Time |
Nick |
Message |
00:09 |
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00:09 |
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00:28 |
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00:45 |
Exio |
just by looking in the pull request pages - https://github.com/minetest/minetest/pull/670 a fix what i don't see any "why not" |
00:45 |
hmmmm |
can we edit cguittfont? |
00:46 |
hmmmm |
ah, it's an irrlicht addition |
00:57 |
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kahrl joined #minetest-dev |
00:57 |
Exio |
hi kaeza! |
00:57 |
kaeza |
wut |
00:58 |
kahrl |
there should be a repeating beep when on low health |
00:58 |
Exio |
fail kaeza - tab fail |
00:58 |
kaeza |
kahrl, for god's sake no |
00:58 |
kahrl |
and a fairy that follows you |
00:58 |
kaeza |
lol |
00:58 |
Exio |
hahaha |
00:58 |
kaeza |
HEY! LISTEN! |
00:59 |
Exio |
kahrl: what do you think about changing the color of the crosshair based on the health? |
01:00 |
kahrl |
could be good if the lua hud allows doing such a thing |
01:00 |
Exio |
i don't like the idea of those things based on the luahud being server-sidely |
01:01 |
ShadowNinja |
Exio is our crosshair person |
01:01 |
Exio |
the only thing what i can do! |
01:01 |
Exio |
:P |
01:01 |
Exio |
i don't play MT, i play with its crosshair ^^ |
01:02 |
kahrl |
putting it in lua would allow people to disable it without overcomplicating the core |
01:02 |
Exio |
well, that is true |
01:03 |
Exio |
- as true is if you make it with the luahud it is going to be equal for all the players |
01:03 |
Exio |
(OR will need the server to know configs in/on the client, the actual crosshair_color, for example) |
01:05 |
kahrl |
maybe use an "animated" texture, but select a frame determined by health instead of time |
01:05 |
kahrl |
players who don't want the color to change can just use a 1-frame texture then |
01:07 |
Exio |
hm |
01:09 |
kahrl |
crosshair_argb would still work if you pass it to draw2DImage, I think |
01:10 |
Exio |
yes, it works for colorizing images |
01:39 |
Exio |
there should be a new hud type, what would be dynamic and managed with C++ code but tweak-able in/with lua (or being able to remove it, even) |
01:40 |
kahrl |
what do you mean by dynamic? |
01:41 |
Exio |
by "managed by client-side stuff" |
01:42 |
Exio |
i don't know a proper name, - or how would be a proper implementation of that |
01:42 |
Exio |
like a crosshair "lua"hud item, but what is colorized with a crosshair_color/argb option in the client |
01:44 |
Exio |
i don't know how would be a proper generic implementation of that |
01:54 |
Exio |
things what can be changed on the client but defined in the server - just like said before |
01:54 |
Exio |
if anyone thinks a proper, or decent way, i'm happy to code that |
02:11 |
hmmmm |
who was saying before that irrlicht can't do proper translucency? |
02:12 |
Exio |
where? |
02:12 |
hmmmm |
you clearly do this with liquid |
02:12 |
hmmmm |
...no pun intended |
02:13 |
hmmmm |
who wanted tinted glass again? |
02:14 |
hmmmm |
anyway in order to do ice properly, i need to add a new node attribute so it can be drawn transparently but not be a liquid |
02:14 |
Exio |
i have no idea about that |
02:15 |
hmmmm |
or what happens if i define it as a liquid with some transparency but 0 viscocity |
02:15 |
Exio |
- i only know draw3Dbox doesn't like alpha much | or at least did | |
02:15 |
Exio |
hmmmm: it needs to be a "source" block" |
02:15 |
Exio |
(and flow and so) |
02:15 |
Exio |
just tried yesterday |
02:16 |
hmmmm |
erm |
02:16 |
hmmmm |
lava viscocity is 7 |
02:16 |
hmmmm |
alright, how do i do this |
02:16 |
hmmmm |
do i make a higher viscocity with no movement, or do i just make a new attribute |
02:17 |
Exio |
a new attribute |
02:18 |
hmmmm |
oh right, because if it's liquid, then it isn't a solid node |
02:18 |
hmmmm |
but you can change that with is_walkable=false |
02:18 |
hmmmm |
hmm |
02:18 |
Exio |
and will "be tweaked" with new_style_water |
02:18 |
hmmmm |
oh |
02:18 |
kahrl |
does clientmap do transparency sorting? |
02:18 |
Exio |
and the shaders will be different, and well, other stuff |
02:18 |
hmmmm |
no idea. |
02:18 |
hmmmm |
i don't think it does |
02:19 |
ShadowNinja |
kahrl: no, minetest doesn't do it, there are a few issues on github about that |
02:19 |
hmmmm |
oh right, the clouds &) |
02:21 |
kahrl |
minecraft "solves" it by hiding transparent things that are behind other transparent things |
02:21 |
kaeza |
kahrl, as do most PS2 games |
02:21 |
kaeza |
I guess it's a problem in older OpenGLs {{cn}} |
02:22 |
VanessaE |
hmmmm: I wanted foggy/translucent glass. |
02:22 |
kahrl |
I think it's just easier to implement than proper transparency sorting |
02:22 |
VanessaE |
celeron55 said it needs major rework to implement z-buffering or sorting or somethin to that effect |
02:23 |
VanessaE |
oh hell I'm late to the party again. |
02:23 |
hmmmm |
what about liquids |
02:24 |
VanessaE |
that's been tried before. |
02:24 |
hmmmm |
that doesn't seem to be a problem though |
02:24 |
Exio |
they are buggy |
02:24 |
VanessaE |
water_alpha works, but makes neighboring nodes transparent. |
02:24 |
VanessaE |
lemme see if I can find the screenshot that explains it |
02:24 |
Exio |
well, that "would be" fixed with the backculing patch of doserj, no? |
02:28 |
VanessaE |
hmmmm: http://dl.dropbox.com/u/57504822/LOL.png |
02:28 |
hmmmm |
is this the bugginess you're talking about? http://ompldr.org/vaTZoYQ |
02:28 |
VanessaE |
see how the nodes behind/under the translucent block are transparent? missing faces I guess, even though the alpha actually does down |
02:29 |
VanessaE |
down? work* |
02:29 |
hmmmm |
i can't see anything, it's not loading for me |
02:29 |
VanessaE |
the same, yes. |
02:29 |
VanessaE |
http://i64.photobucket.com/albums/h195/rabbibob/Minetest/Fullscreencapture43201262346AM.jpg |
02:29 |
VanessaE |
another showing the same effect |
02:29 |
VanessaE |
alpha clearly works, but the neighboring faces are being deleted |
02:30 |
hmmmm |
and again, how do liquids solve this problem? |
02:30 |
kahrl |
setting the drawtype to allfaces or glasslike might fix it |
02:30 |
hmmmm |
yeah i figured as much^ |
02:30 |
VanessaE |
I don't expect that they would. |
02:30 |
hmmmm |
i'll try both |
02:30 |
VanessaE |
drawtype has no effect, already been there and done that |
02:30 |
VanessaE |
at least months ago I did :) |
02:30 |
hmmmm |
glasslike should work |
02:31 |
VanessaE |
hmmmm: nope.avi --> https://github.com/minetest/minetest/issues/100 |
02:31 |
VanessaE |
(sorry, the screenshots are dead, but the text should be pretty clear) |
02:31 |
hmmmm |
yeah, black |
02:31 |
VanessaE |
HAH! same issue :-) |
02:32 |
hmmmm |
you opened an issue for this? |
02:32 |
VanessaE |
ages ago. |
02:32 |
VanessaE |
" |
02:32 |
VanessaE |
VanessaE opened this issue 11 months ago" |
02:32 |
hmmmm |
but this isn't a bug |
02:32 |
hmmmm |
i modified the source for this |
02:33 |
VanessaE |
*shrug* just showing what happens is all. |
02:33 |
VanessaE |
trying to save you a little time |
02:34 |
kahrl |
example of lack of transparency sorting: http://www.upl.co/upload/h7Lq3Pa2B http://www.upl.co/upload/i6Up2Hb4C |
02:35 |
hmmmm |
well hold on a minute |
02:35 |
hmmmm |
if this is already an issue that's present in the game, what's horrible about adding a drawtype with the same kind of issue that would be solved at the same time that issue is solved |
02:37 |
VanessaE |
I don't think there's any problem with doing that, personally |
02:37 |
VanessaE |
but is there a point to adding a new drawtype if the issue will eventually be fixed the "right" way? |
02:38 |
VanessaE |
or did I miss something? |
02:38 |
hmmmm |
er you missed something |
02:38 |
hmmmm |
right now it's impossible for the alpha parameter to have effect unless your node is a liquid |
02:38 |
VanessaE |
figures :P |
02:39 |
VanessaE |
right. |
02:42 |
hmmmm |
yuck |
02:43 |
VanessaE |
? |
02:45 |
VanessaE |
guess it changed. It used to be that if you used alpha = WATER_ALPHA (or I guess any sane number), it worked even with non-liquid nodes, but it was still as broken as you just saw. |
02:48 |
hmmmm |
just hacking something together quickly that uses the liquid type drawing but not liquid |
02:51 |
hmmmm |
dafuq |
02:51 |
hmmmm |
you can't mine cacti with a mese pick |
02:52 |
VanessaE |
?? |
02:52 |
hmmmm |
unless i'm going insane |
02:52 |
ShadowNinja |
PilzAdam removed that :-( |
02:52 |
hmmmm |
it's a freaking cactus |
02:52 |
VanessaE |
I'll be damned! |
02:52 |
VanessaE |
wen did that change?? |
02:52 |
VanessaE |
when* |
02:52 |
hmmmm |
i don't know but i better start building inpenetrable fortresses with cactuses |
02:53 |
ShadowNinja |
When he added diamonds |
02:53 |
VanessaE |
works with a Mese Axe though |
02:53 |
hmmmm |
dumb |
02:53 |
hmmmm |
should be changed back |
02:53 |
VanessaE |
maybe it's because we have mese and diamond axes, swords, etc. |
03:01 |
hmmmm |
ugh |
03:01 |
hmmmm |
alright, getting somewhere |
03:01 |
hmmmm |
i managed to get the faces to draw but now it's not drawing the texture |
03:01 |
hmmmm |
:( |
03:03 |
VanessaE |
well it's a start |
03:04 |
hmmmm |
god it |
03:04 |
hmmmm |
got it* |
03:04 |
VanessaE |
\o/ |
03:05 |
hmmmm |
f->solidness = 1, f->backface_culling = false, steal water's mesh generation routine |
03:05 |
VanessaE |
now, can you overlay an opaque item onto it? (that way the glass can have a frame) |
03:05 |
hmmmm |
what do you mean |
03:05 |
hmmmm |
oh |
03:06 |
hmmmm |
nope |
03:06 |
hmmmm |
that my friend, is even more complicated |
03:06 |
hmmmm |
with this you can have ghost blocks at least |
03:06 |
hmmmm |
i don't think i'd be able to pull that off at all, with my limited knowledge of how this works, let alone hack it together like i did this |
03:07 |
VanessaE |
hrm |
03:08 |
VanessaE |
without being able to draw an opaque frame, the usefulness will be limited... |
03:08 |
hmmmm |
http://ompldr.org/vaTZoZQ |
03:08 |
hmmmm |
well originally i wanted this for ice |
03:08 |
VanessaE |
Ah |
03:08 |
VanessaE |
in that case go for it |
03:08 |
VanessaE |
haha, nice touch with the bookshelf :D |
03:37 |
* VanessaE |
looks at hmmmm |
03:44 |
VanessaE |
nono, that's too dark. A little more light green there, and turn the alpha up a tad. |
03:48 |
hmmmm |
huh |
03:50 |
kaeza |
wrong tab? |
03:50 |
VanessaE |
that was a joke. |
03:50 |
hmmmm |
went over my head |
03:50 |
hmmmm |
hmmmmmmmmmmmmmmmm |
03:50 |
VanessaE |
hmmmm: I was acting as if I were looking over your shoulder while you're drawing a texture. |
03:50 |
hmmmm |
this solution of mine is such a hack i feel ashamed to commit it |
03:50 |
hmmmm |
oh, lol :0 |
03:51 |
hmmmm |
i'm not the one drawing this |
03:51 |
VanessaE |
commit it anyway. |
03:51 |
VanessaE |
:) |
03:52 |
hmmmm |
i'm hardly familiar with this half of minetest, but first, i'd just like to check out what it would take in order to use the alpha channel on textures |
03:52 |
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03:53 |
hmmmm |
now, fancy leaves already does half of what i'd like to do |
03:53 |
VanessaE |
hmmmm: please do, G*d knows I've wanted that for almost a year now |
03:53 |
hmmmm |
so i should start looking there |
03:53 |
VanessaE |
also: |
03:53 |
VanessaE |
sprites can already use alpha. |
03:53 |
VanessaE |
(at least the old player sprites, probably all upright ones) |
03:54 |
VanessaE |
if that is of any help to you |
03:54 |
hmmmm |
yeah but this is different these are nodes |
03:54 |
VanessaE |
yep I know |
03:54 |
VanessaE |
I just mean, there might be some little hint buried in that code that might make nodes simpler to fix. |
03:57 |
hmmmm |
and i'd rather wait for RBA to get done with what he's doing so he doesn't have a merge conflict |
03:59 |
VanessaE |
right. |
04:46 |
hmmmm |
i know how to do what you'd like |
04:46 |
hmmmm |
this is going to screw everything else up though |
04:49 |
hmmmm |
erm |
04:49 |
hmmmm |
yeah, the transparent texture ordering is ultimately killing this |
04:49 |
hmmmm |
if you do get your solid borders, some other face is going to draw right over it |
04:53 |
hmmmm |
further complicating matters, it seems like it won't work unless i make everything EMT_TRANSPARENT_VERTEX_ALPHA |
04:54 |
hmmmm |
it's solid to other faces with a material that's EMT_TRANSPARENT_ALPHA_CHANNEL_REF |
04:54 |
hmmmm |
if somebody has time to blow on this and manages to get it working, that's awesome, but as for me, i'm not spending any more time on it |
05:07 |
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06:27 |
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06:43 |
celeron55 |
if one wants regular non-binary transparency (using PNG's alpha channel), one must use EMT_TRANSPARENT_ALPHA_CHANNEL |
06:44 |
celeron55 |
i think that isn't used anywhere as of now |
06:47 |
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07:10 |
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07:17 |
VanessaE |
celeron55: remember? we already went over that and the result was...less than desirable ;) |
07:39 |
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14:56 |
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14:57 |
RealBadAngel |
hi all |
14:57 |
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15:27 |
Tracerneo |
Hi! Can I update translation directly from git? |
15:28 |
PilzAdam |
http://translate.minetest.ru/projects/minetest/core/ |
15:28 |
Tracerneo |
Or I need to use Weblate? |
15:28 |
PilzAdam |
if the language exists already, then use weblate |
15:29 |
Tracerneo |
Ok, thanks. |
15:29 |
PilzAdam |
what language do you want to translate? |
15:29 |
Tracerneo |
I want to make some changes in polish translation. |
15:30 |
Tracerneo |
And second question. Are there any guidelines how game should look? I.e. no water shaders, smoth textures, etc.? |
15:31 |
PilzAdam |
you mean if there is a rule that disallows water shaders? |
15:32 |
ShadowNinja |
It should look reasonbly nice without sacrificing performance |
15:34 |
Tracerneo |
Yeah. For example I have seen that diagonal carts are a bit against voxel conception (or however it was named). |
15:35 |
PilzAdam |
yea, I dont like diagonal rails |
15:35 |
PilzAdam |
but lighting shaders, or water waves and reflections are awesome |
15:35 |
Tracerneo |
BTW, who left "DEBUG = True" in Django on Weblate? I don't think it's safe… |
15:37 |
celeron55 |
thexyz: ^ |
15:38 |
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15:40 |
Tracerneo |
thexyz: Weblate don't support exotic letters in "Last name", such as "ó" and "ł". ;) |
15:41 |
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15:48 |
thexyz |
Tracerneo: poor thing |
15:48 |
thexyz |
I guess that's more schema issue |
15:49 |
thexyz |
well, that Debug = true was definitely not a good idea |
15:49 |
thexyz |
although I can't see how can that be exploited |
15:50 |
thexyz |
disabled now |
15:54 |
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15:55 |
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15:56 |
bookwar |
I expected link to the "super elite minetest dev" channel in the topic here ) |
15:57 |
celeron55 |
for some reason the noobs have learned to stay away from here, which is good! |
15:57 |
bookwar |
celeron55: like the Shrek swamp ) |
15:59 |
bookwar |
my registrar has a huge downtime today |
15:59 |
bookwar |
so i was worried about minetest.net a bit, but fortunately we use external dns servers |
16:00 |
celeron55 |
freedns.afraid.org pretty much rocks |
16:00 |
Jordach |
yeah |
16:00 |
celeron55 |
they have better uptime than any paid ones 8) |
16:00 |
bookwar |
so I 'll start the transfer tomorrow ( as soon as nic.ru will come back to life) |
16:01 |
celeron55 |
fine to me |
16:22 |
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19:23 |
sapier |
Question about scriptapi split, I had to rename all files so there's lots of comment cleanup to do would you prefere to add a preliminary version and get the comment fixes as second step or all at once? |
19:24 |
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20:21 |
celeron55 |
umm what comment fixes |
20:24 |
hmmmm |
hey celeron what do you think about the whole using the alpha channel in textures |
20:24 |
sapier |
e.g. reinclude protections having wrong filenames |
20:25 |
hmmmm |
ah, EMT_TRANSPARENT_ALPHA_CHANNEL |
20:25 |
hmmmm |
i'll check it out, i was not aware of that material type |
20:25 |
Exio |
how would that work? |
20:25 |
Exio |
(i mean, are they flags? or what?) |
20:26 |
PilzAdam |
thexyz, do you see any issue in that: https://github.com/minetest/minetest/pull/676 ? |
20:29 |
thexyz |
PilzAdam: at least, the language code is specified correctly this time |
20:29 |
thexyz |
no idea about the translation itself |
20:30 |
PilzAdam |
people can change it later in weblate |
20:31 |
hmmmm |
i mean how could i know about that one |
20:31 |
PilzAdam |
thexyz, merged |
20:31 |
hmmmm |
there must be like 30 different material types in irrlicht |
20:32 |
hmmmm |
great it works, and it's not hacky |
20:32 |
hmmmm |
great news vanessa |
20:33 |
PilzAdam |
do we have to change the texture or alpha in nodedef? |
20:33 |
hmmmm |
what? |
20:33 |
hmmmm |
i need to add a new drawtype for this anyway |
20:33 |
hmmmm |
i'm calling it alpha |
20:33 |
hmmmm |
like |
20:34 |
hmmmm |
alphalike |
20:34 |
hmmmm |
that sounds so dumb but it's the convention |
20:34 |
PilzAdam |
no, its not the convention |
20:34 |
PilzAdam |
"allfaces" |
20:35 |
PilzAdam |
not all drawtypes end with "like" |
20:35 |
PilzAdam |
and cant we apply it to an already existing drawtype, like glasslike? |
20:36 |
hmmmm |
no |
20:36 |
hmmmm |
erm |
20:37 |
hmmmm |
i guess it *would* work if i make this the new glasslike, but there must be some ramnifications of not having visual_solidness = 1 and setting backface_culling to false |
20:37 |
hmmmm |
oh also another thing, glasslike has solidness = 0, but i use solidness = 1 |
20:38 |
thexyz |
PilzAdam: ok, added |
20:44 |
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20:45 |
sapier |
https://github.com/sapier/minetest/commit/b0e10f4f0539993111fe24f33436af36b8be0c01 |
20:46 |
sapier |
new branch with scriptapi moved to subfolder ... plz review I've been as carefull as possible when including new additions but there have been lot of changes |
21:01 |
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21:09 |
proller |
PilzAdam, can you make snow leveled as water ? |
21:11 |
PilzAdam |
why? |
21:12 |
sapier1 |
can someone explain to me why brass s created from steel and copper? |
21:12 |
proller |
PilzAdam, to grow when snow fall |
21:13 |
PilzAdam |
it also works without it |
21:13 |
proller |
and compress full snow block to ice block |
21:42 |
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22:09 |
kaeza |
can someone review this so I can start working on 'offset'? https://github.com/kaeza/minetest/commit/0d1a3f9228bbc0fcb5992f641451b48d3b64a598 |
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23:43 |
hmmmm |
alright back |
23:43 |
hmmmm |
and just messing around with the transparent thing |
23:44 |
hmmmm |
turns out i can use glasslike just fine |
23:45 |
kaeza |
YAY offset working |
23:47 |
hmmmm |
http://ompldr.org/vaTZ1aA |
23:47 |
hmmmm |
need to figure out the inventory thing |
23:49 |
kaeza |
hmmmm, can I have your comment on this? https://github.com/kaeza/minetest/commit/fa58a504be47257d30f37b08493a2ef3f2ef2b4a |
23:50 |
hmmmm |
actually that's impossible to fix unless i have the inventory images rendered to the screen instead of texture |
23:50 |
hmmmm |
uhh, looks good i guess? |
23:50 |
hmmmm |
what's the point of it again? |
23:51 |
kaeza |
offset the items an amount of actual pixels |
23:51 |
hmmmm |
ah |
23:51 |
hmmmm |
yeah, that's a good idea actually |
23:51 |
kaeza |
(regardless of res) |
23:51 |
kaeza |
I will write the docs and make the pull request |
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