Time |
Nick |
Message |
00:00 |
VanessaE |
hm, I suppose |
00:00 |
VanessaE |
wait.. |
00:00 |
|
CraigyDavi` joined #minetest-dev |
00:00 |
kahrl |
though that gives an incentive to prevent other devs from participating :P |
00:01 |
kahrl |
maybe just a fixed amount to each participant |
00:01 |
VanessaE |
wait. |
00:02 |
VanessaE |
aw come on where is it |
00:03 |
|
OldCoder joined #minetest-dev |
00:07 |
VanessaE |
http://veterok.tv/video/7641/Its-a-Mad-Mad-Mad-Mad-World-1963-on-Retrofilmsin |
00:07 |
VanessaE |
warning, |
00:07 |
VanessaE |
may have NSFW ads |
00:07 |
VanessaE |
advance to 22:29 in the movie for the reference. :) |
00:08 |
kahrl |
it's ok, I'm in my bedroom ;) |
00:08 |
VanessaE |
(the movie is "It's a Mad, Mad, Mad, Mad World") |
00:09 |
VanessaE |
the actual ref is a minute or so past. but that is a good spot to start. |
00:13 |
kahrl |
I can't seek, only watch from the beginning |
00:13 |
kahrl |
but that's fine |
00:14 |
VanessaE |
just click the seek bar is all I did |
00:14 |
kahrl |
I don't have flash |
00:14 |
VanessaE |
oh heh |
00:15 |
VanessaE |
well when you get to that time point, you'll surely let me know :) |
00:17 |
kahrl |
oh, hey, it's actually finished downloading after watching the credits |
00:17 |
VanessaE |
oh good |
00:19 |
VanessaE |
this movie's pure gold btw :) but just that one ~3 mins worth is all I wanted to reference :P |
00:21 |
kahrl |
I'd be fine with 2 eights instead of a quarter, too! |
00:21 |
VanessaE |
haha |
00:24 |
|
proller joined #minetest-dev |
00:32 |
|
kaeza joined #minetest-dev |
00:38 |
|
TriBlade9 joined #minetest-dev |
00:38 |
VanessaE |
kahrl: fitting reference? :) |
00:38 |
kahrl |
very much so :) |
00:39 |
TriBlade9 |
Attempting to change the weildhand rotation, just to be more minecrafty >:D |
00:39 |
kahrl |
I hope we don't wreck as many cars as they do though |
00:39 |
VanessaE |
haha |
00:44 |
Zeno` |
kahrl, https://github.com/minetest/minetest/blob/206f0764225de4eeb3b2cef119e22df8005e5d60/src/chat.cpp#L154 |
00:44 |
Zeno` |
Do you know what that comment means? I can't quite work it out |
00:45 |
Zeno` |
I'm guessing it means not to reformat lines already printed to the console? |
00:45 |
kahrl |
Zeno`: yes |
00:46 |
Zeno` |
ok, thank you |
00:46 |
TriBlade9 |
How many in-game formspecs are defined in C++? |
00:46 |
TriBlade9 |
Such as chat boxes and the options menu |
00:46 |
kahrl |
try writing a long chat message with multiple words |
00:46 |
kahrl |
then after submitting resize the chat window |
00:46 |
kahrl |
it'll rewrap the message |
00:46 |
Zeno` |
and that is not intended? |
00:46 |
kahrl |
it is |
00:47 |
kahrl |
but it should only be done for visible lines optimally |
00:47 |
kahrl |
but since it's not a huge deal, I never bothered with that |
00:47 |
Zeno` |
Ah ok, I see what the comment means now |
00:51 |
Zeno` |
I don't think I'll bother looking at that either :( |
00:53 |
Zeno` |
// TODO: When the console is resized, avoid reformatting lines that don't require reformatting (including invisible lines) |
00:53 |
Zeno` |
I'll add that to my personal repo just in case |
01:05 |
|
TriBlade9 joined #minetest-dev |
01:17 |
|
psedlak joined #minetest-dev |
01:24 |
|
proller joined #minetest-dev |
01:32 |
TriBlade9 |
Where/how would one modify the digging animation speed in camera.cpp? |
01:41 |
|
mos_basik joined #minetest-dev |
02:24 |
VanessaE |
[09-15 22:22] <kruug> hmmm...I get 4 "Could not load texture:" warnings, and 1 "Could not open file of texture: character.png" |
02:24 |
VanessaE |
^^^ with the vanilla game |
02:25 |
VanessaE |
3GB available RAM |
02:26 |
VanessaE |
Not the first time I've seen folks have that prob. I've seen it myself once or twice, always thought it was an OOM issue |
02:47 |
TriBlade9 |
Hello guys, Little help here please? |
02:48 |
TriBlade9 |
After attempting to merge the colored text patch from freeminer and compiling, I get an error |
02:48 |
TriBlade9 |
minetest/src/cguittfont/CGUITTFont.h:35:22: fatal error: ft2build.h: No such file or directory |
02:48 |
TriBlade9 |
#include <ft2build.h> |
02:49 |
VanessaE |
freeminer is not exactly supported here |
02:50 |
TriBlade9 |
I am aware of that |
02:50 |
TriBlade9 |
I'm modifying Minetest, not freeminer |
02:50 |
TriBlade9 |
I'm backporting a freeminer commit |
02:50 |
VanessaE |
ahh |
02:51 |
TriBlade9 |
Strangely enough, that line never changes in vanilla minetest |
02:51 |
TriBlade9 |
So I have no idea where to start in fixing it |
02:55 |
TriBlade9 |
Testing with -DENABLE_FREETYPE=ON |
02:56 |
|
kruug joined #minetest-dev |
02:56 |
TriBlade9 |
Hi kruug! |
02:56 |
kruug |
Hi |
02:57 |
TriBlade9 |
sup? |
02:57 |
kruug |
I'm having issues with textures not loading... |
02:57 |
kruug |
some default textures won't for me in the hotbar/inventory panels |
02:57 |
kruug |
for example, I can see wood in teh world, I can see wood in my hand, but I can't see wood in the hotbar or inventory screen. |
02:58 |
kruug |
built from the latest github repo |
02:58 |
TriBlade9 |
And you've tested preload item visuals? Both on and off? |
02:58 |
kruug |
Debian "Jessie"/testing x64 |
02:58 |
kruug |
only set to "Off" |
02:58 |
kruug |
let me test "on" quick |
02:58 |
TriBlade9 |
Try on? |
02:58 |
TriBlade9 |
Oh, what GPU do you have? |
02:58 |
|
prozacgod joined #minetest-dev |
02:58 |
kruug |
no go there either. |
02:58 |
TriBlade9 |
I have trouble with my Intel GPU with textures sometimes |
02:59 |
kruug |
nVidia something or another running noveau drivers |
02:59 |
kruug |
but that's the thing, it's not all textures. |
02:59 |
TriBlade9 |
Optimus/primu? |
02:59 |
prozacgod |
the latest noveau driver on ubuntu keeps giving me GPU lockups on my gtx660 |
02:59 |
TriBlade9 |
Only inventory and hotbar? Do all world textures load fine? |
03:00 |
kruug |
for instance, the papyrus textures load in the hotbar/inventory |
03:00 |
prozacgod |
not in minetest - just noting it for kruug, wonder if it's related - several other people mentioned the error on the forums |
03:00 |
kruug |
yes, just the inventory/hotbar |
03:00 |
TriBlade9 |
Strange |
03:00 |
TriBlade9 |
I have no idea <3 |
03:00 |
TriBlade9 |
@VanessaE: I got it to work, -DENABLE_FREETYPE did the trick |
03:00 |
TriBlade9 |
Now I gotta get it to work if freetpye isn't there |
03:00 |
kruug |
nVidia GeForce 6150 LE |
03:01 |
VanessaE |
cool |
03:03 |
TriBlade9 |
WOO |
03:03 |
TriBlade9 |
COLORED CHAT PATCH WORKS |
03:04 |
TriBlade9 |
Question, why is Enable freetype off by default? |
03:05 |
VanessaE |
not sure |
03:05 |
VanessaE |
some people like bitmap fonts :) |
03:05 |
TriBlade9 |
Is there a reason why it might be needed to be off? |
03:05 |
TriBlade9 |
Yeah |
03:05 |
VanessaE |
however with colored font support that pretty much eliminates that need |
03:05 |
TriBlade9 |
Well, I have no idea how to make this bitmap-font safe |
03:05 |
TriBlade9 |
Is there a reason why colored fonts haven't been added yet that you know of? |
03:06 |
VanessaE |
not sure about that either. |
03:06 |
VanessaE |
set up a pull request and let the other devs sort the rest out :) |
03:06 |
TriBlade9 |
Yeah |
03:06 |
TriBlade9 |
Well, I forgot to branch first x] |
03:06 |
VanessaE |
meh, that's okay |
03:06 |
TriBlade9 |
Plus this is a straight copy of Freeminer's GPLV2 color code |
03:06 |
TriBlade9 |
Sooooo, I doubt that will go over well |
03:06 |
VanessaE |
eh... |
03:06 |
VanessaE |
that's a problem |
03:07 |
VanessaE |
GPL --> LGPL is problematic |
03:07 |
TriBlade9 |
MT is LGPL? |
03:07 |
TriBlade9 |
O_o |
03:07 |
VanessaE |
yeah |
03:07 |
VanessaE |
you'll have to poke proller about that |
03:07 |
VanessaE |
get permission to re-license it |
03:07 |
TriBlade9 |
Wait, was FreeMiner originally licensed under LGPL? |
03:07 |
VanessaE |
freeminer forked from Minetest and then relicensed to GPL |
03:07 |
TriBlade9 |
Before they swtiched to GPLv3? |
03:08 |
TriBlade9 |
This is using the license before the switch, which I assumed was v2 |
03:08 |
VanessaE |
Minetest has been LGPL since I don't remember when |
03:09 |
VanessaE |
wow |
03:09 |
VanessaE |
since June 5, 2012. |
03:09 |
VanessaE |
https://github.com/minetest/minetest/commit/037b2591971d752e67fa7d47095b996b3f56da5a |
03:09 |
* TriBlade9 |
is a derp |
03:09 |
VanessaE |
heh |
03:09 |
TriBlade9 |
Yep, it's LGPL x] |
03:10 |
TriBlade9 |
Okay, the license is good to go |
03:10 |
VanessaE |
if the patch is GPL, it can't be used |
03:11 |
TriBlade9 |
LGPL |
03:11 |
TriBlade9 |
LGGGPPPLLL |
03:11 |
VanessaE |
ah |
03:11 |
VanessaE |
pull request that fucker then ;) |
03:11 |
TriBlade9 |
Yeah... |
03:11 |
TriBlade9 |
Well, I've totally screwed this up |
03:11 |
TriBlade9 |
Probably gonna have to do all kinds of crazy git trcisk |
03:12 |
TriBlade9 |
Also, What's the difference between the minetest and core root lua variables? |
03:12 |
VanessaE |
nothing |
03:12 |
TriBlade9 |
So minetest == core? |
03:12 |
VanessaE |
just a name change that happened recently to better reflect their meaning. |
03:12 |
TriBlade9 |
And core is preferred? |
03:12 |
VanessaE |
yepo |
03:13 |
TriBlade9 |
Then I should probably make a pull request later to update lua_api.txt |
03:13 |
VanessaE |
core is preferred for stuff that's supplied with the engine e.g. stuff in builtin/ |
03:13 |
TriBlade9 |
Ah |
03:13 |
TriBlade9 |
so colorize does belong there then |
03:13 |
VanessaE |
but for mods generally minetest.* is preferred more out of inertia than anything else |
03:13 |
VanessaE |
ShadowNinja: *poke* |
03:13 |
TriBlade9 |
What's the grudge against Freeminer? |
03:14 |
VanessaE |
freeminer devs split from minetest in a huff, and have a habit of saying "oh that was fixed in fm", here in this channel, meanwhile patches get merged into that engine without as much testing |
03:16 |
VanessaE |
the split itself was fueled by a desire to see things merged faster than was the case at the time |
03:16 |
TriBlade9 |
I understand that |
03:17 |
TriBlade9 |
The only preference I have with FM is the colored chat and Main menu. Cmon, they have one smexy main menu |
03:17 |
TriBlade9 |
The minimap is a bit strange |
03:17 |
VanessaE |
heh |
03:19 |
TriBlade9 |
Question |
03:20 |
TriBlade9 |
I've never made a PR for MT before, should I first create an issue with TODOS and the commit number attached |
03:20 |
TriBlade9 |
Once the issue is completed, should I then make a PR? |
03:20 |
TriBlade9 |
Or just use the PR as an issue? |
03:20 |
TriBlade9 |
Or just say Screw it, I'm Batman? |
03:20 |
VanessaE |
normally you just outright issue the PR and then discuss it within the comments attached to it |
03:20 |
VanessaE |
"screw it, I'm batman" as you put it. |
03:21 |
VanessaE |
at this point you already did all the work, so there's not much else to do but PR and then discuss :) |
03:21 |
TriBlade9 |
Discuss and add non-Freetype support |
03:21 |
VanessaE |
*nod* |
03:21 |
TriBlade9 |
Right now compilation fails without freetpye as default |
03:21 |
VanessaE |
about like that yeah |
03:22 |
TriBlade9 |
Alrighty, thanks :) |
03:22 |
TriBlade9 |
Also, I'm almost as old with MT as you are, but new username |
03:22 |
TriBlade9 |
Not gonna say my old ones |
03:22 |
TriBlade9 |
Since I inspired some hate at one point >_> |
03:22 |
|
sol_invictus joined #minetest-dev |
03:22 |
TriBlade9 |
We were friends though, just FYI. |
03:23 |
prozacgod |
I wanna be friends ! |
03:23 |
prozacgod |
:P |
03:23 |
TriBlade9 |
:O |
03:23 |
TriBlade9 |
OKAY! |
03:23 |
prozacgod |
hi5! |
03:23 |
* TriBlade9 |
gives prozacgod a friendship bracelet |
03:23 |
* TriBlade9 |
aka a friendcuff |
03:24 |
prozacgod |
I forked today, digging through issues to look at, trying to get acquainted with the code |
03:25 |
TriBlade9 |
Good luck at that prozacgod |
03:25 |
prozacgod |
it's been a number of years since I did any C/C++ development |
03:25 |
TriBlade9 |
This stuff is damn hard to understand |
03:25 |
TriBlade9 |
Same |
03:25 |
TriBlade9 |
8 |
03:25 |
prozacgod |
it was probably about 2000-2002 since I did any large projects in C and barely anything memorable in c++ |
03:26 |
prozacgod |
I keep wanting to say "oh to hell with this, let me just C99 this codebase :P" ... (j/k) |
03:26 |
|
CraigyDavi joined #minetest-dev |
03:27 |
TriBlade9 |
If you want a C99 voxel game, check out https://github.com/fogleman/Craft |
03:27 |
TriBlade9 |
I tried to port that to C++, failed miserably |
03:29 |
prozacgod |
it looks pretty good actually |
03:30 |
TriBlade9 |
Yeah, it is |
03:30 |
TriBlade9 |
Just impossible to port >_> |
03:30 |
prozacgod |
naw, you don't need to port it, just need to mind your pointers, and dealloc your buffers |
03:31 |
prozacgod |
mmm memory management... MANLY... :P |
03:32 |
prozacgod |
also managing your vtable in structs... |
03:45 |
|
Hunterz joined #minetest-dev |
04:10 |
|
TriBlade9 left #minetest-dev |
04:14 |
Zeno` |
Easter egg: https://github.com/minetest/minetest/blob/master/src/main.cpp#L1133 |
04:14 |
* Zeno` |
continues refactoring main |
04:34 |
kaeza |
https://forum.minetest.net/viewtopic.php?f=3&t=10118 |
04:40 |
|
ibloat joined #minetest-dev |
04:54 |
|
TriBlade9 joined #minetest-dev |
04:54 |
TriBlade9 |
For some reason attempting to merge it is going quite badly |
04:54 |
TriBlade9 |
Can't quite get why it won't compile suddenly |
05:30 |
|
mos_basik_ joined #minetest-dev |
05:47 |
|
Hunterz joined #minetest-dev |
05:54 |
|
casimir joined #minetest-dev |
05:58 |
|
Mikaela left #minetest-dev |
06:05 |
|
TriBlade9 left #minetest-dev |
06:09 |
|
ibloat joined #minetest-dev |
06:30 |
ibloat |
so right now mods only get announced on the forum? there is no database of some kind to keep track? on the wiki maybe |
06:30 |
VanessaE |
there is |
06:30 |
VanessaE |
https://forum.minetest.net/mmdb/ |
06:30 |
VanessaE |
but modders have to explicitly upload their mods to it |
06:31 |
VanessaE |
the content here shows up in the mod store in the client |
06:31 |
VanessaE |
mods uploaded to this site are then vetted by a forum moderator |
06:31 |
ibloat |
ah nice |
06:31 |
VanessaE |
the problem is too many indians and not enough chiefs :P |
06:31 |
VanessaE |
well that's one problem |
06:32 |
ibloat |
a link to that page on the 'intalling mods' page on the wiki would make sense |
06:32 |
ibloat |
how so? |
06:32 |
VanessaE |
the other is that modders generally don't like having to re-upload their mods to the database every time they make a change; a lot of mods are rolling-release model |
06:32 |
VanessaE |
so there's no particular release schedule or versioning for some mods |
06:32 |
VanessaE |
mine are like that, for example |
06:33 |
VanessaE |
there have been discussions about automating the rolling release model into the store, but I don't recall the outcome of the last discussion (which was within the past day or two) |
06:36 |
ibloat |
updating it once a month would go a long way to show users there is activity. many users won't dig into github or manually install mods. |
06:36 |
VanessaE |
it's updated more often than that actually |
06:37 |
ibloat |
maybe a checkbox in the store for 'dev version' |
06:37 |
VanessaE |
it's more a matter of how often the modders themselves upload the mods |
06:37 |
VanessaE |
it could easily be daily or even hourly |
06:37 |
ibloat |
that will fetch the repos directly |
06:37 |
VanessaE |
the problem is the workload on the modders and the folks that have to review them |
06:37 |
VanessaE |
iqualfragile insists that mods be fully vetted before passing them to clients |
06:38 |
ibloat |
ah so every mod update need to be approved |
06:38 |
VanessaE |
on that site/on the store yeah |
06:38 |
VanessaE |
a laudable goal but one that just doesn't work in practice |
06:39 |
VanessaE |
now, with this sandboxing that ShadowNinja is adding to the engine, which will affect the client too, that shouldn't be an issue anymore |
06:39 |
VanessaE |
I'm not clear how dev/rolling-releases would be handled, but I think the idea you suggest is similar to what was discused |
06:39 |
VanessaE |
discussed* |
06:39 |
VanessaE |
damned if I can remember now |
06:40 |
ibloat |
is there an eta for the sandboxing? |
06:40 |
VanessaE |
days to a week if I guess it right |
06:40 |
VanessaE |
perhaps a bit more |
06:40 |
VanessaE |
it was not made clear |
06:40 |
VanessaE |
but the intent is soon, for sure |
06:41 |
VanessaE |
https://github.com/minetest/minetest/pull/1606 |
06:41 |
ibloat |
so not much sense in changing things around until then |
06:41 |
VanessaE |
right |
06:47 |
VanessaE |
I'm out. bed. |
06:58 |
|
TriBlade9 joined #minetest-dev |
07:02 |
ibloat |
gn. |
07:04 |
TriBlade9 |
Hey peoples, where might one find the rendering code for entities? |
07:05 |
TriBlade9 |
(We really need some sort of doc for what each file actually does) |
07:06 |
|
sol_invictus joined #minetest-dev |
07:29 |
|
scourge joined #minetest-dev |
07:37 |
hmmmm |
I wonder if I should make voxel manipulators emerge the exact area specified rather than rounding out to whole blocks |
07:39 |
Zeno` |
depends how they're emerged I guess |
07:39 |
Zeno` |
aligned things are often faster |
07:42 |
|
OldCoder joined #minetest-dev |
07:51 |
|
FR^2 joined #minetest-dev |
08:01 |
Zeno` |
Is anyone here building on Windows? |
08:02 |
Zeno` |
If so, I'd like https://github.com/Zeno-/minetest/tree/refactor_main tested |
08:05 |
Zeno` |
after that I'll probably start refactoring (I've only "restructured" so far") |
08:07 |
RealBadAngel |
on windows? apage satanas :P |
08:07 |
Zeno` |
Well... someone must :D |
08:08 |
RealBadAngel |
this is #dev not #hardcore-SM chan ;) |
08:08 |
RealBadAngel |
btw, found obvious bug in water rendering |
08:08 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L216 |
08:09 |
RealBadAngel |
top of the node got here is always a corner of the mapblock, not the node above the position |
08:10 |
|
darkrose joined #minetest-dev |
08:10 |
RealBadAngel |
ooops, nvm |
08:10 |
RealBadAngel |
forget it, its ok |
08:11 |
Zeno` |
hardcore-sm... lmao |
08:11 |
Zeno` |
I suppose I could install Wine |
08:12 |
Zeno` |
nah |
08:12 |
Zeno` |
looks too hard |
08:17 |
|
OldCoder joined #minetest-dev |
08:20 |
Zeno` |
I think you have Windows RBA |
08:20 |
Zeno` |
I was told that you'd love to test on Windows |
08:22 |
|
darkrose joined #minetest-dev |
08:33 |
|
TriBlade9 joined #minetest-dev |
08:54 |
|
Taoki[mobile] joined #minetest-dev |
09:01 |
|
scourge joined #minetest-dev |
09:02 |
|
kahrl joined #minetest-dev |
09:09 |
proller |
TriBlade9, just because mt sect against anything new and forks ;) |
09:11 |
TriBlade9 |
Replying to why there's enmity between MT and freeminer proller? Dayum, has the chat been that slow? |
09:28 |
RealBadAngel |
Zeno`, i have windows here but havent booted into it since months already ;) |
09:30 |
TriBlade9 |
RBA, if you're still doing the node highlighting selector, might also add an API for coloring the different sides? j/k |
09:32 |
RealBadAngel |
TriBlade9, im almost done with highlighting (for nodes), preparing new pull right now |
09:33 |
RealBadAngel |
coloring different sides makes no sense, complex nodeboxes will look then as vomited rainbow thingy ;) |
09:34 |
TriBlade9 |
I'm kidding :P |
09:34 |
kahrl |
could be useful for default:nyancat_rainbow |
09:34 |
TriBlade9 |
Only MC mod that does that I know of is Mekanism |
09:35 |
TriBlade9 |
Btw, would anyone like a PR that decreases the selection line size? |
09:35 |
TriBlade9 |
It's a single-variable change |
09:35 |
RealBadAngel |
kahrl, i think i managed to satisfy all the haters and lovers with new version of highlighting ;) |
09:36 |
kahrl |
TriBlade9: selection line size? |
09:36 |
TriBlade9 |
Yes |
09:36 |
kahrl |
what's that? |
09:36 |
TriBlade9 |
The width of the edges of the highlight box |
09:36 |
kahrl |
oh |
09:36 |
RealBadAngel |
thickness of selection box lines |
09:36 |
TriBlade9 |
For some the thickness is an instant turn-off |
09:36 |
RealBadAngel |
also no sense |
09:36 |
kahrl |
I think it's fine |
09:36 |
TriBlade9 |
Quite strange for those coming from Minecraft |
09:36 |
RealBadAngel |
same argument: complex nodeboxes |
09:36 |
TriBlade9 |
Perhaps a config option? x] |
09:37 |
RealBadAngel |
lemme show u a screenshot |
09:37 |
TriBlade9 |
? |
09:37 |
Zeno` |
It is a config option isn't it? |
09:37 |
Zeno` |
RBA, thanks for testing on Windows for me :3 |
09:37 |
Zeno` |
lmao :P |
09:38 |
Zeno` |
TriBlade9, you PR isn't building |
09:38 |
TriBlade9 |
IK |
09:39 |
TriBlade9 |
Needs -DENABLE_FREETYPE=1 |
09:39 |
TriBlade9 |
Not sure how to get around that ATM |
09:39 |
TriBlade9 |
My C++ skills have rusted to dust |
09:39 |
RealBadAngel |
http://i.imgur.com/Ed1fTcI.png |
09:39 |
Zeno` |
what is src/StaticText.cpp? |
09:40 |
RealBadAngel |
http://i.imgur.com/oRpzzvu.png |
09:40 |
TriBlade9 |
New File Zeno |
09:40 |
RealBadAngel |
selection boxes vs highlighting |
09:40 |
Zeno` |
and .h... they probably need to be excluded from the build if freetype ins't enable (based on a /very/ quick glance) |
09:41 |
RealBadAngel |
TriBlade9, now you see? |
09:41 |
TriBlade9 |
Well, several classes rely on them now |
09:41 |
TriBlade9 |
Yes, but I can't decide which I like better or worse |
09:41 |
Zeno` |
The other concern I have with backporting freeminer stuff is that freeminer uses C++11 |
09:42 |
TriBlade9 |
I could double-check to make sure it builds with an older version |
09:42 |
Zeno` |
and some LTS OS's do not support cxx11, so I guess that needs to be checked |
09:42 |
|
jin_xi joined #minetest-dev |
09:42 |
Zeno` |
yeah I think so... if that's ok |
09:43 |
Zeno` |
I dunno if supporting LTS OS versions is a goal though |
09:43 |
Zeno` |
it *should* be |
09:43 |
TriBlade9 |
How do I change the backend? x] |
09:43 |
Zeno` |
did you change cmake settings at all? |
09:43 |
Zeno` |
if not it's probably not using cxx11 |
09:44 |
TriBlade9 |
I didn't change the CmakeLists other than adding those files |
09:44 |
Zeno` |
yeah probably doesn't use c++11 then |
09:44 |
TriBlade9 |
Then it should be good x] |
09:44 |
TriBlade9 |
If someone could fix the Freetype problem, it'd be even better |
09:44 |
Zeno` |
yeah, apart from it not building :P |
09:45 |
|
scourge joined #minetest-dev |
09:45 |
TriBlade9 |
Lemme see if Freeminer can even compile without freetype |
09:47 |
Zeno` |
My server uses gcc version 4.4.6 20120305 |
09:47 |
Zeno` |
So no C++11 for me :( |
09:47 |
TriBlade9 |
Ow |
09:47 |
|
Amaz joined #minetest-dev |
09:48 |
Zeno` |
It's a LTS server though, so *shrug* |
09:51 |
|
jin_xi joined #minetest-dev |
10:27 |
|
proller joined #minetest-dev |
10:47 |
RealBadAngel |
ok, updated node highlighting pull is rdy, #1639 |
10:48 |
RealBadAngel |
anybody wanna test it? |
10:48 |
TriBlade9 |
Sure |
10:49 |
RealBadAngel |
kahrl? |
10:49 |
TriBlade9 |
Cloning... |
10:50 |
TriBlade9 |
Btw, got anything for making selection boxes rotate with entities? :P |
10:50 |
RealBadAngel |
no problem with that |
10:50 |
|
ImQ009 joined #minetest-dev |
10:51 |
RealBadAngel |
i will add that feature when adding highlghting for entities |
10:51 |
TriBlade9 |
Compiling |
10:51 |
TriBlade9 |
Aewsome |
10:51 |
TriBlade9 |
Perhaps make the standard box do that too? :P |
10:51 |
TriBlade9 |
Why am I putting :P everywhere? |
10:51 |
RealBadAngel |
dunno :P |
10:52 |
TriBlade9 |
How many different branches do you have? O_o |
10:53 |
RealBadAngel |
well, a few of them ;) |
10:54 |
TriBlade9 |
How many are you actively working on? (What features?) |
10:55 |
RealBadAngel |
mainly shaders, lighting, some modding features |
10:55 |
RealBadAngel |
all about gfx |
10:56 |
TriBlade9 |
Shaders eh? |
10:56 |
TriBlade9 |
We could use some of those right now, the current ones are kinda pathetic |
10:56 |
RealBadAngel |
oh thx :P |
10:56 |
RealBadAngel |
have you ever tried bumpmapping or parallax in mt? |
10:57 |
TriBlade9 |
Yes |
10:57 |
TriBlade9 |
Both are pretty bad though IMO |
10:57 |
TriBlade9 |
Btw, did you decrease the default width of the selectionbox lines? It looks like it |
10:57 |
RealBadAngel |
no i havent |
10:57 |
RealBadAngel |
pretty bad? lol |
10:58 |
TriBlade9 |
Not yet, haven't tested |
10:58 |
RealBadAngel |
theyre way better than mc have :P |
10:58 |
TriBlade9 |
The shaders? |
10:58 |
TriBlade9 |
Yes |
10:58 |
TriBlade9 |
The lighting? Nope |
10:58 |
|
CraigyDavi` joined #minetest-dev |
10:59 |
RealBadAngel |
better pick one and only tp that uses bumpmapping and parralax and say again if they suck |
10:59 |
RealBadAngel |
https://github.com/RealBadAngel/HavenNG |
10:59 |
TriBlade9 |
I derped and compiled the master branch >_> |
11:00 |
TriBlade9 |
Owow |
11:00 |
|
Amaz joined #minetest-dev |
11:01 |
TriBlade9 |
How do you install a texturepack? I've never done it :P |
11:01 |
* TriBlade9 |
just edits the default textures to his liking |
11:01 |
RealBadAngel |
so how could you say that you checked parallax and bumpmapping? rotfl |
11:01 |
Zeno` |
legoland |
11:01 |
TriBlade9 |
Turned it on with the default textures? |
11:02 |
RealBadAngel |
for those effects you need textures, normal maps |
11:02 |
TriBlade9 |
That explains it |
11:02 |
RealBadAngel |
without textures, theres just on the fly normal map generation |
11:02 |
RealBadAngel |
and no parallax effect at all |
11:03 |
TriBlade9 |
Any nodeboxes in minimal game? |
11:04 |
RealBadAngel |
https://www.youtube.com/watch?v=ueQg18t1qyE |
11:04 |
RealBadAngel |
^^ example of parallax and bumpmapping |
11:05 |
TriBlade9 |
:/ |
11:05 |
RealBadAngel |
TriBlade9, better get minetest_game |
11:05 |
TriBlade9 |
Daww |
11:06 |
RealBadAngel |
and something on the other shaders https://www.youtube.com/watch?v=2x6w0wspmPo |
11:07 |
RealBadAngel |
or this: https://www.youtube.com/watch?v=hubBBzh_190 |
11:07 |
TriBlade9 |
Welp RBA |
11:07 |
TriBlade9 |
It might appeal to some people, not to me, but nice work :D |
11:08 |
RealBadAngel |
ok, whats about highlighting? |
11:10 |
TriBlade9 |
That's what I'm talking about |
11:10 |
TriBlade9 |
Sorry x] |
11:10 |
TriBlade9 |
Additionally, some nodeboxes still look strange |
11:10 |
TriBlade9 |
Such as stairs from the back or sides, you can see a whiteish plane when selecting them that divides the sections of the stair |
11:10 |
TriBlade9 |
Not sure if that's fixable, as standard selection has the same problem |
11:11 |
RealBadAngel |
not fixable rather |
11:11 |
RealBadAngel |
mesh is built out of selection boxes |
11:11 |
TriBlade9 |
Okay |
11:12 |
TriBlade9 |
Also, it makes white-based textures look a bit strange |
11:12 |
RealBadAngel |
pick another color then |
11:12 |
TriBlade9 |
What exactly am I supposed to be critiquing anyways? x] |
11:12 |
RealBadAngel |
some have screamed that selection should be white |
11:12 |
RealBadAngel |
but im using blue one |
11:13 |
RealBadAngel |
its way nicer imho |
11:13 |
TriBlade9 |
Mine is white? |
11:13 |
RealBadAngel |
yes |
11:14 |
RealBadAngel |
color is up to /textures/base/pack/halo.png |
11:14 |
TriBlade9 |
With a config option in the main options, I'm sure people would use both modes pretty equally |
11:14 |
TriBlade9 |
Waait |
11:14 |
TriBlade9 |
So you could feasibly add texture to the box ? |
11:14 |
RealBadAngel |
yes |
11:14 |
RealBadAngel |
plan is to add animated textures here |
11:14 |
TriBlade9 |
o-o |
11:14 |
RealBadAngel |
with noise or sparkles |
11:14 |
TriBlade9 |
:/ |
11:15 |
RealBadAngel |
whatever |
11:15 |
RealBadAngel |
up to texture packs/game makers |
11:15 |
TriBlade9 |
Just added a black line around mine, just to be a jerk |
11:15 |
TriBlade9 |
That is actually a cool idea though |
11:15 |
TriBlade9 |
Aww |
11:15 |
TriBlade9 |
said black line is invisible O-o |
11:16 |
RealBadAngel |
http://i.imgur.com/RhCSHM7.png |
11:17 |
RealBadAngel |
this uses animated texture (modified water surface) |
11:17 |
TriBlade9 |
Hmm |
11:17 |
TriBlade9 |
Looks odd still :/ |
11:17 |
TriBlade9 |
Mebbe I've just played too much Minecraft :P |
11:17 |
TriBlade9 |
Anyways, how do you amke it animated? |
11:18 |
RealBadAngel |
that feature is not in the pull |
11:18 |
TriBlade9 |
aww |
11:18 |
RealBadAngel |
but it will be as easy as using animated texture |
11:18 |
RealBadAngel |
no config or whatever needed |
11:18 |
TriBlade9 |
It would seem that the mesh is partially transparent and opaque by default, why's that? |
11:18 |
TriBlade9 |
Could you leave it to the texture 100%? |
11:19 |
RealBadAngel |
node texture is inside the selection mesh |
11:19 |
TriBlade9 |
So? Am I missing something? |
11:19 |
RealBadAngel |
and has nothing to do with halo around it |
11:20 |
TriBlade9 |
IK |
11:20 |
TriBlade9 |
But can the halo be fully opaque at parts? |
11:20 |
RealBadAngel |
no |
11:20 |
RealBadAngel |
it doesnt work that way |
11:20 |
TriBlade9 |
Exprain? |
11:21 |
TriBlade9 |
Right now the texture doesn't seem to do much |
11:21 |
RealBadAngel |
visibility of the halo is controlled by light level at position |
11:21 |
RealBadAngel |
to fit day/night and caves |
11:21 |
TriBlade9 |
Oooooh |
11:22 |
TriBlade9 |
WTF |
11:22 |
TriBlade9 |
Is it supposed to randomly change colors? |
11:22 |
RealBadAngel |
yes |
11:22 |
RealBadAngel |
slight shifting over the time |
11:22 |
TriBlade9 |
This aint slight |
11:22 |
Zeno` |
is xyzz here? |
11:22 |
TriBlade9 |
32x32 texture |
11:23 |
RealBadAngel |
its barely visible |
11:23 |
RealBadAngel |
but help a lot to see highlighting on various nodes |
11:23 |
TriBlade9 |
Not in full darkness |
11:23 |
kahrl |
Zeno`: rarely, but you can /msg xyz |
11:23 |
TriBlade9 |
In full darkness it's more of a disco-floor sort of deal |
11:24 |
RealBadAngel |
ah |
11:24 |
Zeno` |
thanks kahrl |
11:24 |
RealBadAngel |
thx, need to add clamping there |
11:24 |
Zeno` |
I just thought a direct conversation rather than line comments in git would be easier, but it's no big deal |
11:24 |
Zeno` |
s/git/github |
11:25 |
RealBadAngel |
bbl |
11:25 |
TriBlade9 |
It'd be really cool to be able to specify like a 128px texture with crosshairs and special decorations on the block that are opaque |
11:25 |
TriBlade9 |
Cyas! |
11:25 |
TriBlade9 |
Ty for the work! |
11:39 |
Zeno` |
and ty for all the fish |
11:50 |
TriBlade9 |
s/and ty/So long, and ty/ |
11:53 |
|
Hunterz joined #minetest-dev |
12:09 |
Megaf |
Hey TriBlade9 |
12:25 |
TriBlade9 |
Hey Megaf |
12:30 |
|
ImQ009 joined #minetest-dev |
12:33 |
|
AnotherBrick joined #minetest-dev |
12:33 |
Zeno` |
hi Megaf |
12:33 |
Megaf |
Hey Zeno`, I ve seen your "issue" |
12:34 |
Zeno` |
Megaf, slowly chipping away at it |
12:34 |
Megaf |
I havent really seen it in deph, but it seems that you are doing pretty well |
12:35 |
Zeno` |
I made it an issue instead of a pull request because it's not finished (nowhere near finished) but I wanted people to be aware that I'm attempting it |
12:35 |
Zeno` |
just so there's no huge merge conflict in the next day or two (I doubt there will be, but ya never know) |
12:36 |
Zeno` |
Megaf, I just want it comprehensible |
12:37 |
Zeno` |
it's, slowly, getting there. I actually haven't done anything yet apart from create functions |
12:37 |
Zeno` |
more to come tomorrow ;) |
12:37 |
Zeno` |
as I move onto "stage 2" |
12:37 |
Megaf |
Im getting this on my console, on client side when playing on my server |
12:37 |
Megaf |
13:35:34: ERROR[main]: ClientEnvironment::processActiveObjectMessage(): id=1 type=e SerializationError in processMessage(), message="" |
12:37 |
Megaf |
what does it means? |
12:37 |
Megaf |
^ kahrl |
12:40 |
|
Bligh joined #minetest-dev |
13:15 |
|
proller joined #minetest-dev |
13:30 |
|
BlockMen joined #minetest-dev |
13:45 |
|
Hunterz joined #minetest-dev |
14:09 |
|
asl joined #minetest-dev |
14:20 |
|
kruug left #minetest-dev |
14:23 |
|
zat joined #minetest-dev |
14:53 |
|
NakedFury joined #minetest-dev |
14:58 |
|
khonkhortisan joined #minetest-dev |
15:02 |
|
hmmmm joined #minetest-dev |
15:02 |
|
BlockMen joined #minetest-dev |
15:02 |
|
PenguinDad joined #minetest-dev |
15:07 |
|
khonkhortisan joined #minetest-dev |
15:12 |
|
RealBadAngel joined #minetest-dev |
15:12 |
RealBadAngel |
hi |
15:12 |
VanessaE |
wb |
15:13 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1639 |
15:14 |
RealBadAngel |
testers are welcome ;) |
15:14 |
VanessaE |
did you fix triblade9's issue with the "disco floor" look at night? |
15:14 |
RealBadAngel |
enable_node_highlighting = true |
15:14 |
VanessaE |
(I read the conversation) |
15:15 |
RealBadAngel |
yup, while cleaning the code i forgot to add clamping |
15:15 |
VanessaE |
ok |
15:15 |
BlockMen |
RealBadAngel, documentation should show the default values ;) https://github.com/minetest/minetest/pull/1639/files#diff-2fb5b44f6775f04cbd1e45bc2dfeb8b8R164 |
15:16 |
RealBadAngel |
BlockMen, ok |
15:16 |
VanessaE |
compiling... |
15:19 |
VanessaE |
RealBadAngel: bug. |
15:19 |
RealBadAngel |
yes? |
15:19 |
VanessaE |
Y direction is off. |
15:20 |
VanessaE |
screenshot coming. |
15:20 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2009162014%20-%2011%3a20%3a52%20AM.png |
15:21 |
VanessaE |
actually looks like ALL coordinates are off slightly, not just Y |
15:21 |
VanessaE |
seems to only affect nodeboxes. |
15:22 |
RealBadAngel |
by 0.001*BS |
15:22 |
BlockMen |
why is everyone raping the hotbar now?? |
15:22 |
RealBadAngel |
to make it visible when nodebox coords are 0 |
15:22 |
RealBadAngel |
not all the nodeboxes, but those which have 0 in their coords |
15:23 |
RealBadAngel |
BlockMen, what do you mean? |
15:23 |
VanessaE |
that....ain't gonna work. :) |
15:23 |
RealBadAngel |
so figure out better way to avoid textures fighting in same plane |
15:23 |
RealBadAngel |
:P |
15:23 |
VanessaE |
RealBadAngel: he means the hotbar seen in my screenshot |
15:23 |
BlockMen |
RealBadAngel, everything with > 10 slots is hotbar raping |
15:23 |
VanessaE |
16 slots, custom selectbox. |
15:24 |
RealBadAngel |
BlockMen, no, its modding |
15:24 |
VanessaE |
BlockMen: offtopic.... but frankly it's incredibly handy and those of us who have mouse wheels (read: mice less than 20 years old) have no problem with it :P |
15:25 |
RealBadAngel |
propably BlockMan has 30 yrs old cubic mouse with one square button just ;) |
15:25 |
BlockMen |
for me it stays hotbar raping ;) |
15:25 |
BlockMen |
and mouse, whats that? :P |
15:25 |
RealBadAngel |
hehe |
15:26 |
|
An_Sar joined #minetest-dev |
15:26 |
RealBadAngel |
block on the wheels, but a slightly rounder ;) |
15:27 |
BlockMen |
sfan5, nore: do you agree to close? https://github.com/minetest/minetest_game/pull/299 |
15:29 |
RealBadAngel |
VanessaE, whats that node on your screenshot? |
15:30 |
VanessaE |
RealBadAngel: homedecor:paper_towel |
15:31 |
VanessaE |
https://github.com/VanessaE/homedecor_modpack/blob/master/homedecor/misc-nodes.lua#L1494 |
15:31 |
BlockMen |
lol^ |
15:31 |
RealBadAngel |
and above all the things, the super duper awesome feature you had to comment it regarding toilet paper? :P |
15:33 |
|
An_Sar left #minetest-dev |
15:36 |
|
An_Sar joined #minetest-dev |
15:36 |
VanessaE |
no, paper towels. after all, you were doing code clean-up right? :) |
15:36 |
VanessaE |
actually, it was the most complex nodebox-based thing I had immediately handy in that test world at that exact moment :P |
15:38 |
VanessaE |
the toilet paper is in fact that smaller one a couple meters past in the screenshot :) |
15:39 |
RealBadAngel |
btw, are you sure you have boxes sorted? |
15:40 |
RealBadAngel |
for me it looks like theres a mess with coords |
15:40 |
|
chchjesus joined #minetest-dev |
15:41 |
RealBadAngel |
hmm, they look ok |
15:42 |
|
An_Sar left #minetest-dev |
15:44 |
VanessaE |
that node was designed with NBE so it should be fine |
15:45 |
chchjesus |
I'm reading the developer wiki now. If I wanted to get involved with Minetest core dev, what would be the best approach? |
15:45 |
RealBadAngel |
VanessaE, i see, i will try to make new rules for higlight meshes |
15:45 |
|
An_Sar joined #minetest-dev |
15:46 |
RealBadAngel |
obviously they do work fine for symetric nodes |
15:46 |
RealBadAngel |
but not toilet paper |
15:46 |
VanessaE |
RealBadAngel: I guess you're gonna have to combine the individual nodebox-like objects into one as you generate the highlight mesh. |
15:47 |
RealBadAngel |
no i will just have to use add/sub instead of multiply |
15:48 |
|
Calinou joined #minetest-dev |
15:48 |
chchjesus |
Oh, I should have checked the list of issues on Github. |
15:48 |
chchjesus |
Silly me. |
15:49 |
VanessaE |
chchjesus: I'd have offered some advice but frankly, I have none :) |
15:49 |
chchjesus |
I see |
15:49 |
VanessaE |
chchjesus: just jump right in, be prepared for some friction. you know how it is |
15:49 |
chchjesus |
Yeah, good point |
15:50 |
VanessaE |
pull requests can take a long time to get merged, so be prepared also to spend some effort defending and supporting that which you've coded if you think it's good enough |
15:51 |
VanessaE |
(I'm not entirely sure why that is. politics I guess. inertia. NIH. idk) |
15:51 |
VanessaE |
and be careful about your coding style. ShadowNinja is a stickler about that ;) |
15:51 |
chchjesus |
That's a good thing. |
15:52 |
chchjesus |
What coding style is used mainly? |
15:52 |
chchjesus |
Is there a doc for that? Or is an existing one used? |
15:53 |
VanessaE |
there is, but I don't know where that doc is located |
15:53 |
VanessaE |
lemme look around a bit |
15:54 |
VanessaE |
http://dev.minetest.net/Code_style_guidelines |
15:54 |
VanessaE |
maybe this is it |
15:54 |
chchjesus |
yuss |
15:54 |
chchjesus |
Lets take a look |
15:55 |
VanessaE |
brb |
15:55 |
chchjesus |
>Use STL, avoid Irrlicht containers, and no, Boost will not even be considered, so forget it |
15:55 |
chchjesus |
Haha. |
15:55 |
PenguinDad |
Also http://dev.minetest.net/Lua_code_style_guidelines |
15:56 |
Calinou |
“Use STL, avoid Irrlicht containers, and no, Boost will not even be considered, so forget it †|
15:56 |
Calinou |
why do programmers always have to sound harsh? |
15:56 |
chchjesus |
Because you get idiots repeatedly messing things up |
15:56 |
chchjesus |
Which grinds peoples' gears |
15:56 |
Calinou |
idiots won't bother doing pull requests |
15:56 |
chchjesus |
and then sometimes they'll complain |
15:57 |
chchjesus |
You underestimate idiots. |
15:57 |
Calinou |
ignore them |
15:57 |
Calinou |
but then don't complain about the whole programmer culture sounding like beardy, angry geeks |
15:57 |
Calinou |
or looking like robots |
15:58 |
chchjesus |
>Do not be too C++y |
15:58 |
chchjesus |
Well, that's good |
15:58 |
chchjesus |
I don't have much C++ experience |
15:58 |
chchjesus |
I do have C and Java experience though. |
15:59 |
chchjesus |
It'll be interesting to learn. |
15:59 |
Calinou |
Java people are often C++y? |
15:59 |
VanessaE |
back |
16:00 |
chchjesus |
No, they're enterprisey. |
16:04 |
VanessaE |
"Don't use distracting and unnecessary amounts of object orientated abstraction. See Terasology and a certain enterprisey Java coder's conception of perlin noise as examples of what *not* to do." |
16:04 |
VanessaE |
heh |
16:04 |
VanessaE |
points to code by prestidigitator. heh. |
16:16 |
Calinou |
that's the problem |
16:16 |
Calinou |
the page is mostly focused on hating on other projects |
16:16 |
Calinou |
instead of teaching people how to write good code |
16:16 |
Calinou |
we also don't seem to have comment styling guidelines (begin with a capital? end with a dot?) |
16:16 |
Calinou |
(can we use swear words/smileys in comments?) |
16:19 |
sfan5 |
BlockMen: yes |
16:31 |
BlockMen |
sfan5, what about https://github.com/minetest/minetest_game/pull/309? |
16:31 |
BlockMen |
do we need backwards compatibility, like mentioned by nore in the comment? |
16:32 |
sfan5 |
nah |
16:32 |
BlockMen |
ok, then i will merge it |
16:34 |
sfan5 |
nore, BlockMen: more opinions on this? https://github.com/minetest/minetest_game/pull/313#issuecomment-55771362 |
16:36 |
BlockMen |
sfan5, diamond is to bright |
16:36 |
BlockMen |
*too |
16:36 |
BlockMen |
also, where is the real improvement to the current textures? |
16:36 |
BlockMen |
they look nearly identical |
16:36 |
sfan5 |
more variety |
16:37 |
sfan5 |
gold looks dirtier |
16:37 |
sfan5 |
more like actual gold how you might find it |
16:39 |
sfan5 |
BlockMen: #308 (old treegen cleanup pull) can be closed, right? |
16:39 |
BlockMen |
wait, i will post the commit msg then |
16:39 |
BlockMen |
and the gold is ok, yes |
16:40 |
sfan5 |
can #308 be closed or not? |
16:41 |
BlockMen |
yes |
16:41 |
BlockMen |
i pushed 309 |
16:43 |
BlockMen |
sfan5, have you tested 318? |
16:43 |
sfan5 |
no |
16:44 |
BlockMen |
ok, then we decide later |
16:44 |
sfan5 |
BlockMen: what about #307 (carpet)? |
16:44 |
BlockMen |
carpets are not useful, im against |
16:45 |
BlockMen |
that should stay by mods |
16:45 |
sfan5 |
carpets are not useful? |
16:46 |
BlockMen |
have you every played with them? |
16:46 |
sfan5 |
no, have you? |
16:46 |
BlockMen |
yes |
16:46 |
BlockMen |
thats why im against |
16:46 |
sfan5 |
whats so bad about them? |
16:46 |
BlockMen |
you cant place anything upon them, then you have wholes, etc |
16:47 |
BlockMen |
they are not practical |
16:47 |
BlockMen |
then its even better to put wool as "floor" below than that |
16:47 |
Amaz |
+BlockMen |
16:49 |
sfan5 |
BlockMen: so you're against changing any other ore textures except gold, do I have that right? |
16:51 |
BlockMen |
sfan5, not in general. im against using one of those provided except the gold ore |
16:54 |
Calinou |
carpets are a good decorative feature, but they don't obey smooth lighting |
16:54 |
Calinou |
so until we have smooth lighting on nodeboxes (Voxelands has done it), no |
16:55 |
BlockMen |
sfan5, close? https://github.com/minetest/minetest_game/pull/303 |
16:56 |
sfan5 |
yes |
16:59 |
BlockMen |
anyone familar with dyes? https://github.com/minetest/minetest_game/issues/243 |
16:59 |
BlockMen |
VanessaE maybe? ^ |
16:59 |
VanessaE |
indeed. |
16:59 |
VanessaE |
make it basecolor_brown |
17:00 |
VanessaE |
and you need to add a recipe to craft coal into black dye |
17:01 |
BlockMen |
k, thx |
17:01 |
VanessaE |
sfan5: did you still want to merge unified dyes into minetest_game? |
17:01 |
sfan5 |
VanessaE: whats the advantage of doing that? |
17:02 |
VanessaE |
well frankly I think my dye system is more logical ;) and there's a metric fuckload more colors, but beyond that I kinda have to leave it to you guys to decide if there's an advantage |
17:02 |
VanessaE |
a number of mods use it. |
17:03 |
BlockMen |
^ except yours aswell? |
17:03 |
VanessaE |
BlockMen: actually the only mod I maintain that uses it is coloredwood. homedecor uses it for I think one or two items. |
17:04 |
|
Warr1024 joined #minetest-dev |
17:04 |
VanessaE |
that said I would probably want to rewrite it to properly supplant the inbuilt dyes mod (right now, it acts as an extension) |
17:11 |
VanessaE |
wouldn't be much to do, in fact I could probably just roll the repo back a few commits to get that code back :) |
17:12 |
VanessaE |
hm, maybe not "a few" |
17:14 |
|
OniLink joined #minetest-dev |
17:23 |
BlockMen |
sfan5, any real improvent by https://github.com/minetest/minetest_game/pull/264 ? |
17:23 |
sfan5 |
I don't see one |
17:24 |
BlockMen |
so close? |
17:26 |
sfan5 |
I'd say yes, close |
17:26 |
|
proller joined #minetest-dev |
17:28 |
|
Bligh joined #minetest-dev |
17:29 |
chchjesus |
Where in the source tree are Minetest's unit tests? |
17:30 |
chchjesus |
Oh |
17:30 |
chchjesus |
test.cpp I assume |
17:32 |
|
Krock joined #minetest-dev |
17:32 |
sfan5 |
yes |
17:33 |
chchjesus |
That's all the tests? |
17:37 |
sfan5 |
afaik yes |
17:37 |
chchjesus |
Ah, ok. |
18:08 |
|
kaeza joined #minetest-dev |
18:13 |
|
casimir joined #minetest-dev |
18:17 |
chchjesus |
Is there a quick way to only build changed source files using CMake? |
18:17 |
|
Robby joined #minetest-dev |
18:17 |
sfan5 |
do "make" |
18:18 |
chchjesus |
Ah, right |
18:18 |
chchjesus |
Without -j2? |
18:18 |
sfan5 |
with or without |
18:18 |
chchjesus |
Oh cool, thanks. |
18:18 |
sfan5 |
your choice |
18:26 |
|
CaIinou joined #minetest-dev |
18:30 |
ShadowNinja |
HLuaBot: config prefix |
18:30 |
HLuaBot |
prefix = "''" |
18:30 |
ShadowNinja |
sfan5: ^ Use nick or that prefix. |
18:32 |
|
Bitgod joined #minetest-dev |
18:32 |
Bitgod |
why the hell do you have .conf only updated when you Exit to OS |
18:33 |
Bitgod |
kind of sucks if you want to make your own option in menu |
18:33 |
chchjesus |
guiFormSpecMenu.cpp would handle stuff like list boxes on the main menu, right? |
18:33 |
Bitgod |
honestly id have it update .conf on click event |
18:33 |
Bitgod |
like mc does |
18:34 |
sfan5 |
chchjesus: the form spec menu handles kind of everything |
18:34 |
chchjesus |
sfan5: Thought so. |
18:34 |
chchjesus |
It's a big file lol |
18:35 |
Bitgod |
guys/ |
18:35 |
Bitgod |
? |
18:45 |
ShadowNinja |
Bitgod: You can call minetest.save_config(), maybe it should be done more often. Make an issue. |
18:49 |
|
jordan4ibanez joined #minetest-dev |
18:50 |
casimir |
I have a strange bug. Could be my fault or a bug in the engine. |
18:51 |
casimir |
For my hunger mod I define a hud element as the hunger bar. In singleplayer there are no issues, but on the server it sometimes happens that the hunger bar does not show up when joining. |
18:51 |
casimir |
Sometimes the health bar is missing too. |
18:52 |
casimir |
And changing/updating them does nothing. |
18:52 |
chchjesus |
casimir: have you added it to the github issues list? |
18:53 |
casimir |
Not now. |
18:53 |
casimir |
I don't know if I might do something wrong in the mod. |
18:53 |
casimir |
This one: https://github.com/CasimirKaPazi/Voxelgarden/blob/master/mods/hunger/init.lua |
18:59 |
casimir |
#1641 |
19:01 |
|
Kolumbe joined #minetest-dev |
19:09 |
|
gcorey joined #minetest-dev |
19:21 |
|
muah joined #minetest-dev |
19:25 |
Bitgod |
(Sep 16)(2:43:28 PM) (+ShadowNinja): Bitgod: You can call minetest.save_config(), maybe it should be done more often. Make an issue. |
19:26 |
Bitgod |
how do i call it within here: |
19:26 |
Bitgod |
http://pastebin.com/xi3tXr5z |
19:26 |
Bitgod |
after i click my checkbox i want it to save :) |
19:27 |
sfan5 |
Bitgod: add "core.save_config()" between line 189 and 190 |
19:31 |
Bitgod |
oh |
19:31 |
Bitgod |
i love you |
19:31 |
* Bitgod |
pets |
19:33 |
Megaf |
Folks, Im noticing huge lag when people are joning the server |
19:33 |
Megaf |
if no people are joining, the lag is 0.3, when people join, when the media or textures are being loaded by they, then I get 156 seconds of lag or more |
19:34 |
Bitgod |
15:31:52: ERROR[main]: MAINMENU ERROR: ...st-0.4.10-64bit\bin\..\builtin\mainmenu\tab_settings.lua:190: attempt to call field 'save_config' (a nil value) |
19:35 |
Kray |
someone asked me by e-mail about old 0.3.x server back-ups from my servers a few years ago |
19:36 |
Kray |
i'm compressing what i have left from one raid failure, i can give a download link if someone else is also interested (i'd rather not make it full public because i'd rather not clog my upstream completely) |
19:37 |
Kray |
oldest logs seem to be from july 2011 |
19:37 |
Kray |
oh and wrong channel |
19:38 |
|
darkrose joined #minetest-dev |
19:42 |
Bitgod |
got it |
19:52 |
|
NakedFury joined #minetest-dev |
19:56 |
Bitgod |
whos the head dev here? |
19:58 |
sfan5 |
nobody |
20:01 |
Bitgod |
great |
20:01 |
Bitgod |
so no wondder why theres no hiarchy |
20:01 |
Bitgod |
lol |
20:01 |
chchjesus |
hierarchy doesn't often get things done |
20:02 |
chchjesus |
Well, it does and it doesn't. I guess you kinda need a coordinator who knows what's going on |
20:02 |
chchjesus |
Actually ignore that |
20:02 |
chchjesus |
I'm wrong |
20:04 |
|
FR^2 joined #minetest-dev |
20:08 |
chchjesus |
row_rect.UpperLeftCorner.Y += row_min * m_rowheight - scrollpos; |
20:09 |
chchjesus |
row_rect.LowerRightCorner.Y = row_rect.UpperLeftCorner.Y + m_rowheight; |
20:09 |
chchjesus |
That doesn't seem right |
20:09 |
chchjesus |
Oh wait, aaah |
20:09 |
chchjesus |
Nevermind, I wasn't looking at the Y. |
20:11 |
|
Miner_48er joined #minetest-dev |
20:21 |
|
ImQ009 joined #minetest-dev |
20:24 |
chchjesus |
Gah |
20:31 |
kahrl |
I'd like to merge ShadowNinja's settings changes since people seem to start depending on them or conflicting with them |
20:32 |
kahrl |
Last I checked, the code looked fine and seemed to work, but has anybody been testing them? |
20:32 |
chchjesus |
Oh yeah, what's the policies on ide project files? Mind if I just add them to the gitignore? |
20:33 |
kahrl |
chchjesus: I don't, and I don't think anyone else would |
20:33 |
kahrl |
feel free to open a pull request |
20:34 |
chchjesus |
I'm surprised there aren't more project files in the git ignore |
20:40 |
|
Shafticle joined #minetest-dev |
20:46 |
ShadowNinja |
kahrl: I haven't been using my settings patch because I've been working on other things. But when I wrote it it seemed to work with a few mods. |
20:51 |
chchjesus |
Can mods be written in C++? |
20:52 |
chchjesus |
I heard it was Lua only |
20:53 |
sfan5 |
Mods are Lua only. |
20:53 |
|
proller joined #minetest-dev |
21:02 |
|
mos_basik_ joined #minetest-dev |
21:07 |
VanessaE |
chchjesus: Lua only but there is room for a C++ modding API if someone wants to code it |
21:08 |
chchjesus |
I'm reading about the feature creep. |
21:08 |
chchjesus |
s/feature creep/mobs/ |
21:08 |
VanessaE |
heh |
21:08 |
chchjesus |
Err, yeah, reading the thread about the mobs |
21:10 |
chchjesus |
Oh man |
21:10 |
chchjesus |
Imagine a mob that was a floating steel orb that one-hit-killed you when it got close enough |
21:11 |
chchjesus |
With an arc of electricity |
21:11 |
chchjesus |
or something |
21:12 |
VanessaE |
Dungeon masters are about like that in practice |
21:12 |
VanessaE |
they just don't look like it |
21:13 |
chchjesus |
They electrocute you and kill you in one hit? |
21:13 |
VanessaE |
well fire rather than electricity and yeah, pretty much one or two hits and you're dead meat. |
21:13 |
VanessaE |
their attacks destroy blocks |
21:14 |
VanessaE |
it was in 0.3.x as a standard MOB. Some mods supply it along with others; I know Nostalgia Game has it. |
21:18 |
chchjesus |
There was a really good article I read a while ago on the man generation algorithm Minecraft recently changed to |
21:18 |
chchjesus |
That gained some excellent performance enhancements |
21:23 |
chchjesus |
Oh, nvm |
21:23 |
chchjesus |
It was the cave culling algorithm |
21:24 |
VanessaE |
yeah, we've seen that one :) |
21:24 |
chchjesus |
heh |
21:41 |
hmmmm |
I read that one too |
21:42 |
hmmmm |
minetest currently has an even worse overdraw problem than minecraft did to begin with |
21:43 |
hmmmm |
just moving over to hardware occlusion buffers would be a huge enhancement |
21:43 |
hmmmm |
the graphics side of minetest desperately needs love |
21:43 |
Warr1024 |
ironic that despite all that MT still outperformed MC in all of my experiences with them... |
21:43 |
* hmmmm |
shrug |
21:44 |
chchjesus |
Warr1024: Really? |
21:44 |
VanessaE |
hmmmm: but who will do it? :-/ |
21:44 |
hmmmm |
nobody aside from me =/ |
21:44 |
hmmmm |
i'm gonna need to take a vacation to work on minetest sometime soon |
21:44 |
VanessaE |
hmmmm: did you see that revised highlight patch RBA did? |
21:45 |
hmmmm |
i haven't |
21:45 |
Warr1024 |
chchjesus: I had one laptop that got about 15fps running MC with 32m drawdist. in MT I get about 15fps with up to 240m drawdist on the same machine. |
21:45 |
VanessaE |
#1617 that is |
21:45 |
VanessaE |
it's still glitchy, doesn't work exactly right with nodeboxes but it does add some eye candy without any cost |
21:46 |
VanessaE |
wait, make that 1619 |
21:46 |
Warr1024 |
I'd really love to see the CPU bottlenecks around mesh calc shrink a lot. |
21:46 |
VanessaE |
fuck 1639 |
21:46 |
Warr1024 |
I get a lot of stuttering on older machines due to that. |
21:46 |
VanessaE |
hmmmm: this is the one I meant. forget the other one. https://github.com/minetest/minetest/pull/1639 |
21:49 |
chchjesus |
Java based modding would be interesting. |
21:49 |
VanessaE |
no way |
21:49 |
chchjesus |
Err, on top of Lua. |
21:50 |
Warr1024 |
You can already do that, as I understand, it's just not extremely obvious... |
21:50 |
chchjesus |
As an alternative, I mean. |
21:50 |
chchjesus |
Warr1024: Oh? |
21:50 |
Warr1024 |
I think the IRC mod does it somehow... |
21:50 |
Warr1024 |
of course you can always write your own Lua extensions, though installation and distribution can be a little tricky |
21:53 |
chchjesus |
Aren't Lua mods supposed to be easy? |
21:53 |
Warr1024 |
they are |
21:55 |
Warr1024 |
though lua's standard libraries can be a bit limiting if you want to do stuff like open TCP sockets and such... |
22:01 |
VanessaE |
the IRC mod uses luasocket |
22:01 |
VanessaE |
so it can be done yeah |
22:01 |
VanessaE |
but java? eh.. |
22:02 |
VanessaE |
you may as well put a Ford Pinto engine into a Chevy Camaro. :) |
22:02 |
chchjesus |
Well, as a vessel for allowing people to port Minecraft mods... |
22:02 |
chchjesus |
port and change, rather |
22:03 |
VanessaE |
well the thing is, would they be properly ported or would they just be copied over and made to run? |
22:03 |
chchjesus |
They'd have to be properly ported, because mods in Minecraft wouldn't be compatible with the MineTest API I imagine |
22:04 |
VanessaE |
this is true |
22:04 |
VanessaE |
in which case what would the benefit be of running the Java code at all? |
22:04 |
chchjesus |
Well you wouldn't have to rewrite a whole mod. |
22:04 |
Warr1024 |
only familiarity with the language for existing modders |
22:04 |
VanessaE |
if you have to rewrite half of it to even be able to interface with Minetest, wouldn't it be better to just plain rewrite it? |
22:04 |
Warr1024 |
which is of dubious value anyway |
22:04 |
Warr1024 |
as it would discourage learning Lua. |
22:05 |
Warr1024 |
personally, I found modding for MC a lot more painful than for MT. |
22:08 |
proller |
but powerful |
22:10 |
Warr1024 |
actually I found MT's mod interface much more powerful than MC's. |
22:10 |
chchjesus |
Of course it is |
22:10 |
Warr1024 |
in MC you're pretty limited on what you can do server-side without having to distribute your code to EVERY client. |
22:11 |
chchjesus |
But also, I think having more languages available for modding is a good thing (even if it's way down the track) |
22:11 |
proller |
in mt every complex thing will be laggy |
22:11 |
chchjesus |
proller: Hmm? |
22:11 |
Warr1024 |
s/in mt\s*//, yeah. |
22:12 |
proller |
still no good mobs |
22:12 |
proller |
but good mobs cant be done in lua only |
22:12 |
proller |
no good carts |
22:12 |
proller |
no good mods ;) |
22:13 |
chchjesus |
yeah |
22:13 |
chchjesus |
With Minecraft Mods |
22:13 |
chchjesus |
I guess they had to be compiled separately right? |
22:13 |
proller |
everything what works for singlpeplayer will be unnplayable with 5+ online players |
22:13 |
chchjesus |
Since you didn't get the source for Minecraft. |
22:13 |
Warr1024 |
I don't really remember MC having good mobs either. |
22:14 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1639 |
22:14 |
VanessaE |
guys, don't listen to proller. there's a reason he also signs on here as troller. |
22:14 |
VanessaE |
just code. |
22:14 |
RealBadAngel |
updated with some fixes |
22:14 |
VanessaE |
RealBadAngel: did you sort out the nodebox alignmentglitch? |
22:14 |
RealBadAngel |
any more objections? |
22:14 |
Warr1024 |
:-) |
22:14 |
VanessaE |
+sp |
22:14 |
proller |
VanessaE, and because i made mt fork? |
22:14 |
RealBadAngel |
yes |
22:14 |
VanessaE |
proller: nope, because you keep trolling constantly. |
22:15 |
proller |
VanessaE, and because some things in freeminer better ? |
22:15 |
VanessaE |
[09-16 18:11] <proller> in mt every complex thing will be laggy <--- SHUT THE HELL UP AND CODE |
22:15 |
proller |
VanessaE, and because still no backports? |
22:15 |
VanessaE |
proller: your code is GPL. Minetest is LGPL. no backports are possible. |
22:15 |
RealBadAngel |
proller, you deny any backports :P |
22:15 |
proller |
and you hate me ? |
22:16 |
VanessaE |
proller: Minetest has been LGPL since like June of 2012. |
22:16 |
VanessaE |
I don't hate you, I hate your constant trolling |
22:16 |
RealBadAngel |
no, youre just piece of landscape, we got used to you ;) |
22:16 |
VanessaE |
either code or shut up |
22:17 |
proller |
but in my shedule 10 mins of trolling |
22:17 |
RealBadAngel |
Kahrl, ShadowNinja, any comments on #1639? |
22:17 |
proller |
i have alarm for it |
22:18 |
VanessaE |
... |
22:18 |
VanessaE |
RealBadAngel: what did you do to fix the sizing glitch? |
22:19 |
RealBadAngel |
instead of multiplying coords with a constant im adding a constant |
22:19 |
VanessaE |
ah ok |
22:19 |
VanessaE |
lemme give it a try. |
22:19 |
RealBadAngel |
toilet paper looks ok now ;) |
22:20 |
VanessaE |
that was paper towels :P |
22:21 |
Warr1024 |
Is that the new highlight? Man, I gotta see a screenshot of that... |
22:21 |
VanessaE |
Warr1024: you have to try it or see a video |
22:21 |
VanessaE |
a screenshot won't do it justice. |
22:21 |
Warr1024 |
aw |
22:21 |
Warr1024 |
hm, maybe later when I'm at a machine that can compile in less than 20 mins. |
22:23 |
VanessaE |
RealBadAngel: PERFECT. |
22:24 |
RealBadAngel |
good |
22:24 |
RealBadAngel |
Warr1024, https://www.youtube.com/watch?v=sX_rP-f6VCY |
22:25 |
VanessaE |
I love the color cycling effect too |
22:25 |
Warr1024 |
thanks! |
22:25 |
RealBadAngel |
on the video its blueish (my personal choice), in pull its white |
22:25 |
VanessaE |
in the pull it color cycles |
22:25 |
RealBadAngel |
yes |
22:25 |
VanessaE |
very suble |
22:25 |
VanessaE |
subtle |
22:25 |
VanessaE |
it's perfect |
22:26 |
Warr1024 |
I like it |
22:26 |
VanessaE |
don't change ANYTHING |
22:26 |
VanessaE |
:) |
22:26 |
Warr1024 |
it might be neat to see what it would look like rendering it *behind* the node that's highlighted, but over everything else... |
22:26 |
VanessaE |
multiple node selections work properly too |
22:28 |
Warr1024 |
possible to fine-tune the alpha of that thing, like make it more or less transparent? |
22:29 |
Warr1024 |
Actually, it won't show up really bright in the dark or anything, will it? Could spoil the effect of darkness by letting you just navigate by selection cue... |
22:29 |
VanessaE |
it shows up dimly at night |
22:29 |
Warr1024 |
I was thinking like pitch black cave... |
22:30 |
VanessaE |
you'd have an easier time navigating a cave by turning your screen brightness up :) |
22:30 |
Warr1024 |
ah, cool |
22:30 |
Warr1024 |
yeah, I'd probably have to get the pull to see it properly :-) |
22:30 |
Megaf |
Ok, my server is lagging a lot again, and I have no idea why |
22:30 |
RealBadAngel |
it depends on the light around |
22:30 |
RealBadAngel |
so it wont help that much in darkness |
22:30 |
VanessaE |
Megaf: item duplication glitch again? |
22:31 |
Megaf |
VanessaE: nope |
22:31 |
Warr1024 |
VanessaE: what was that you mentioned about multiple node selections? I didn't know there were circumstances where you could select more than one node... |
22:32 |
VanessaE |
RealBadAngel: interesting effect with waving leaves versus the selection box :) |
22:33 |
RealBadAngel |
i will make selection boxes wave too when moving waving stuff code out of shaders |
22:33 |
VanessaE |
naw |
22:33 |
VanessaE |
do that later |
22:33 |
RealBadAngel |
yup, im just sayin im aware of it |
22:33 |
VanessaE |
ok :) |
22:34 |
VanessaE |
I just thought it was an interesting effect :) |
22:34 |
RealBadAngel |
and users will propably like that waving will be aviable also without shaders |
22:34 |
RealBadAngel |
not to mention its propably gonna be lot faster than now |
22:35 |
VanessaE |
RealBadAngel: entity selection will follow later I presume? |
22:36 |
RealBadAngel |
yes |
22:36 |
VanessaE |
ok |
22:36 |
VanessaE |
yep, everything seems to work fine |
22:36 |
VanessaE |
no issues. |
22:52 |
|
foxipso joined #minetest-dev |
23:12 |
foxipso |
what's the state of the code? I heard someone describe it on Reddit as "a mess." Is this accurate, ignorance, or a mixture of both? |
23:12 |
proller |
both |
23:12 |
foxipso |
ah |
23:13 |
VanessaE |
it's a mess but it's quite playable. |
23:13 |
foxipso |
ah yes, I'm really impressed by how fast it is, and how well it plays |
23:13 |
foxipso |
better than Minecraft Alpha was |
23:13 |
VanessaE |
hmmmm: how about your take on that? :) |
23:13 |
foxipso |
what're the problems with the code? |
23:13 |
proller |
code. |
23:13 |
|
harrison joined #minetest-dev |
23:14 |
proller |
designed for singleplayer |
23:14 |
foxipso |
I've never worked on a full-scale project that some devs don't call a "mess," but that doesn't mean it's not workable for an experienced dev |
23:14 |
foxipso |
ahh |
23:14 |
foxipso |
will it require guts being ripped out? |
23:14 |
VanessaE |
foxipso: no, but it does need some work in places. |
23:14 |
proller |
and not, not designed, just writed |
23:14 |
foxipso |
is there an architecture review board wiki sort of thing? |
23:15 |
VanessaE |
I can't speak for the exact issues it has, but there are bottlenecks that need ironed out here and there, that sorta thing |
23:15 |
VanessaE |
same problems any big project faces at some point. |
23:15 |
proller |
its problem for any not designed projects |
23:16 |
VanessaE |
I am not aware of any such wiki but you could just discuss things here really |
23:16 |
VanessaE |
except with proller :P |
23:16 |
foxipso |
I see |
23:16 |
VanessaE |
proller: G*d damn it stop trolling |
23:16 |
foxipso |
how about a roadmap or dev goals? |
23:16 |
VanessaE |
goals and roadmap exist, one moment |
23:16 |
foxipso |
k |
23:17 |
foxipso |
also, I have to AFK; back in a few minutes |
23:17 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=7&t=9177 |
23:17 |
VanessaE |
http://dev.minetest.net/Main_Page |
23:17 |
VanessaE |
http://dev.minetest.net/TODO |
23:18 |
VanessaE |
the first and last links together should cover 99% of what one could call a Roadmap |
23:18 |
|
CraigyDavi joined #minetest-dev |
23:18 |
proller |
VanessaE, but its not trolling, its true |
23:18 |
|
WarrTab joined #minetest-dev |
23:21 |
VanessaE |
proller: you are not acting to try to help |
23:21 |
VanessaE |
you're just sitting here talking shit. |
23:21 |
proller |
i already help to self |
23:21 |
proller |
and solve some problems |
23:22 |
VanessaE |
you are not helping Minetest. |
23:22 |
proller |
but most of require total rewrite |
23:22 |
|
Zeno` joined #minetest-dev |
23:22 |
proller |
i tried to help ~year |
23:22 |
VanessaE |
then leave it to HIM ^^^^^^^ |
23:22 |
VanessaE |
no, you didn't try to help for a year, you TROLLED for a year |
23:23 |
proller |
but mt trows all my help |
23:23 |
VanessaE |
then you tried to shove a bunch of patches through that no one wanted in their current state |
23:23 |
VanessaE |
and when people bitched, you started taking your code OUT of the engine |
23:23 |
VanessaE |
now put up or SHUT UP! |
23:23 |
proller |
yes, everyone wants comptere game in one patch |
23:23 |
proller |
MORE BIG LETTERS |
23:24 |
proller |
try to cry |
23:24 |
VanessaE |
um.. |
23:24 |
VanessaE |
wut |
23:24 |
kaeza |
too much food wasted... |
23:24 |
Zeno` |
food? |
23:24 |
proller |
nom nom nom |
23:25 |
VanessaE |
foxipso: well as you can see, there is at least one person in this channel whose "input" you should take with an extremely large grain of salt. |
23:26 |
VanessaE |
(two if you count me, but at least I try to help in any way that I can) |
23:27 |
foxipso |
jeez |
23:29 |
proller |
good help - develop something like hexahedra |
23:29 |
proller |
but it near abandoned |
23:29 |
Zeno` |
Who is she? |
23:30 |
proller |
https://github.com/Nocte-/hexahedra - started with muuuch better code |