Time |
Nick |
Message |
00:27 |
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01:13 |
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01:17 |
iqualfragile |
hmmmm: the reason for the mumble code looking like shit is that i didn't do much more but copy the example from their wiki to the more or less apropriate places in minetest :D |
01:17 |
iqualfragile |
but thanks for the review |
01:36 |
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05:33 |
hmmmm |
it's not that it looks like "shit" |
05:34 |
hmmmm |
it's just that it violates minetest standards |
05:42 |
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09:18 |
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09:48 |
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10:08 |
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10:11 |
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10:33 |
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11:29 |
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11:48 |
Krock |
Could someone help me finding this part in the minetest source? https://github.com/Amaz1/minetest/commit/7f861c58#diff-18513665750ef5adf42b5ec29e14162eL1695 |
11:49 |
Krock |
the codes moved somewhere else and I'm not able to find it again |
11:52 |
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12:10 |
Krock |
nvm. found it |
12:23 |
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rubenwardy joined #minetest-dev |
12:24 |
rubenwardy |
Any comments on "Add setting to customise stack max" - https://github.com/minetest/minetest/pull/1843 |
12:33 |
RealBadAngel |
looks ok for me |
12:33 |
jin_xi |
hey all, please look at and voice support for https://github.com/minetest/minetest/pull/1737 |
12:34 |
Krock |
rubenwardy, nice. |
12:35 |
Krock |
I'd prefer a setting like "inventory_stack_max" |
12:35 |
Krock |
err no. |
12:37 |
RealBadAngel |
jin_xi, do you have any mod rdy to show 1737 functionality? |
12:40 |
RealBadAngel |
btw, https://www.youtube.com/watch?v=atJ_lovDYWs |
12:41 |
RealBadAngel |
uploaded that yesterday |
12:45 |
Krock |
https://github.com/SmallJoker/minetest/commit/77bd080 |
12:47 |
* PenguinDad |
runs away from Krock's commit |
12:47 |
Krock |
gonna publish that one |
12:47 |
Krock |
cuz bored and so |
12:47 |
RealBadAngel |
ouch, i should do something with that mapper |
12:48 |
RealBadAngel |
pity i cant clone myself ;) |
12:49 |
RealBadAngel |
main problem with mapper is it wants to use just pixels of a colour instead of textures |
12:49 |
PenguinDad |
I still don't get why everyone loves gsmapper :/ |
12:49 |
RealBadAngel |
mapper is a must have |
12:50 |
PenguinDad |
You need useless features? |
12:50 |
RealBadAngel |
its not useless |
12:50 |
RealBadAngel |
you know what for folks are drawing maps? |
12:50 |
RealBadAngel |
for fun? ;) |
12:54 |
Krock |
for fun. |
12:54 |
Krock |
and monay |
12:59 |
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Amaz joined #minetest-dev |
13:03 |
Krock |
Amaz, gsmapper with mgv5! |
13:03 |
Amaz |
Nice! |
13:04 |
Krock |
oh noes. it's mgv7 :( |
13:05 |
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13:11 |
rubenwardy |
Isn't gsmapper laggy, because it adds pixels as individual GUI elements? |
13:12 |
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Wayward_One joined #minetest-dev |
13:17 |
RealBadAngel |
i think we shall merge gsmapper and just work on it |
13:17 |
jin_xi |
RealBadAngel: the author of the pull request needs it to continue with a computercraft like mod |
13:18 |
jin_xi |
i would like to be able to use keyboard for arcade mod |
13:18 |
RealBadAngel |
basis is ok, we can improve it later with new ideas and based on players support |
13:18 |
Krock |
rubenwardy, it looks like gsmapper uses 2 textures |
13:19 |
Krock |
the minimap you mean is an other, lua based |
13:19 |
RealBadAngel |
it shall use at least 3 |
13:19 |
RealBadAngel |
4x4 2x2 and 1x1 |
13:19 |
RealBadAngel |
thats the missing feature |
13:19 |
RealBadAngel |
its called ZOOM |
13:20 |
RealBadAngel |
not just the colours |
13:20 |
Krock |
I guess a pull request won't be accepted in the current state |
13:20 |
PenguinDad |
RealBadAngel: we can't merge gsmapper because of license issues |
13:20 |
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Megaf joined #minetest-dev |
13:20 |
RealBadAngel |
we can its a valid pull request to our base |
13:21 |
RealBadAngel |
puller have to obey our rules |
13:21 |
RealBadAngel |
we can merge it or refuse |
13:22 |
RealBadAngel |
if we choose to merge then it becomes part of our source |
13:24 |
rubenwardy |
I don't like the arrow on the map. It is low res and ugly |
13:24 |
RealBadAngel |
<RealBadAngel> i think we shall merge gsmapper and just work on it |
13:24 |
RealBadAngel |
see? :) |
13:25 |
RealBadAngel |
but you couldnt start improving inexistant things, right? :) |
13:25 |
rubenwardy |
XD |
13:26 |
RealBadAngel |
and thats my point and definition of development branch |
13:27 |
RealBadAngel |
we may go wrong, fuck up things, but at the end, with support we will have new features |
13:27 |
Amaz |
+100 |
13:27 |
RealBadAngel |
atm dev branch is treated as semi stable |
13:27 |
RealBadAngel |
which is wrong to the bone |
13:27 |
rubenwardy |
https://cdn.mediacru.sh/VKNZOUfagWpX.png |
13:28 |
rubenwardy |
Is that meant to be like that? |
13:28 |
RealBadAngel |
Yikes! |
13:28 |
rubenwardy |
Like the looks of it. It looks bad. |
13:28 |
RealBadAngel |
why? |
13:28 |
RealBadAngel |
its just shaded :) |
13:29 |
rubenwardy |
It just does look bad to my eyes |
13:29 |
PenguinDad |
rubenwardy: looks like a bug which only happens on old opengl versions |
13:29 |
RealBadAngel |
you just got used to old not shaded plain pixels ;) |
13:30 |
RealBadAngel |
but i agree that doesnt look as hand |
13:30 |
RealBadAngel |
propably we need a different texture |
13:30 |
rubenwardy |
https://cdn.mediacru.sh/NLtpFfFfGnrm.png |
13:30 |
rubenwardy |
Yes. |
13:31 |
rubenwardy |
The edges are very dark |
13:32 |
PenguinDad |
rubenwardy: my hand simply glows :( |
13:37 |
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chchjesus joined #minetest-dev |
13:42 |
RealBadAngel |
i will open an request for better hand texture |
13:42 |
RealBadAngel |
current one is not good at all |
13:43 |
RealBadAngel |
and sucks with effects enabled |
13:43 |
RealBadAngel |
it looks like a mail delivery box lol |
13:45 |
RealBadAngel |
while it could look way better, as other items |
13:45 |
RealBadAngel |
https://www.youtube.com/watch?v=atJ_lovDYWs |
13:45 |
RealBadAngel |
excuse me, but im a bit proud of the effect :) |
13:45 |
Krock |
looks bumped |
13:45 |
RealBadAngel |
ofc its bumped |
13:46 |
RealBadAngel |
and its 16x |
13:46 |
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Guest80091 joined #minetest-dev |
13:46 |
RealBadAngel |
at the single vid you can see months of my (and kahrl's) work |
13:47 |
Krock |
well then, merge it! |
13:47 |
RealBadAngel |
above? its a single liner |
13:48 |
RealBadAngel |
i will make this as "High resolution wielded" or something setting |
13:49 |
RealBadAngel |
change forces wielded textures to be at least 128x |
13:49 |
RealBadAngel |
atm its 16x |
13:50 |
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gravgun joined #minetest-dev |
13:50 |
RealBadAngel |
effect of the change is smooth models and lighting. and fuckin COOLNESS :) |
13:51 |
Krock |
I hope, not using that feature does not slow down MT more |
13:52 |
RealBadAngel |
dont worry |
13:52 |
Krock |
*runs in a circle* |
13:52 |
RealBadAngel |
40fps here, core 2 duo, 4gb and HD4660 |
13:52 |
RealBadAngel |
im developin the effects on low end box |
13:53 |
rubenwardy |
We know have 305 issues, c55 promised to keep it under 100 |
13:53 |
rubenwardy |
now |
13:53 |
rubenwardy |
"lets fix all these issues b4 it exceeds 100" or smth |
13:53 |
RealBadAngel |
im responsible only for a few |
13:54 |
RealBadAngel |
but many of the issues are just wishes |
13:54 |
RealBadAngel |
and shouldnt be there |
13:54 |
rubenwardy |
ah, 71 bug issues |
13:54 |
rubenwardy |
guilty https://github.com/minetest/minetest/issues/1679 |
13:55 |
Krock |
lol. somewhen, the 100-limit would be exceeded anyway |
13:56 |
Krock |
rubenwardy, I don't see any use in this |
13:56 |
Krock |
use HUD images |
13:56 |
rubenwardy |
smartfs needs it for state:close() |
13:56 |
Krock |
remove state:close() :3 |
13:57 |
rubenwardy |
Is this still an issue? https://github.com/minetest/minetest/issues/1705 |
13:57 |
Krock |
not on my client |
13:57 |
Krock |
but I'm not using shaders, so... |
13:58 |
rubenwardy |
I suggest closing and locking this: https://github.com/minetest/minetest/issues/1841 |
13:58 |
rubenwardy |
It should be on the forum |
13:58 |
Krock |
yes it is |
13:58 |
rubenwardy |
It is about low FPS, rather than an actual bug or new feature. |
13:59 |
PenguinDad |
I never had a smooth day night transition with shaders enabled :/ |
13:59 |
jin_xi |
wut |
14:00 |
rubenwardy |
So many new features being added, I don't have time to try them all |
14:00 |
PenguinDad |
tuw |
14:01 |
Krock |
#75 is solved. Hear distance can be added with mods |
14:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/75 -- Hear distance for chat / Others nick view distance |
14:02 |
PenguinDad |
#802 is solved too |
14:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes |
14:04 |
Krock |
RealBadAngel, is it possible for you to fix #104 ? 'only' the smooth lightening is missing there |
14:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas |
14:05 |
rubenwardy |
Just work backwards from the oldest one, and delete all the outdated one. |
14:05 |
rubenwardy |
s/delete/close |
14:05 |
Krock |
^ |
14:06 |
rubenwardy |
I have tested Krock's gsmapper branch on kubuntu 14.04, it works fine. |
14:06 |
Krock |
I think 0.4.11 won't come in November, more like December |
14:06 |
rubenwardy |
#802 |
14:06 |
rubenwardy |
I am still ignored by ShadowBot. |
14:07 |
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14:07 |
Krock |
#802 is releated to the collision box - players do not collide with each other |
14:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes |
14:08 |
rubenwardy |
I was just testing |
14:08 |
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14:10 |
SudoAptGetPlay |
Hi, I'm playing around with voxelmanip and I try to generate plain dirt cubes. The only issue is that caves and trees are also generated, see http://imgur.com/a/ap9HF . How do I tell the map to not add these ? |
14:11 |
jin_xi |
define your own dirt nodes with is_ground_content = false |
14:12 |
rubenwardy |
Bad. |
14:12 |
SudoAptGetPlay |
thank you |
14:12 |
rubenwardy |
If you are making a map gen, you can stop caves being generated |
14:13 |
rubenwardy |
map gen flags |
14:13 |
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14:13 |
SudoAptGetPlay |
I'm not making a mapgen rubenwardy |
14:13 |
Krock |
nocaves |
14:14 |
SudoAptGetPlay |
Ultimately I'd like dirt cubes with ores inside to make a minig mini-game :) |
14:14 |
SudoAptGetPlay |
*mining |
14:14 |
rubenwardy |
If you are making it so there is only a dirt cube, then that is a map gen |
14:14 |
rubenwardy |
Do you want caves in the world? |
14:15 |
RealBadAngel |
just closed 75, mumble is the answer |
14:15 |
RealBadAngel |
about #104, signlike will get massive rewrite soon |
14:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas |
14:15 |
exio4 |
mumble support? \o/ |
14:16 |
RealBadAngel |
theres a code for it already, i just wait for a PR with it |
14:16 |
Krock |
:D |
14:16 |
RealBadAngel |
if author wont make it i will |
14:29 |
RealBadAngel |
https://gist.github.com/kaeza/6adb86d42483990882d3 |
14:29 |
rubenwardy |
As long as it does not bloat minetest |
14:29 |
rubenwardy |
(mumble) |
14:29 |
RealBadAngel |
kaeza, move your ass please and make a PR with it :) |
14:34 |
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14:35 |
kaeza |
RealBadAngel, as said in iqual's PR, I'm trying to see if it really works |
14:37 |
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14:39 |
kaeza |
also, iqual is supposedly also addressing hmmmm's issues, so gotta coordinate with him who should do that |
14:42 |
kaeza |
if anybody's around to test, I've set up a temporary local murmur server at 179.31.79.162 |
14:48 |
kaeza |
(same address, port 30001 for Minetest) |
15:01 |
kaeza |
byyyy the way, wielditems are still broken |
15:01 |
kaeza |
wieldmeshes* or whatever |
15:02 |
gravgun |
kaeza: thanks for reminding everybody they still are ;) This bugs... really bugs me (bad pun ikr) |
15:03 |
VanessaE |
what is it that they're broken for everyone but me? |
15:03 |
gravgun |
VanessaE: likely GL things... |
15:03 |
VanessaE |
must be |
15:03 |
PenguinDad |
VanessaE: it seems like only old opengl versions are affected by this |
15:03 |
gravgun |
driver-specific features or issues |
15:03 |
gravgun |
PenguinDad: I'm on GL3.0, it still happens |
15:04 |
kaeza |
OGL 2.1.0 here |
15:04 |
kaeza |
Intel GMA |
15:04 |
VanessaE |
4.3.483647832661247243 here. |
15:04 |
kaeza |
https://mediacru.sh/XWz0Nljmcv_c |
15:04 |
PenguinDad |
gravgun: I didn't specify what an old opengl version is |
15:05 |
gravgun |
PenguinDad: I generally consider GL<3.0 to be old |
15:05 |
gravgun |
well, rather <3.1 |
15:05 |
gravgun |
'cuz old fixed pipeline is gone |
15:05 |
Krock |
so 2.1.8543 is old?? |
15:05 |
gravgun |
Krock: yes. |
15:05 |
PenguinDad |
Krock: yep |
15:07 |
gravgun |
But I can't get GL4.0 :( |
15:07 |
gravgun |
But when I'll be able to, I'll get GL4.4 |
15:07 |
gravgun |
Mesa guys are working on it |
15:07 |
kaeza |
relevant part of console output, FWIW: https://gist.github.com/kaeza/02e0cb1bf8efbb9e4a22 |
15:08 |
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nore joined #minetest-dev |
15:29 |
rubenwardy |
"Irrlicht log: Using renderer: OpenGL 2.1" |
15:30 |
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15:53 |
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16:03 |
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16:24 |
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17:06 |
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17:25 |
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17:27 |
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17:32 |
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17:40 |
celeron55 |
the wield item is broken for me too |
17:42 |
celeron55 |
if i run it on my HD4000 (GL3.0) that is; it does work on K3100M (GL4.4.0) which is just wasting power and making noise in case of MT |
17:44 |
celeron55 |
oh well, could as well comment to the issue |
17:49 |
Calinou |
wield item is always fully bright |
17:49 |
Calinou |
but looks OK otherwise |
17:50 |
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17:50 |
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17:53 |
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17:56 |
paramat |
the wieldhand has looked like that for me for a week https://cdn.mediacru.sh/NLtpFfFfGnrm.png note it has dark, curved, glitched-out edges, the texture is blurred and it looks metallic |
18:03 |
paramat |
RBA, the solution is not a different wieldhand texture, it's to fix the bug. the current texture is the closest possible representation of the player's arm |
18:07 |
paramat |
RBA> 'current one is not good at all, and sucks with effects enabled' yep it does look very wrong, and that's due to this bug and your shaders, not a problem with the texture |
18:07 |
PenguinDad |
paramat: that bug is probably not solvable in minetest :/ |
18:08 |
VanessaE |
RBA isn't here.. |
18:08 |
paramat |
i know just venting |
18:08 |
VanessaE |
ok :) |
18:08 |
paramat |
ah it's due to openGL version? |
18:08 |
VanessaE |
he was just saying the other day how it's always ME that finds the weird corner-case bugs. not this time I guess :D |
18:09 |
VanessaE |
yeah, it's an ogl version problem now |
18:09 |
paramat |
okay thanks |
18:10 |
Calinou |
the texture is filtered, mesh is set as smooth |
18:17 |
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18:20 |
kahrl |
I have OpenGL 3.0 and there's no texture filtering here |
18:20 |
kahrl |
although I can confirm that the wield is fullbright |
18:21 |
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18:24 |
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18:31 |
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18:35 |
paramat |
nore, sfan5, please could one of you merge this urgent pull request https://github.com/minetest/minetest_game/pull/339 ? i haven't been able to get any feedback from Blockmen but i can't imagine he would have a problem with this = |
18:35 |
sfan5 |
paramat: did nore say yes? |
18:35 |
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18:36 |
paramat |
he did |
18:36 |
Amaz |
http://irc.minetest.ru/minetest-dev/2014-11-15#i_4022438 |
18:38 |
sfan5 |
paramat: merged |
18:38 |
paramat |
\O/ |
18:39 |
paramat |
thanks so much |
18:41 |
paramat |
i agree with Calinou that mgv5 biomes should be simple and 'oldschool', the current 3 plus taiga, almost as if mgv5 had never been removed and had developed in a similar way to mgv6 |
18:42 |
paramat |
so if you want taiga as a mgv5 biome, pine nodes are needed https://github.com/minetest/minetest_game/pull/336 |
18:42 |
Amaz |
+1 |
18:42 |
Calinou |
how do mapgens other than v6 get flowers? |
18:43 |
sfan5 |
magic |
18:43 |
Amaz |
minetest.register_decoration ? |
18:43 |
paramat |
all mapgen other than mgv6 will use hmmmmm's biome API, so decoration code |
18:43 |
* Krock |
does not like the fact: The complete GUI is redrawn _every_ step |
18:45 |
paramat |
so any biome system can be used with any mapgen, the base terrain and biomes become independant and modular |
18:46 |
Krock |
it gets boring when everything works the same way |
18:57 |
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19:51 |
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20:03 |
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20:17 |
ShadowNinja |
I get this segfault randomly when starting Minetest. I've had it for months, but it's devilishly hard to get in gdb because it's so rare: http://pastebin.ubuntu.com/9047824/ |
20:17 |
ShadowNinja |
Also, I've changed the SQLite3 database to use this schema: http://pastebin.ubuntu.com/9047752/ |
20:18 |
ShadowNinja |
I've also fixed a bunch of internal things. |
20:18 |
ShadowNinja |
That database shema will make a lot of database manipulation tasks easier. |
20:19 |
ShadowNinja |
Eg, shifting a map is just something like UPDATE `blocks` SET `x` += 1024; |
20:19 |
ShadowNinja |
I've added an automatic updater, and the schema version is stored as sqlite3_schema_version in world.mt. |
20:20 |
ShadowNinja |
This may or may not add a general performance increase too. |
20:21 |
ShadowNinja |
It should help the mapper though, because it will only have to load Z-slices that it's interested in, instead of the whole thing. |
20:50 |
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22:15 |
VanessaE |
there appears to be a severe memory leak in rollback check. Take a look at the past few hours' worth of stats on my servers: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011162014%20-%2005%3a08%3a31%20PM.png . In the top graph, blue is "other" CPU usage, violet is Minetest, red horizontal rules are 100%-of-a-core marks. second graph is memory. Those two sudden spikes in memory are |
22:15 |
VanessaE |
from a couple of rollback checks one of my admins did while I was afk (blue is programs, green is cache, yellow is buffers, red is swap). |
22:16 |
VanessaE |
in the log, there was nothing printed associated with the event except a "Killed" message; dmesg reports that the OOM killer nailed it. |
22:16 |
VanessaE |
and this is a system with 8 GB of physical RAM and another 512MB of swap. |
22:20 |
VanessaE |
and it would appear that the admin's attempt to roll back was successful, so the code is working: |
22:20 |
VanessaE |
[11-16 17:18] <xxxxxx> hy, did someone roll back my work in time or something? All the work I did on the Survival Server is comepletely gone from the past two days? |
22:22 |
VanessaE |
it may not be rollback *check* that has the leak but rather the rollback/undo action itself |
22:24 |
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22:35 |
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22:43 |
paramat |
hmmmm, mgv5 getgroundlevel is possibly ready for merge, some details https://github.com/minetest/minetest/pull/1834#issuecomment-63242361 |
22:51 |
hmmmm |
hrmmm |
22:51 |
hmmmm |
alright one thing |
22:51 |
hmmmm |
iirc Server::getSpawnPos() returns ground level + 1 already |
22:52 |
hmmmm |
so there's no need to adjust it |
22:52 |
paramat |
ah thanks i didn't know |
22:52 |
hmmmm |
well don't trust me, check yourself |
22:52 |
hmmmm |
i'm full of wrong info |
22:54 |
paramat |
okay, i was looking for that code recently, only found respawnplayer, will look again |
22:54 |
hmmmm |
erm actually it's findSpawnPos |
22:54 |
paramat |
in server.cpp? |
22:54 |
hmmmm |
yes |
22:55 |
hmmmm |
and it's not a method of Server for whatever reason... |
22:55 |
hmmmm |
that should be a static function |
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