Time |
Nick |
Message |
00:01 |
Taoki |
Any reason why #1266 wasn't merged yet? It's been there for a while... it's a needed correction to make tone maps work properly. |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1266 -- Make directional fog colors respect tonemap by MirceaKitsune |
00:01 |
Taoki |
RealBadAngel: Perhaps you can merge that now. Especially since I created the directional fog, and this is additionally a patch to my code. And it shouldn't give anyone reasons to disagree. |
00:11 |
RealBadAngel |
im ok with it. kahrl, sfan5 ? |
00:19 |
RealBadAngel |
Tesseract, and you? |
00:20 |
Tesseract |
Um, I don't know exactly what that does. |
00:21 |
RealBadAngel |
when theres sun or moon tone map present it lets fog use it |
00:21 |
RealBadAngel |
which is logical |
00:21 |
Tesseract |
Seems O.K. |
00:22 |
RealBadAngel |
Tesseract, and what about #1925 ? |
00:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1925 -- Disable loading .mtl files. Theyre not used anyway. by RealBadAngel |
00:24 |
Tesseract |
RealBadAngel: Fixes the "couldn't load foo.png for foo.x" errors? |
00:24 |
RealBadAngel |
fixes could not load xxx.mtl |
00:24 |
Tesseract |
Never seen that. |
00:25 |
RealBadAngel |
try anything that loads a mesh |
00:25 |
RealBadAngel |
i mean .obj files |
00:26 |
RealBadAngel |
join VE's creative for example to see it for window shutters |
01:21 |
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01:36 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1927 |
01:36 |
RealBadAngel |
#1927 |
01:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/1927 -- Fix lighting artifacts (Issue #1887). by RealBadAngel |
01:37 |
RealBadAngel |
before we get hardware lighting we have to update all the blocks around (waste of resources :( ) |
01:52 |
hmmmm |
just realized a problem |
01:53 |
hmmmm |
i test config file writing now for Settings, but how can i guarantee that writing a floating point value will match the expected output string? |
01:54 |
hmmmm |
i mean how can I know that ftos(stof("2.0")) == "2" ? |
01:55 |
hmmmm |
and then what about locale settings... i need somebody who knows more about this to verify TestSettings' correctness |
02:10 |
RealBadAngel |
a = stof (x); y = stof(a); if (x==y) it is correct |
02:10 |
RealBadAngel |
a = ftos (x); y = stof(a); if (x==y) it is correct |
02:10 |
RealBadAngel |
oops ;) |
02:14 |
RealBadAngel |
hmmmm, why do you need to know the output format anyway? |
03:00 |
hmmmm |
because i'm comparing strings |
03:00 |
hmmmm |
paramat: https://github.com/kwolekr/minetest/commit/2fd3d5202051e03303ac2b8e76976a7c4c8477f3 |
03:00 |
hmmmm |
erm he's not here |
03:00 |
hmmmm |
everyone: https://github.com/kwolekr/minetest/commit/2fd3d5202051e03303ac2b8e76976a7c4c8477f3 |
03:13 |
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03:13 |
paramat |
thanks hmmmmm |
03:14 |
paramat |
wow you've been working hard |
03:15 |
paramat |
so lacunarity for no change to before is 2 |
03:17 |
paramat |
ah i just researched, lacunarity is exactly what i was thinking of adjusting in the noise code |
03:17 |
paramat |
this will allow a wide range of detail with fewer 'octaves' |
03:18 |
paramat |
this ties into my studies of microtonal music theory |
03:19 |
paramat |
some people are making music where the 'octave' is not a doubling of frequency |
03:20 |
paramat |
such as this https://www.youtube.com/watch?v=wBOxnO10KjE |
03:28 |
hmmmm |
lacunarity is best between 1.5 and 3.5 |
03:30 |
paramat |
for the last week or so i get this error message when starting a new world in mgv5/v6/v7: ERROR[main]: ServerMap::loadMapMeta(): could not open/home/../minetest/bin/../worlds/x/map_meta.txt |
03:32 |
hmmmm |
hrmm |
03:32 |
hmmmm |
i personally haven't |
03:33 |
hmmmm |
i've heard of that problem existing months ago when somebody made some other change |
03:34 |
paramat |
will report as an issue |
03:38 |
hmmmm |
i'm going to add a 'point noise value buffer' mode to NoiseParams |
03:39 |
hmmmm |
in this mode, the noise calculation functions will bypass the intermediate buffers and write directly to the result buffer using the point-polled value functions. the purpose of this is to accomodate "crazy" noiseparams settings such as a very low spread factor, without creating crazy requirements |
03:39 |
hmmmm |
and higher octaves too |
03:40 |
hmmmm |
i'm wondering if, on InvalidNoiseParamsException, if I should write an error message about invalid noise params but switch to this point-buffer mode |
03:40 |
hmmmm |
and have execution continue on |
03:41 |
hmmmm |
basically it'd make the Noise class equivalent to celeron's 0.3.x-era NoiseBuffer class |
03:41 |
paramat |
interesting |
03:52 |
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03:57 |
hmmmm |
i actually kind of like that fractal song you pasted the link to |
03:58 |
hmmmm |
it sounds creepy and off-tune |
04:34 |
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04:36 |
paramat |
that music video and artwork is actually an old experiment of mine =} (i confess!) |
04:39 |
paramat |
hmmmm im not sure crazy noise params should be accomodated, if the smallest spread is less than 1 it can't be expressed in nodes, if octaves are high that's also a waste of processing |
04:40 |
paramat |
better to throw an error so people learn |
04:41 |
paramat |
is 'point noise value buffer' useful for intelligent use? |
04:42 |
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04:51 |
hmmmm |
it can allow minetest to use marginally less memory... |
04:51 |
hmmmm |
i guess |
04:52 |
hmmmm |
at the expense of vastly slower noise computation :-) |
04:55 |
paramat |
i suggest not bothering then |
05:14 |
hmmmm |
WOW |
05:14 |
hmmmm |
no freaking way gcc is this stupid |
05:15 |
hmmmm |
for (size_t i = 0; i != sx * sy * sz; i++) result[i] = result[i] * np->scale + np->offset; is 4us slower than for (size_t i = 0; i != sx * sy * sz; i++) result[i] = result[i] * np->scale + np->offset; |
05:15 |
hmmmm |
with -O2 |
05:18 |
hmmmm |
erm not stupid... just very careful |
05:18 |
hmmmm |
if I make sx, sy, and sz local variables, there is no difference in performance |
05:19 |
hmmmm |
protip: if you're checking a loop condition against a class member, cache the result first. it might result in less pretty code but it's faster |
05:21 |
hmmmm |
sx * sy * sz in this case was pretty blatant, but something less obvious might be like a size member. for (size_t i = 0; i != m_size; i++) { do stuff here on data } - bad |
05:21 |
hmmmm |
size_t localsize = m_size; for (size_t i = 0; i != localsize; i++) { ... - good |
05:44 |
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05:57 |
kahrl |
nice |
05:57 |
kahrl |
go to the multiplayer tab, type a nonexisting address and name ;_; and connect |
05:58 |
kahrl |
then abort. voila: the name field is gone |
05:59 |
kahrl |
lesson: _never_ dump user input into a formspec without escaping it |
06:10 |
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06:14 |
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06:16 |
kahrl |
will push this in 30 minutes: https://gist.github.com/kahrl/591a33feeccf4f901c58 |
06:16 |
kahrl |
fixed the above |
06:28 |
Zeno` |
I had to look up "lacunarity" on wikipedia |
06:28 |
Zeno` |
And I still have no idea what it means |
06:39 |
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06:44 |
kahrl |
as far as I can tell, a fractal is lacunar if the sizes of the holes vary a lot if you look at different parts of the fractal |
06:44 |
kahrl |
I had to read the wikipedia definition several times though ;) |
06:45 |
RealBadAngel |
#1927 |
06:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/1927 -- Fix lighting artifacts (Issue #1887). by RealBadAngel |
06:46 |
paramat |
before, the ratio of the spreads of adjacent octaves was always 2 (hence octave, a doubling of frequency), now that ratio (lacunarity) can be set |
06:48 |
Zeno` |
ok, I think I get it now |
06:49 |
Zeno` |
RBA, I'll test now |
06:49 |
paramat |
doubling spatial frequency = halving spatial wavelength = halving 'spread' |
06:51 |
Zeno` |
hmm ok |
06:51 |
Zeno` |
I guess the best way for me to understand properly is to experiment |
06:54 |
Zeno` |
RBA, I can no longer reproduce the issues I was experiencing |
06:54 |
Zeno` |
So I'm guessing it's truly fixed :) |
06:55 |
Zeno` |
yep +1 ! |
06:56 |
Zeno` |
All the test locations I had "bookmarked" where I was experiencing issues no longer show any anomalies |
06:56 |
kahrl |
RealBadAngel: I don't understand the addUpdateMeshTaskForNode changes |
06:57 |
kahrl |
why can you skip those mesh updates? |
06:57 |
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06:57 |
RealBadAngel |
simply because addUpdateMeshTaskWithEdge already does them |
06:58 |
RealBadAngel |
no need to update mesh twice |
06:58 |
kahrl |
but you call addUpdateMeshTask and not addUpdateMeshTaskWithEdge |
06:58 |
RealBadAngel |
i call the last one |
06:59 |
kahrl |
not in line 2647 |
07:00 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1927/files#diff-34f48ad91ac6c202ac60b0348ae90e30R2351 |
07:00 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1927/files#diff-34f48ad91ac6c202ac60b0348ae90e30R2373 |
07:00 |
kahrl |
I saw that but what does that have to do with addUpdateMeshTaskForNode? |
07:01 |
RealBadAngel |
one calls another |
07:01 |
RealBadAngel |
result was a few unnecesary mesh updates |
07:02 |
RealBadAngel |
we need to update block where node is and then addUpdateMeshTaskWithEdge which will update surroundings |
07:02 |
kahrl |
it's broken |
07:02 |
kahrl |
if you dig a node at a block boundary the crack doesn't appear |
07:03 |
RealBadAngel |
lemme check |
07:03 |
* Zeno` |
finds block boundary |
07:04 |
RealBadAngel |
checked, no problems with cracks |
07:04 |
kahrl |
try it from the other side |
07:05 |
kahrl |
only one direction is affected |
07:05 |
kahrl |
well, 3 of the 6 directions to be exact |
07:06 |
RealBadAngel |
huh, indeed theres problem with it |
07:09 |
RealBadAngel |
but i can see crack missing only at bottom of the node |
07:09 |
kahrl |
it should happen at the x-, y- and z- faces |
07:14 |
RealBadAngel |
youre right, ive removed too much there, will fix that |
07:14 |
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07:18 |
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07:19 |
RealBadAngel |
kahrl, check now |
07:19 |
kahrl |
looks good now, will test |
07:22 |
kahrl |
all the artifacts are gone now |
07:22 |
kahrl |
good job :) |
07:23 |
kahrl |
if it works for Zeno` too it can be merged |
07:24 |
Zeno` |
give me 5 minutes? |
07:24 |
Zeno` |
Just on the phone |
07:25 |
kahrl |
sure |
07:29 |
RealBadAngel |
when we will switch to real lighting we will have to re-revert those changes |
07:29 |
Zeno` |
ok, my test locations are now fine (lighting wise) |
07:29 |
RealBadAngel |
only lighting forces us to make so many mesh updates |
07:30 |
Zeno` |
so yes, it resolves the issue :) |
07:31 |
Zeno` |
re-re-re-revert? |
07:31 |
Zeno` |
heh |
07:31 |
RealBadAngel |
updating surrounding blocks meshes i mean |
07:31 |
kahrl |
revert the revert that reverted the reverting revert |
07:31 |
RealBadAngel |
hehe |
07:32 |
RealBadAngel |
only those in update node makes sense, because removing a node can make face in adjacent block visible again |
07:33 |
RealBadAngel |
any other updates in adjacent blocks are forced by lighting |
07:36 |
Zeno` |
Anyone looked at #1873 ? |
07:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/1873 -- Temporary fix for irrlicht bug that cause MT not going to be compiled on BSD-like by neoascetic |
07:37 |
Zeno` |
If I was going to address that bug I probably would have first done it the way neoascetic has done. There is already an #ifdef for POSIX anyway. I'd like to get away from irrlicht types altogether but that is a different story. |
07:38 |
kahrl |
Zeno`: why is there an #ifndef _MSC_VER? |
07:38 |
Zeno` |
kahrl, simply to include stdint |
07:38 |
Zeno` |
same as the #else below already did |
07:39 |
kahrl |
oh I see |
07:39 |
Zeno` |
http://sourceforge.net/p/irrlicht/bugs/433/ explains it nicely and I really don't have an issue with this patch |
07:41 |
kahrl |
I think it would be better if stdint.h was always included |
07:41 |
Zeno` |
some compilers don't have it |
07:41 |
kahrl |
just to avoid the case where a dev writes code that relies on it that then doesn't work on windows |
07:42 |
kahrl |
huh |
07:42 |
Zeno` |
I don't think older versions of MSCV do. Do you know which versions do and which don't? |
07:42 |
kahrl |
those aren't C++ compilers then |
07:42 |
kahrl |
or do they only have cstdint |
07:42 |
Zeno` |
*shrug* I read it somewhere or maybe Krock told me |
07:43 |
kahrl |
MSVC 2010 definitely has it |
07:43 |
kahrl |
do we support older ones? |
07:43 |
Zeno` |
I guess that's a question to answer |
07:43 |
Zeno` |
I don't know |
07:44 |
Zeno` |
If we don't then it's a non-issue and we include stdint all the time |
07:44 |
Zeno` |
Actually that might make sense |
07:45 |
Zeno` |
Supporting a 2008 version of Visual Studio seems a bit much... |
07:46 |
kahrl |
it would be good to have a wiki page that explicitly spells out the compilers we currently support |
07:46 |
Zeno` |
A bigger question (related) is do we support non-conforming compilers? :) |
07:46 |
kahrl |
well we support at least one version of MSVC so yes ;) |
07:47 |
Zeno` |
:) |
07:48 |
kahrl |
and I guess since we don't set -pedantic, g++ isn't conforming either |
07:51 |
kahrl |
that reminds me, I need to fix some struct/class differences |
07:51 |
Zeno` |
Just setting -Wextra is bad enough |
07:51 |
Zeno` |
I won't even try with -pedantic |
07:52 |
Zeno` |
Oh also... do you know why -Wall is not included as a flag for release builds? |
07:52 |
kahrl |
shall I push RBA's lighting fix? |
07:52 |
Zeno` |
yep |
07:52 |
kahrl |
no idea |
07:52 |
kahrl |
I don't do releases ;) |
07:54 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/CMakeLists.txt#L661 |
07:54 |
Zeno` |
to me it seems strange to omit just because you're building a release version, but maybe there is a reason |
07:55 |
Zeno` |
Hmm, I wonder why it's not picked up from line 657 |
07:56 |
Zeno` |
nvm, maybe it was fixed already |
08:02 |
kahrl |
https://gist.github.com/kahrl/08a2403e35b85b1ff12c |
08:02 |
kahrl |
I'll fix those forward declarations |
08:20 |
Zeno` |
who said you were allowed to use a script? |
08:20 |
Zeno` |
seems like cheating! |
08:21 |
kahrl |
heh |
08:26 |
hmmmm |
https://github.com/minetest/minetest/commit/2a7c6d27b32711e2439bf56715d813ef96b8f904 |
08:41 |
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09:03 |
Zeno` |
he missed an optimisation :( |
09:04 |
Zeno` |
Noise::transformNoiseMap() is apparently called a lot with np->scale and np->offset ~= 1.0 |
09:04 |
Zeno` |
np->scale ~= 1.0 and np->offset ~= 0 sorry |
09:52 |
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12:52 |
Zeno` |
will merge #1930 when travis finishes |
12:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/1930 -- Fix compiler warning (signed vs. unsigned) by Zeno- |
13:01 |
Zeno` |
done |
13:01 |
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13:04 |
Zeno` |
Can someone else look at #1873 please? |
13:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1873 -- Temporary fix for irrlicht bug that cause MT not going to be compiled on BSD-like by neoascetic |
13:04 |
Zeno` |
kahrl and I discussed this earlier (check logs) and it seems to be a perfectly reasonable solution to an irrlicht problem to me |
13:05 |
Zeno` |
Perhaps the word "temporary" can be removed from the commit message |
13:06 |
Zeno` |
All it's doing is making sure that stdint is included before irrtypes.h :/ |
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15:40 |
hmmmm |
Zeno`: yeah, most of the time offset == 0 and scale == 1, which is why it's a separate function you could optionally call |
15:40 |
hmmmm |
you save a good 6 microseconds that way |
15:51 |
hmmmm |
6 * 80 = 480 microseconds if using 3d noise |
15:54 |
Zeno` |
ahh, ok, it's already checked then? (my comment was half tongue-in-cheek btw) |
15:56 |
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17:50 |
RealBadAngel |
hi guys |
17:51 |
VanessaE |
greetz |
17:51 |
Calinou |
hi RealBadAngel |
17:51 |
RealBadAngel |
and ladies :) |
17:51 |
RealBadAngel |
shit, wrong order ;) |
17:51 |
Calinou |
there is no wrong order here |
17:52 |
RealBadAngel |
Calinou, ladies first, i should have check the list first ;) |
17:52 |
RealBadAngel |
anyway, theres a call to fix visual_scale parameter |
17:53 |
VanessaE |
but is there anything to fix? |
17:53 |
RealBadAngel |
atm, at lua side its single float, copied onto the vector in the engine |
17:54 |
RealBadAngel |
so you cant control desired dimension, just all of them |
17:54 |
RealBadAngel |
problem is, this way is used everywhere |
17:55 |
RealBadAngel |
we need (like really) to switch from single float to a vector of 3 floats |
17:55 |
Calinou |
like wield_scale? |
17:56 |
RealBadAngel |
like visual_scale too |
17:56 |
VanessaE |
oh right, forgot about that idea. |
17:56 |
RealBadAngel |
with Z=0 in scale we could have old flat plants for example |
17:58 |
RealBadAngel |
and control thickness of all extruded things |
17:59 |
RealBadAngel |
not to mention separate factor for x and y could be also useful |
18:06 |
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19:16 |
Taoki |
Since I'm seeing a lot of misc stuff is being merged, can someone also look at #1926 ? It's a small fix, which would allow me to add swimming sounds to minetest_game and already enables ladder climbing sounds out of the box. |
19:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1926 -- Liquid & climbing footsteps by MirceaKitsune |
19:18 |
Krock |
Btw, why was the feature with >right-clicking once to put a single item into the inventory< changed to 2 clicks? |
19:23 |
Taoki |
Also, I tested how view bobbing while swimming and climbing looks, and IMO that is also a large improvement because it looks a whole lot better and more realistic. So this kinda improves two things simultaneously. |
19:23 |
Calinou |
yes, I like view bobbing when swimming/climbing, good idea |
19:23 |
Calinou |
(I have view bobbing off but wield item bobbing on) |
19:24 |
Calinou |
Taoki, also can you increase max bobbing speed? |
19:24 |
Calinou |
m_view_bobbing_speed = MYMIN(speed.getLength(), 40); |
19:24 |
Calinou |
change the 40 for a bigger value, I suggest 80 |
19:24 |
Calinou |
or 75 |
19:24 |
Taoki |
I think someone else made a separate pull request for that, which changes that max to 100 |
19:24 |
Taoki |
Might have commented on it just yesterday |
19:24 |
Calinou |
someone_else = "Calinou", |
19:25 |
Krock |
#1921 comments please |
19:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1921 -- Ignore .name directories and files by SmallJoker |
19:25 |
Calinou |
if only I was a core dev, I could merge simple stuff like that :( |
19:26 |
Krock |
Calinou, and that's bad to merge on your own |
19:26 |
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19:26 |
Calinou |
I mean, other people's PRs |
19:26 |
Taoki |
Another nice thing about view bobbing working while swimming, is that the bob cycle speed depends on movement speed. So the view and wield item bob more slowly when you swim or climb then when you walk, wich looks and feels very correct :) |
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19:43 |
paramat |
hi nore sfan5 please could you merge https://github.com/minetest/minetest_game/pull/366 ? roots are removed as requested, rebased |
19:46 |
Taoki |
Looks nice! Would have been even nicer with non-mgv7 snow biomes though. |
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19:54 |
Calinou |
https://github.com/minetest/minetest_game/pull/354 |
19:54 |
Calinou |
can this be merged? core dev has approved it |
19:58 |
* shadowzon |
wonders how she can vote it up |
19:59 |
shadowzon |
or do I have to be added? |
19:59 |
kilbith |
need a Zeno clone for _game |
20:02 |
Calinou |
feel free to vote it up, but it won't do much |
20:03 |
shadowzon |
I'm new to github so I don't know how to vote up |
20:06 |
paramat |
4000 commits! |
20:08 |
PenguinDad |
paramat: come back when we reached 9001 :P |
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20:39 |
twoelk |
paramat: thinking about them trees with roots of yours, how about being able to plant saplings on trunks similar to real life grafting https://en.wikipedia.org/wiki/Grafting |
20:44 |
paramat |
idea is okay but personally i can't get enthusiastic about adding it =) |
20:46 |
twoelk |
might be usefull to have cultivated varieties such as discussed here http://irc.minetest.ru/minetest/2014-08-24#i_3884595 |
20:47 |
twoelk |
or maybe a way to make apple orchards and not wait for the random apple tree |
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