19 |
doserj |
4 nodeboxes with 0 thickness? |
00:19 |
VanessaE |
yup |
00:56 |
hmmmm |
ah, like wheat in minecraft |
00:56 |
VanessaE |
similar yeah |
00:57 |
VanessaE |
indeed I think the farming mod might look better with a drawtype like that (or the nodebox-based equivalent) |
00:57 |
hmmmm |
definitely a welcome addition |
01:47 |
|
SitDogDev joined #minetest-dev |
01:55 |
|
doserj left #minetest-dev |
02:13 |
SitDogDev |
i ran a code profiler on minetest today. here are the top five issues (33% of runtime): irr::core::vector3d<short>::vector3d<short>(), std::_Iterator_base12::_Orphan_me, irr::core::vector3d<short>::operator+, VoxelArea::getExtent(), VoxelArea::index |
02:26 |
hmmmm |
well what do you expect!? |
02:26 |
hmmmm |
those aren't issues, they're just the hottest functions |
02:35 |
SitDogDev |
i was just looking at the numbers :D |
02:40 |
|
ShadowNinja joined #minetest-dev |
02:54 |
SitDogDev |
i think i want to fix this first only because i am on a verrrrrrrrrrrrrrrry low end laptop. |
03:24 |
|
ShadowNinja joined #minetest-dev |
04:50 |
SitDog |
celeron56? a year older? |
04:51 |
VanessaE |
nope, just one nick collision later ;) |
05:47 |
|
ecube joined #minetest-dev |
06:50 |
|
testeree joined #minetest-dev |
08:17 |
|
SpeedProg joined #minetest-dev |
09:28 |
|
jin-xi joined #minetest-dev |
09:41 |
|
rsiska joined #minetest-dev |
10:24 |
|
Calinou joined #minetest-dev |
10:41 |
Calinou |
http://minetest.net/forum/viewtopic.php?id=3956 < why not make one of these official |
10:45 |
celeron56 |
i guess we should have some official "mac builds" forum thread |
10:46 |
Calinou |
why not a download link in the download section of minetest.net :P |
10:46 |
celeron56 |
as it appears no one guy will come and stick around but rather multiple people randomly work on it |
10:47 |
Calinou |
better than nothing |
10:58 |
|
darkrose joined #minetest-dev |
11:05 |
|
Taoki joined #minetest-dev |
13:23 |
|
darkrose joined #minetest-dev |
13:23 |
|
darkrose joined #minetest-dev |
14:03 |
|
PilzAdam joined #minetest-dev |
14:26 |
|
hmmmm joined #minetest-dev |
15:00 |
|
celeron55 joined #minetest-dev |
15:55 |
|
rsiska joined #minetest-dev |
16:06 |
|
Calinou joined #minetest-dev |
16:40 |
|
felix20 joined #minetest-dev |
16:51 |
|
sstrandberg joined #minetest-dev |
17:03 |
|
Taoki joined #minetest-dev |
18:01 |
|
Calinou joined #minetest-dev |
18:10 |
|
celeron55 joined #minetest-dev |
18:14 |
|
dannydark joined #minetest-dev |
18:18 |
dannydark |
Hi all, would someone be kind enough to merge my fullscreen_bpp fix? that sets the bit rate for fullscreen to its correct bit rate value which in turn fixes fullscreen mode. |
18:20 |
dannydark |
The Irrlicht documentation/code states that 16 and 32 are the only valid values for this, I know putting a different value to 16/32 makes the game window less which some people like on some linux desktops, but... |
18:20 |
dannydark |
I feel that it should be set at its correct value so that fullscreen works correctly and then people who want to get this "window less mode" can just change it to a invalid value |
18:22 |
dannydark |
windowless* |
18:22 |
PilzAdam |
can you link this Irrlicht documentation? |
18:22 |
dannydark |
Yeah one sec |
18:23 |
dannydark |
ok the first mention is here: http://irrlicht.sourceforge.net/docu/example001.html in the tutorial ("bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode.") |
18:23 |
dannydark |
I will find the other references |
18:25 |
felix20 |
Wow cool, I just compiled minetest from Code::Blocks |
18:27 |
dannydark |
PilzAdam: Sorry struggling to find the other links, give me a minute or two |
18:28 |
PilzAdam |
sure |
18:39 |
dannydark |
hmm nope can't seem to find them now, changing the bit rate to 32 or 16 though also fixes "Switch to fullscreen: The graphics mode is not supported." error as well as "Depth stencil buffer is not compatibile with video format." which I was getting while playing around with shadows |
18:45 |
dannydark |
PilzAdam: Also seperate to this, will your controls branch be getting merged anytime soon? (even if it is after 0.4.4 just curious if it will get merged ^_^) |
18:46 |
PilzAdam |
dunno, it depends on what others think about it |
18:47 |
dannydark |
I personally think all the tweaks and changes you have made are a good move, also the fly/noclip thing we was talking about the other day are obviously something I would like to see merged |
18:48 |
celeron55 |
i don't like sprinting |
18:49 |
celeron55 |
could somebody possibly explain to me what is the point of it? |
18:50 |
dannydark |
I quite like the sprinting idea, although I didn't test that does it also increase the head bobbing speed? (while sprinting) |
18:50 |
PilzAdam |
celeron55, i just added it to test it |
18:50 |
dannydark |
Well sprinting will be useful for when/if aggressive mobs are added |
18:50 |
PilzAdam |
and i agree that it doesnt make any sense |
18:51 |
dannydark |
If your being chased by a mob in a cave while you have a lot of mined mese it gives the player a bit more of a chance to escape |
18:51 |
Calinou |
sprinting + stamina would be ok |
18:52 |
Calinou |
but please no hunger :facepalm: |
18:52 |
dannydark |
although at the moment you don't drop/loose your inventory |
18:52 |
celeron55 |
i have sprinting and stamina in games |
18:52 |
celeron55 |
... |
18:52 |
celeron55 |
hate* |
18:52 |
Calinou |
i suggest adding bones mod :P |
18:52 |
celeron55 |
bones is good |
18:52 |
PilzAdam |
I like the idea of the bones mod but the node looks ugly |
18:52 |
celeron55 |
i like the looks of it too |
18:53 |
dannydark |
but I think eventually it would be nice to see you drop your inventory or something similar when on survival...to make it a little less creative |
18:53 |
celeron55 |
by the way, i won't be doing any actual stuff in a few days probably; i just don't feel like it |
18:54 |
Calinou |
adding bones mod (maybe with changed texture?) in 0.4.4 would be good, imo |
18:55 |
celeron55 |
(the bad thing about me being the main developer AND the producer/general do-all person is that if i get tired as a programmer, i am not around picking up the stuff that was done and polishing and packaging it for people...) |
18:56 |
Calinou |
PilzAdam/darkrose/thexyz could do it :P |
18:57 |
dannydark |
does anyone have a link to the bones mod? can't seem to find it using the forum search |
18:57 |
PilzAdam |
im searching it too |
18:58 |
PilzAdam |
got it: http://minetest.net/forum/viewtopic.php?id=2206 |
18:58 |
dannydark |
found it:http://minetest.net/forum/viewtopic.php?id=2206 |
18:58 |
dannydark |
haha ^_^ |
18:58 |
celeron55 |
the forum search is kind of crappy for searching mods 8) |
18:58 |
PilzAdam |
it depends on worldtime, need to fix that |
18:58 |
dannydark |
I had to search by "bone" rather than "bones" :S |
18:59 |
Calinou |
then include worldtime in default mod :P |
18:59 |
dannydark |
^ Yeah sounds like it could be quite useful |
18:59 |
celeron55 |
google does a good job finding stuff from the minetest forum too though |
18:59 |
PilzAdam |
ehm node timers? |
18:59 |
celeron55 |
https://www.google.fi/search?q=minetest+bones+mod |
19:00 |
celeron55 |
-> first result |
19:00 |
Calinou |
google.fi, heh |
19:00 |
dannydark |
Ah nice ^_^ haha will use google in the future if I have problems finding anything hehe |
19:00 |
PilzAdam |
its way too many code for this little mod |
19:00 |
celeron55 |
google even finds stuff from the channel los |
19:00 |
celeron55 |
logs* |
19:01 |
celeron55 |
like, completely random API design discussions and what ever |
19:01 |
Calinou |
distro wars too |
19:01 |
PilzAdam |
this mod code is completly crap |
19:02 |
Calinou |
only concern is, does it use a lot of CPU? other than that I don't care |
19:02 |
PilzAdam |
but I do |
19:02 |
Calinou |
the end user is not going to read code, he is going to care about the speed of the game, and whether they lose their items when dying |
19:03 |
PilzAdam |
it can be done without the abm |
19:03 |
dannydark |
Calinou: true but it would be nice to keep anything included by default to some sort of high standard |
19:03 |
dannydark |
as many people will probably use the code as starting point for there own mods |
19:04 |
PilzAdam |
I can rewrite this mod |
19:04 |
celeron55 |
a node timer? |
19:05 |
PilzAdam |
it doesnt allow other players to take the items for some time |
19:06 |
celeron55 |
hmm, oh yeah, you don't need almost anything for that 8) |
19:06 |
PilzAdam |
should i keep this feature? |
19:06 |
Calinou |
yeah, it's ok |
19:06 |
dannydark |
+1 from me |
19:06 |
Calinou |
reduce time to 1 hour maybe? |
19:06 |
Calinou |
default is 2 |
19:07 |
Calinou |
maybe make it a minetest.conf setting (if not already, no idea) |
19:07 |
celeron55 |
but it changes the infotext to "foo's old bones" when they are old enough to take from by anyone |
19:07 |
celeron55 |
that should continue to happen in your improved one too |
19:08 |
celeron55 |
and... the time of how long it takes should not get decided at the time the bone node is created |
19:08 |
celeron55 |
if somebody sets the time to 100 years, dies, sets it to 2 hours and waits 2 hours, it should be available for picking up |
19:08 |
PilzAdam |
in this case its not possible with node timers |
19:09 |
celeron55 |
or does somebody have a differing opinion |
19:09 |
dannydark |
yeah keeping the player name would be nice, also fun for trolling people :D if you find there bones and loot |
19:09 |
PilzAdam |
IMO make the items public immediatly |
19:09 |
Calinou |
lol no |
19:09 |
celeron55 |
i think the feature should be kept |
19:09 |
celeron55 |
most definitely |
19:10 |
celeron55 |
and i wouldn't object just using it as-is... it's quite standalone anyway |
19:10 |
celeron55 |
altough for example bones.replaceable_node_types is bullshit 8) |
19:11 |
celeron55 |
should check some property |
19:11 |
celeron55 |
or just place it no matter what |
19:11 |
dannydark |
what if you die in lava? |
19:11 |
Calinou |
"place it no matter what" > maybe, but drop the node that was replaced (like falling nodes) |
19:12 |
dannydark |
although I guess if you die in lava you could always dig it out |
19:12 |
PilzAdam |
it should replace everything; so polite players can go into dirt when dying so noone has to dig out the grave |
19:12 |
Calinou |
maybe add PilzAdam's builtin_item mod too, it 1) destroys items in lava, 2) moves items in flowing water, 3) makes items disappear after a while (should be set to 1 hour probably, like bones) |
19:13 |
dannydark |
+1 |
19:13 |
PilzAdam |
the water thing is hacky |
19:14 |
Calinou |
gtg now |
19:15 |
celeron55 |
oh also, i have thought the snow mod would really improve up the terrain... but i am not sure if it performs well enough for upstream |
19:15 |
celeron55 |
as the api just sucks for what it does |
19:15 |
VanessaE |
that plus jungle trees (but not bas080's code, it's too slow unmodified) |
19:15 |
celeron55 |
jungle trees is slow as the most hell of hells |
19:16 |
VanessaE |
I'm working on improving it. |
19:16 |
celeron55 |
oh, umm... i guess that was the jungle |
19:16 |
celeron55 |
you should imagine api functions that would speed up the job |
19:16 |
celeron55 |
and write them down as a proposal somewhere |
19:17 |
VanessaE |
meh, anything i think up, you'll call horrible :-) |
19:17 |
celeron55 |
i have wanted to examine the snow mod and do that too, but i just don't have time... |
19:17 |
celeron55 |
vanessa-grade horrible is slightly better than nothing |
19:17 |
dannydark |
Yeah snow type biomes would be nice, although it would probably be better added via the new mapgen that hmmmm is working on? instead of just sticking a mod in that will be removed once the new mapgen is done (im guessing) |
19:18 |
VanessaE |
but it seems to me we need hooks to specify the type of trunk, the trunk thickness, the types of leaves, and the pattern of those leaves (that's the hard one) |
19:18 |
celeron55 |
dannydark: hmmmm's mapgen is probably going to take so long nobody'll want to wait, and also such functions are needed anyway |
19:18 |
VanessaE |
maybe a few hard-coded default leaf patterns is enough for now |
19:19 |
celeron55 |
i wouldn't think that would be a good way to do it |
19:19 |
celeron55 |
rather just make the mapgen figure out where to put the individual trees (that is the hard part) and then feed the coordinates to lua |
19:19 |
celeron55 |
which can just put them there |
19:19 |
VanessaE |
normally I wouldn't either, but specifying a leaf pattern any other way basically means supplying several formulas or something |
19:20 |
dannydark |
celeron55: yeah I guess :( just was hoping hmmmm to jump into the convo then and say it was nearly ready haha >_< |
19:20 |
VanessaE |
if experimenting with the conifers and jungletrees mods is anything to go by, building nice trees in Lua is *dog* slow. |
19:21 |
dannydark |
would jump* |
19:21 |
celeron55 |
some function like "EnvRef:generate_plant_positions(minp, maxp, {some options}) -> table of positions" would probably be very useful |
19:22 |
celeron55 |
VanessaE: i don't know, but i think the way slowest part is finding where to put them |
19:22 |
VanessaE |
celeron55: actually the jungletrees mod uses something like that, by way of the generate ("generate ore?") function |
19:22 |
VanessaE |
it places saplings, when then grow later. |
19:23 |
VanessaE |
generate("jungletree:sapling", {"default:dirt_with_grass"}, minp, maxp, 0, 20, 10, 50, {"default:water_source"}, 30, {"default:desert_sand"}) |
19:23 |
celeron55 |
VanessaE: ...there is no such function made in C++ |
19:23 |
PilzAdam |
bones mod: should there be an inventory of the bones? or just punch it to get the items back? |
19:23 |
VanessaE |
this is probably in bas080's habitat mod come to think of it. |
19:23 |
VanessaE |
yup, it is. |
19:24 |
dannydark |
PilzAdam: inventory would be nice, sometimes you might not want all the items back |
19:25 |
celeron55 |
i guess if you dig it up you'd get everyhting, but how does one remove one without getting the items then... |
19:26 |
celeron55 |
add a "remove" button to the displayed form? :---D |
19:27 |
hmmmm |
it was nearly ready haha |
19:27 |
VanessaE |
celeron55: at any rate, I don't think deriving the list of "grow here" positions is all that difficult, especially if you layer it on top of the existing mapgen - I mean, you already generate dirt with grass, why not just use some predictable pseudo-random function against the mapblock that was just generated? or perlin noise or something. |
19:27 |
dannydark |
Ah good point >_< |
19:27 |
hmmmm |
i've got projects and crap this week and then finals next week |
19:27 |
dannydark |
hmmmm: .....was? |
19:27 |
dannydark |
ah fair enough ^_^ |
19:27 |
hmmmm |
well i just said exactly what you wanted to say |
19:28 |
VanessaE |
celeron55: here's how it's done in the jungletrees mod, in Lua of course: http://pastebin.com/BH5Y9JZ5 |
19:28 |
hmmmm |
yeah the mapgen stuff is done but i have a small problem where the generated blocks don't line up, that's going to be somewhat difficult to debug |
19:29 |
dannydark |
hmmmm: is it up on your github? |
19:29 |
hmmmm |
to work on the new noise functions in the first place and compare parameters i made a separate gtk application that'll generate a perlin noise map of your choosing |
19:29 |
hmmmm |
no i didn't commit the latest changes |
19:29 |
hmmmm |
the one on the github right now either crashes or doesn't generate anything |
19:29 |
hmmmm |
and is totally unlit |
19:30 |
hmmmm |
hrm |
19:32 |
dannydark |
oh haha, well if you could commit your latest changes if you get a chance maybe someone might spot the issue? or at least we would be able to try and help ^_^ |
19:32 |
hmmmm |
it's the 5th, that paper is due on the 8th, the big paper is due by the 14th, the homework can wait, i need to do some emailing, so i guess that's okay |
19:32 |
hmmmm |
i'll take a nap and then finish this up today |
19:33 |
hmmmm |
hopefully |
19:33 |
hmmmm |
i need to go to my newphews' birthday party and that's going to suck up like 4 hours |
19:33 |
hmmmm |
s/newphews/nephews/ |
19:33 |
celeron55 |
newbie's |
19:34 |
dannydark |
lol |
19:34 |
VanessaE |
celeron55, speaking of mapgen, can you explain this? |
19:34 |
VanessaE |
celeron55: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/mapgenbug.png |
19:34 |
hmmmm |
what's the bug there? |
19:34 |
VanessaE |
note the RTT at the top, and the CPU usage of the server in the terminal at the lower left. |
19:34 |
celeron55 |
how many MBs is that |
19:34 |
hmmmm |
less than 1 |
19:35 |
celeron55 |
i'm on the sucky cellphone once again |
19:35 |
VanessaE |
I teleported back to spawn, the map simply did not load. |
19:35 |
VanessaE |
celeron55: 324 kB |
19:35 |
VanessaE |
the map tool forever and a day to load (it has since done so) |
19:35 |
hmmmm |
RTT means round time trip |
19:35 |
VanessaE |
took* |
19:35 |
hmmmm |
that's related to network |
19:36 |
hmmmm |
not really related to cpu usage |
19:36 |
VanessaE |
hmmmm: yes I know - my point of mentioning that is that I'm running a client on the same machine the server's running on, so the network can't possibly be at fault |
19:36 |
celeron55 |
RTT is just how long it takes for a packet to get through network, times two |
19:37 |
VanessaE |
and the mention of CPU load to show the server is neither crashed nor spinning out of control |
19:37 |
celeron55 |
and now that the base protocol is handled in a thread, the server will usually answer to pings even if it is completely utterly stuck 8) |
19:37 |
hmmmm |
oh |
19:37 |
hmmmm |
so you're wondering why nothing up to where your position is was generated? |
19:37 |
hmmmm |
even though the cpu is working hard? |
19:37 |
hmmmm |
that's just how slow the current mapgen is |
19:38 |
VanessaE |
hmmmm: correct. I waited for almost a minute for the map to regenerate there, after waiting a few 10's of seconds at the spot in the distance before teleporting back. |
19:38 |
hmmmm |
haha it takes way more than a minute |
19:38 |
celeron55 |
looking at the "received packets" graph of F5 gives a good idea if the server is alive |
19:38 |
hmmmm |
what cpu are you on |
19:38 |
hmmmm |
you using |
19:38 |
VanessaE |
hmmmm: AMD Phenom II X6 1055T |
19:38 |
hmmmm |
well |
19:38 |
VanessaE |
(2.6 GHz) |
19:38 |
celeron55 |
ehm |
19:38 |
hmmmm |
it's single threaded so don't expect much |
19:39 |
VanessaE |
Oh I know that. |
19:39 |
celeron55 |
on this 3.1GHz i3 the mapgen is very responsive |
19:39 |
hmmmm |
besides, those thuban cores are pretty weak individually |
19:39 |
hmmmm |
oh |
19:39 |
VanessaE |
but spinning at 40+ percent CPU but doing apparently nothing? :-) |
19:39 |
celeron55 |
doesn't take more than 5 seconds to get a generated area to wherever one goes |
19:39 |
hmmmm |
really? |
19:39 |
dannydark |
is that cpu usage for the minetestserver, or the client? |
19:40 |
hmmmm |
vanessa, it could be that the emerge queue is stuck |
19:40 |
hmmmm |
i've seen it happen from time to time |
19:40 |
VanessaE |
dannydark: well I just now saw that the server got bumped out of the screenshot just a split second before I took it, but it was riding at about 45% for the server and the usual near-100% for the client. |
19:40 |
PilzAdam |
bones mod: should the crafting grid be placed into the bones? or lost? or stay in the player? |
19:40 |
hmmmm |
i want to redo that entire thing after i'm done with this so that problem might disappear |
19:40 |
PilzAdam |
IMO it should be lost |
19:41 |
dannydark |
I agree it should be lost |
19:41 |
VanessaE |
PilzAdam: into the bones. |
19:41 |
celeron55 |
it is more likely that the combination of the block sending system and the map generation/fetching system is stuck, rather than either or |
19:41 |
VanessaE |
it's still inventory. |
19:41 |
VanessaE |
celeron55: that's what I was thinking. I'd blame my mods if the server were stuck at 100% :-) |
19:43 |
VanessaE |
celeron55: in fact, if I didn't know better I'd swear it looks like the result of lost packets without retransmits |
19:43 |
celeron55 |
PilzAdam: maybe the reasonable thing would be to try to put the items from it to the main inventory, and if they don't fit, just discard |
19:43 |
VanessaE |
(but that's probably wrong) |
19:48 |
VanessaE |
oh something I noticed: when the mapgen (or whatever) does this? The server also seems to forget where I am. if I were to have signed out at the moment of that screenshot, I would have spawned in the area in the distance on sign-in |
19:49 |
VanessaE |
sokomine had that happen with his 0.4.3 client on my 0.4.4 server as well, though more severely. |
19:50 |
hmmmm |
alright well i committed the latest changes to the mapgen |
19:51 |
hmmmm |
i really doubt anybody but me is going to be the one to figure out what's wrong |
19:51 |
hmmmm |
as you can see the source is pretty hackish looking as of right now |
19:51 |
hmmmm |
i'll do cleaning when it's 100% |
19:55 |
|
SpeedProg joined #minetest-dev |
20:13 |
PilzAdam |
what should be the name of the setting in minetest.conf? |
20:13 |
PilzAdam |
publish_bones? |
20:16 |
VanessaE |
share_bones |
20:17 |
VanessaE |
or wait, we're talking about being able to loot someone's bones right away? |
20:17 |
PilzAdam |
and the default value? 1 hour? |
20:17 |
VanessaE |
well the default is 2 hours isn't it? |
20:17 |
PilzAdam |
VanessaE, yes |
20:17 |
PilzAdam |
(to the loot thing) |
20:18 |
VanessaE |
then share_bones_time = 1200 |
20:18 |
VanessaE |
assuming you wanna specify it as in-game time. |
20:18 |
PilzAdam |
i will use seconds |
20:19 |
VanessaE |
ok. |
20:19 |
PilzAdam |
so 3600 will be default for me |
20:19 |
VanessaE |
share_bones_time = 7200 |
20:19 |
PilzAdam |
why so long? |
20:19 |
VanessaE |
because that's the default from the original mod as I recall? |
20:20 |
VanessaE |
"They stay fresh for a short period of time (by default, 2 hours)." |
20:20 |
PilzAdam |
why keep this? |
20:20 |
VanessaE |
I see no reason to shorten that time. |
20:20 |
PilzAdam |
people have to hurry a bit to get their items back |
20:21 |
celeron55 |
let's make it dynamically two times the time that it takes to directly run from the spawning place to there 8D |
20:21 |
VanessaE |
hm |
20:21 |
celeron55 |
(no) |
20:22 |
PilzAdam |
IMO 10 mins. |
20:22 |
VanessaE |
well I was gonna say, if you can find a decent way to calculate running distance back to the spawn..... ;-) |
20:22 |
|
SpeedProg joined #minetest-dev |
20:23 |
celeron55 |
let's set it to 20 minutes |
20:23 |
celeron55 |
because that is 24 hours in the day cycle |
20:23 |
celeron55 |
by default |
20:23 |
celeron55 |
...iirc |
20:26 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commits/bones |
20:31 |
celeron55 |
pretty straightforward |
20:33 |
PilzAdam |
gtg now; feel free to merge it |
20:33 |
PilzAdam |
bye |
20:34 |
celeron55 |
it should have a configuration option for disable/enable too i guess |
20:34 |
celeron55 |
altough dunno how we're going to manage all these different things |
20:34 |
celeron55 |
gameplay thins |
20:34 |
celeron55 |
things* |
20:35 |
dannydark |
or maybe just have it disabled for creative and always enabled for survival? |
20:39 |
celeron55 |
i think we could just throw it in like that and see what users generally think |
20:39 |
celeron55 |
i mean, disabled in creative mode |
21:11 |
|
rsiska joined #minetest-dev |
21:53 |
Taoki |
http://minetest.net/forum/viewtopic.php?pid=55209 I posted about a feature suggestion I had, which I think would be really interesting to consider (the post is a bit larger). In short, I'm thinking of a feature to allow realtime scripting from the minetest client while the server is running, so any player can create custom items on servers with this feature enabled (similar to Second Life). |
22:01 |
|
rsiska joined #minetest-dev |
22:30 |
|
rsiska joined #minetest-dev |