Time |
Nick |
Message |
00:24 |
ShadowNinja |
https://github.com/minetest/minetest/blob/master/builtin/mainmenu_helper.lua#L59 It seems this replaces newlines with spaces. Why? |
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09:20 |
kahrl |
https://github.com/minetest/minetest/issues/822 |
09:21 |
kahrl |
^ causes VanessaE's server to be down currently |
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19:33 |
sapier |
ShadowNinja newlines are replaced because there is exactly one gui element that is capable of newlines and that one isn't very often used within mainmenu. In all other gui elements newlines will result in major graphics glitches. Decision is to either let newlines in, resulting in test not beeing drawn at all or replace them so at least the information is preserved. |
19:34 |
sapier |
ok it's preserved as far as possible if there's no space left it can't be shown anymore |
19:34 |
ShadowNinja |
sapier: Shouldn't you not convert them and have usrs fix mods if they have newlines? That way you can use that one graphical element. |
19:35 |
sapier |
the escape function isn't called automaticaly |
19:35 |
sapier |
but maybe adding a bool value to the escape function would be a nice feature for menu programmers |
19:40 |
ShadowNinja |
sapier: Also, why mainmenu_helpers.lua and not just helpers.lua? |
19:41 |
sapier |
actualy I wanted to distinguish between server lua files and mainmenu files but ... yes it's not consistent with modmgr modstore and gamemgr too |
19:42 |
sapier |
I already thought about renaming those but atm I'm still looking for a better option |
19:46 |
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19:49 |
ShadowNinja |
sapier: dofile(minetest.get_modpath("__builtin").."misc_helpers.lua") In the main mainmenu file. |
19:52 |
sapier |
yes I guess that's a usefull optmization now after almost all helpers have been added to mainmenu_helper too |
19:53 |
sapier |
right after the bugfixes ;-) |
19:53 |
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20:07 |
sapier |
https://github.com/minetest/minetest/pull/823 plz check and merge: alphabetic sorting, selection of new created world |
20:08 |
sfan5 |
sapier: one word: squash |
20:09 |
sapier |
no |
20:09 |
PilzAdam |
sfan5, the core dev who merges it can squash it |
20:09 |
PilzAdam |
sapier, Ill test it |
20:09 |
sapier |
I won't squash different features anymore as they can't be merged separatly if squashed |
20:10 |
sapier |
btw the first 2 ones should already be merged to core |
20:10 |
PilzAdam |
"util/updatepo.s doesnt work anymore is a can't fix" <- this means "I will gladly update all the .po files by hand in the future, since I have broken our utils" |
20:11 |
sapier |
if you don't want that you'll have to remove formspec menu completely I don't se any way to parse texts from buttons |
20:12 |
sapier |
i18n is known to be broken since I first proposed formspec menu |
20:14 |
PilzAdam |
thats not good |
20:14 |
sapier |
but maybe we can add a core feature to create po files in runtime ... while this could be used by mods too it requires each gui element to be activated to be saved to the file |
20:16 |
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20:17 |
PilzAdam |
"No newline at end of file" be sure to have an empty line at the end of files |
20:19 |
sapier |
can someone explain to me why this is a problem? ... yes I know some compilers etc complain about it but I still don't undertand why it should be a problem |
20:19 |
PilzAdam |
its better code style |
20:19 |
PilzAdam |
it looks too cut-off if there isnt one |
20:19 |
sapier |
coding style for purpose of coding style isn't a reason |
20:20 |
PilzAdam |
also since almost everyone does it, you can be sure that your editor doesnt miss a line |
20:20 |
sapier |
if anyone is happy with nsa surveillance I still wont be ;-) ... but I guess you don't know a real reason too |
20:21 |
PilzAdam |
I just listed 2 reasons.... |
20:22 |
sapier |
looks cut of and everyone does it are no reasons and why should a editor miss a line I'm the one writing the lines? ;-) |
20:22 |
proller |
sapier, did you fix public server description? |
20:22 |
proller |
with port and flags |
20:23 |
sapier |
what exactly do you mean? I fixed some things about public server list yesterday ... don't remember anything about flags |
20:23 |
PilzAdam |
sapier, uniformity is a major reason why we have code style guidelins at all; so "everyone does it" is a completly valid reason |
20:24 |
PilzAdam |
sapier, https://github.com/PilzAdam/minetest/commit/52beafff5310ae9fd0078af38ac2bb9142ac2cfb |
20:24 |
sapier |
any good coding style rule has at least some real reason "just because anyone does" it isn't one ... improves readability e.g. is one |
20:26 |
PilzAdam |
what about using right and left key to switch the game? </random_suggestion> |
20:26 |
sapier |
your commit seems do be fine |
20:26 |
sapier |
interesting idea but I suggest adding this later |
20:26 |
PilzAdam |
and alt + left/right switching tab or so |
20:26 |
sapier |
no |
20:28 |
sapier |
at least not by me :-) modifyer keys are something completely different irrlicht is already unable to cope with doubleclicks ;-) |
20:28 |
kahrl |
sapier, I often use unix tools (grep, sed, awk, ...) to work on minetest |
20:28 |
kahrl |
and I don't know if all of them handle a missing newline at the end gracefully |
20:29 |
sapier |
hmmm as the newline rule seems to be more common on unix that might even be the real reason for it ... thx kahrl |
20:29 |
PilzAdam |
sapier, updated #814 |
20:30 |
thexyz |
we need lua codestyle guidelines |
20:30 |
sapier |
what about the "All the mods of modpacks" how do we want to fix it? treelists in lua aren't available right now |
20:30 |
PilzAdam |
thexyz, just look at what we already have in builtin and minetest_game |
20:31 |
sapier |
thexyz true but who should write them the c++ coders or the modders? |
20:31 |
PilzAdam |
sapier, treelists would be a good solution |
20:31 |
sapier |
but not very intuitive to be built as formspec |
20:32 |
sapier |
not talking about selection handling |
20:32 |
PilzAdam |
maybe just show all the sub-mods of modpacks if one of the mods or the modpack is selected |
20:33 |
thexyz |
sapier: I vote for celeron55 |
20:33 |
sapier |
still quite complex ... what about a similar way I took for game mods? |
20:34 |
sapier |
a checkbox if selected all modpack mods are shown too (in different color) if not they're hidden |
20:34 |
PilzAdam |
maybe |
20:35 |
PilzAdam |
btw, the "Hide Game" looks very missplaced at the bottom |
20:35 |
sapier |
if you know a better place ;-) |
20:35 |
sapier |
hmm I already dislike my suggestion ... it'll require a list handling as complex as worldlist handling :-( |
20:35 |
PilzAdam |
I just noticed that I have 2 "abhängig von" lists |
20:36 |
sapier |
oops .. one should be named different |
20:37 |
PilzAdam |
... and the "Hide Game" switch doesnt even work for me |
20:37 |
sapier |
do you have game mods? |
20:37 |
PilzAdam |
minetest_game |
20:37 |
sapier |
they should be shown in blue |
20:37 |
PilzAdam |
they arent |
20:38 |
sapier |
I wonder what broke them again |
20:38 |
PilzAdam |
it works in Pilztest |
20:38 |
sapier |
strange |
20:39 |
PilzAdam |
and there is much debug output printed to console |
20:39 |
sapier |
debug output by which part? |
20:40 |
PilzAdam |
e.g. "checkbox nether disabled", "found disabled mod: >nuke<" |
20:40 |
PilzAdam |
and the "Enable all" button is missing |
20:41 |
sapier |
:-) plz update 814 |
20:41 |
sapier |
wait |
20:41 |
sapier |
enable all is available for modpacks only |
20:42 |
PilzAdam |
there should be one for all mods |
20:42 |
kahrl |
btw it shouldn't look for depends.txt in modpacks, I don't think the core loads them |
20:42 |
sapier |
as far as I remember depends.txt is used to decide if it's a modpack or not |
20:43 |
kahrl |
no, modpack.txt |
20:43 |
sapier |
ahh yes |
20:43 |
kahrl |
parseModContents is the exact algorithm |
20:44 |
sapier |
isn't done in core |
20:44 |
PilzAdam |
sapier, 814 updated |
20:45 |
kahrl |
maybe parsing mods and their dependencies should be delegated to the core |
20:45 |
kahrl |
having it done twice in different ways leads to bugs and inconsistencies |
20:45 |
sapier |
I'm not sure about the enable all button ... especialy as we want to make users enable mods on per world base |
20:46 |
PilzAdam |
sapier, added one more point |
20:46 |
sapier |
it's almost useless if you have different mods downloaded you most likely never will use same time |
20:46 |
sapier |
and I guess that will be most common case |
20:46 |
PilzAdam |
there are many people that always use all their mods |
20:47 |
PilzAdam |
and the button was a good excuse when they whined because of the new per world system |
20:47 |
sapier |
that is a decision of how you want to design minetest |
20:47 |
sapier |
should engine be a base for different games or for a single one only |
20:47 |
sapier |
if you view it from "different games" perspective enable/disable all are useless buttons |
20:48 |
proller |
sapier, before you servers in list have name and flags |
20:48 |
sapier |
name and description should be shown |
20:48 |
kahrl |
maybe for more complex configurations we could add a "copy configuration" button |
20:48 |
PilzAdam |
sapier, you cant really know how people will use it; and a useless button is not as bad as a missing one |
20:48 |
sapier |
is this wrong .. flags should be shown too |
20:49 |
kahrl |
which copies the mod configuration from one world to another |
20:49 |
sapier |
but yes you're right i remember they arent |
20:49 |
sapier |
gui just isn't big enough to put all this in on mask |
20:49 |
sapier |
a crowded gui is as bad as a missing feature |
20:51 |
sapier |
imho we should decide how we see minetest and create a gui for this. everyone now can create it's own gui so we aren't forced to push two views that never can match into one |
20:52 |
sapier |
kahrl I'd suggest to add the copy to world creation ... same as game selection add a different dropdown to allow copying mod settings from that world |
20:53 |
kahrl |
that could be done too |
20:53 |
kahrl |
but it's also a useful feature for existing worlds |
20:54 |
sapier |
yes but you have to keep in mind the gui is quite simple |
20:54 |
PilzAdam |
kahrl, push your voxelarea helpers already :-) |
20:54 |
kahrl |
PilzAdam: ok :) |
20:54 |
sapier |
if we would have rightclick context menus and mouseclick events that'd be easy but we havent |
20:55 |
sapier |
with current menu we almost need a new dialog to make copy at least a little bit intuitive |
20:55 |
kahrl |
sapier: the idea I had was making the world configuration contain multiple tabs: "Addon Mods" "Game Mods" "World Mods" "Copy" |
20:55 |
sapier |
interesting idea but lots of work to do |
20:56 |
sapier |
we don't have tabs in menu |
20:56 |
PilzAdam |
sapier, updatepo.sh detects all the gettext() calls in .cpp and .h files in src/ AFAIK, how about just "faking" one that isnt compiled that contains all of the messages? |
20:56 |
kahrl |
can't the main menu tabs be reused somehow? |
20:56 |
sapier |
no |
20:56 |
kahrl |
hmm |
20:56 |
sapier |
tabs in formspecs are just a buttonlist |
20:57 |
sapier |
you'd need to copy the tab mechanism from mainmenu and switch between those |
20:57 |
sapier |
possible yes ... but lots of typework and work to get it clean |
20:59 |
sapier |
remember we only have a tabheader element in formspec ... the whole gui change needs to be done in lua everytime a tabbutton is clicked ... you don't even get the tabname but only the index |
21:00 |
kahrl |
unrelated: any idea what should be done about https://github.com/minetest/minetest/issues/822? |
21:00 |
kahrl |
PilzAdam, hmmmmm ^ |
21:00 |
sapier |
PilzAdam would be at least better than updating by hand still that "fake-file" needs to be written by hand |
21:01 |
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21:01 |
sapier |
4096 nodes? WOW |
21:02 |
PilzAdam |
kahrl, do what 791 tried to do |
21:03 |
PilzAdam |
sapier, do you want to write 1 file by hand or 22? |
21:04 |
sapier |
as I said better than updating by hand still we could find a better solution ;-) |
21:04 |
PilzAdam |
maybe add comments with "gettext()" in the .lua files and include them in updatepo.sh? |
21:04 |
hmmmmm |
[04:19 PM] <sapier> can someone explain to me why this is a problem? ... yes I know some compilers etc complain about it but I still don't undertand why it should be a problem |
21:04 |
hmmmmm |
technically it isn't valid C++ if it doesn't have a newline at the end of a file |
21:05 |
sapier |
it's lua ;-) |
21:05 |
hmmmmm |
and "newline missing" warnings are very annoying and cannot be supressed |
21:05 |
hmmmmm |
oh |
21:05 |
hmmmmm |
yeah, seriously, consistency purposes, just do it. it's not breaking your finger to press the enter key, is it? |
21:05 |
sapier |
but thexyz alread gave another good explanation command line tools on unix like os |
21:05 |
kahrl |
would it be possible to change CONTENT_IGNORE and CONTENT_AIR to 0 and 1? |
21:06 |
kahrl |
does anything in minetest rely on the exact values? |
21:06 |
hmmmmm |
not really |
21:06 |
hmmmmm |
why would you do that, though? |
21:06 |
kahrl |
hmmmmm: changing ContentFeatures array to a vector |
21:06 |
hmmmmm |
oh right |
21:06 |
hmmmmm |
yeah, sure, air and ignore could be 0 and 1 just fine |
21:06 |
kahrl |
any serialization problems? |
21:06 |
hmmmmm |
nope |
21:07 |
hmmmmm |
why do i have a feeling that something else is going to break even though it shouldn't |
21:08 |
hmmmmm |
also i have literally no idea why they're 126 and 127 in the first place. it's so arbitrary |
21:08 |
kahrl |
a relic from 0.3 |
21:08 |
hmmmmm |
back when 8 bit content_ts were in, there was a reason |
21:08 |
hmmmmm |
and they were 254 and 255 |
21:08 |
PilzAdam |
hmmmmm, to troll Jordach: https://github.com/minetest/minetest/issues/822#issuecomment-20805844 |
21:08 |
hmmmmm |
but these are...halved? |
21:09 |
hmmmmm |
"which is probably air" - way to assume |
21:09 |
hmmmmm |
you know what they say about assuming? it makes an ass out of u and me |
21:09 |
kahrl |
the top bit specified that the rest of the content_t was stored in param2 |
21:09 |
kahrl |
and that was bad for performance if every air and ignore node had that property |
21:09 |
hmmmmm |
oh |
21:10 |
kahrl |
...afaik, it's been a long time |
21:10 |
hmmmmm |
yeah, that seems real old |
21:10 |
hmmmmm |
I sorta like what Blockscape does with their versions of MapNodes |
21:10 |
hmmmmm |
instead of having just a content_t, they split it up into a block shape and a material |
21:11 |
hmmmmm |
so you can have only one stairs block and it could be textured in any way you wish |
21:16 |
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21:46 |
kahrl |
changing it to a vector is certainly not as easy as #791 made it out to be |
21:47 |
kahrl |
for example the client relied on the fact that all unused node IDs have a valid ITexture* for unknown_node.png |
21:47 |
kahrl |
of course with a vector they don't even exist |
21:47 |
kahrl |
I'm tempted to make a CONTENT_UNKNOWN = 2 for just this purpose |
21:48 |
hmmmmm |
i say do it |
21:48 |
hmmmmm |
also, this would make things a bit cleaner so you can differentiate between "node not found" and "error" |
21:49 |
hmmmmm |
and "nothing had been placed here" |
21:57 |
kahrl |
so should I change getId(name) to return CONTENT_UNKNOWN on error? |
21:57 |
kahrl |
seems like a significant change |
21:58 |
hmmmmm |
it is.... that ought to stay the same, but for any new interfaces, CONTENT_UNKNOWN should be used if the node is unknown and CONTENT_IGNORE for an error |
22:26 |
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22:44 |
* VanessaE_ |
peeks in |
22:45 |
VanessaE_ |
oh sure, the conversation dies down an hour before I return home. figures :) |
22:45 |
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22:57 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/6517377c9be8f83ec9d5ba02c437e802e0ee8fc5 |
22:57 |
PilzAdam |
I found this old issue https://github.com/minetest/minetest/issues/79 and though its a good idea |
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23:32 |
kahrl |
this is what I got so far: http://mysticpaste.com/view/VqoAGphbDQ?3 |
23:32 |
kahrl |
it works (surprisingly) without any problems in singleplayer |
23:33 |
VanessaE_ |
why hard-code it to 0xfff? |
23:33 |
VanessaE_ |
nevermind, I'm not reading it clearly. |
23:33 |
kahrl |
I also tried removing register_node calls and loading the map, adding more than 4096 register_node calls and loading the map, etc. |
23:33 |
kahrl |
works |
23:34 |
kahrl |
when I joined a server all air was unknown nodes, as would be expected |
23:34 |
kahrl |
so this also needs a protocol version bump |
23:36 |
hmmmmm |
you sure that having getIds return CONTENT_UNKNOWN is a good idea? |
23:36 |
hmmmmm |
if not found* |
23:36 |
hmmmmm |
you'd have to change a lot |
23:36 |
hmmmmm |
getId rather |
23:37 |
kahrl |
did I do that? |
23:37 |
Exio4 |
kahrl: how does a client react to that? |
23:37 |
Exio4 |
(to that = change) |
23:37 |
hmmmmm |
CNodeDefManager::get() |
23:37 |
Exio4 |
old client i mean, too :P |
23:37 |
kahrl |
Exio4: haven't tried hosting a server |
23:37 |
kahrl |
hmmmmm: not sure |
23:37 |
hmmmmm |
unless i'm somehow reading it wrong |
23:38 |
hmmmmm |
in any case, there's a lot of code that relies on getId returning CONTENT_IGNORE on not found |
23:38 |
hmmmmm |
so it'd break all that |
23:38 |
Exio4 |
kahrl: and that client to some server? (just wondering, and i'm leaving right now :/) |
23:38 |
kahrl |
getId still returns CONTENT_IGNORE |
23:39 |
kahrl |
Exio4: all air is unknown nodes (solid) |
23:39 |
kahrl |
and I didn't check, but I think whatever is content_t = 0 on the server would be CONTENT_IGNORE on the client |
23:39 |
PilzAdam |
I am not sure if this huge incompatibility is good, currently you can connect to to a 0.4.4 server without major issues |
23:39 |
Exio4 |
you said that, nevermind.. |
23:40 |
hmmmmm |
oh, nevermind, i misread that |
23:40 |
kahrl |
I thought there were several protocol changes since then |
23:40 |
hmmmmm |
for some reason that diff is really hard to read |
23:40 |
PilzAdam |
kahrl, but nothing major |
23:42 |
kahrl |
I don't think it's possible to change the values of CONTENT_AIR/IGNORE then |
23:43 |
kahrl |
will be possible to leave them intact I guess, but will make NodeDefManager hard to understand |
23:43 |
PilzAdam |
cant you just hack in somewhere and swap 0 and 126 when recieving content from an old server? |
23:43 |
Exio4 |
is there anything that would cause big protocol "changes" like this? |
23:44 |
Exio4 |
so you pack the changes in "one big change that breaks compatibility" and not more than one? :P |
23:44 |
kahrl |
PilzAdam: could but that sounds really hacky |
23:44 |
kahrl |
Exio4: yeah, let's do the move to TCP ;) |
23:45 |
Exio4 |
hehe |
23:45 |
Exio4 |
kahrl: where you one with that "request-chunks" branch? |
23:45 |
Exio4 |
where the client requested mapblocks to the server instead of the server guessing them |
23:45 |
Exio4 |
s/requested/requests/ |
23:46 |
hmmmmm |
that was someone else |
23:46 |
hmmmmm |
that guy doesn't come around anymore..... |
23:46 |
Exio4 |
i don't recall how that branch was called nor who did that, that is why i asked |
23:46 |
kahrl |
celeron wrote the TCP socket code and someone (DavidMikeSimon?) wrote the client-request-blocks code |
23:47 |
hmmmmm |
i think we should continue on with that |
23:48 |
Exio4 |
kahrl: work for you! ;P |
23:50 |
hmmmmm |
hmmmmmm i guess it's a good time to try out my idea of sending all the blocks in the radius like minecraft does |
23:50 |
kahrl |
https://github.com/celeron55/minetest/commits/tcp_blocks_2 I think this is the newest version of that branch |
23:50 |
PilzAdam |
any comments on https://github.com/PilzAdam/minetest/commit/6517377c9be8f83ec9d5ba02c437e802e0ee8fc5 ? |
23:51 |
kahrl |
PilzAdam: not sure but are player names case sensitive? |
23:52 |
kahrl |
other than that it looks good |
23:53 |
PilzAdam |
yes, they are case sensitive |
23:53 |
kahrl |
even on windows? |
23:54 |
kahrl |
how does it use different player files? |
23:54 |
PilzAdam |
good question |
23:55 |
kahrl |
this is starting to look like a deeper problem :P |
23:55 |
PilzAdam |
... as always ;-) |
23:56 |
kahrl |
guess you can do a case insensitive comparison in that commit, to be always on the safe side |
23:57 |
Exio4 |
kahrl: two things, would be possible to reserve like the first 16 ids to "placeholders"? in case in a future MT gets a CONTENT_SOMETHING or so, (i say 16, but i guess it can even be 8?) |
23:57 |
Exio4 |
and doesn't break the compat with that change, the other thing, will you work with the TCP code? :P |
23:58 |
hmmmmm |
don't really see any point to that.... |
23:58 |
kahrl |
^ yeah, there's not really much reason to add new CONTENT_ codes |
23:59 |
Exio4 |
i don't see any point right now either |