Time Nick Message 02:12 Kodexky Ha ha! i've got volume dialog working!!! 02:15 * acerspyro gives Kodexky a cookie 02:25 exio4 compiling kernel 02:58 VanessaE guys, rollback needs a serious fix soon. one of my admins just did a check and, on a database that's not more than a couple months old or so, it takes so long to do a check that the server pings out from IRC> 02:59 n4x waaaaaaaaaaaaaa 03:00 n4x I didn't remember I had a not-builtin kernel module 03:00 n4x I have the sources, but IIRC the module is now merged so I am trying to make it work :p 03:00 n4x (wifi) 03:00 VanessaE n4x: this has to do with Minetest core dev...how? 03:02 n4x oh.. 03:05 paramat hi hmmmm, two ready for review/merge, #2036 03:05 ShadowBot https://github.com/minetest/minetest/issues/2036 -- Builtin: Remove builtin_biome.lua. Minimal: Add simple biome to default/mapgen.lua. Remove indev mapgen ores by paramat 03:05 paramat and #2106 03:05 ShadowBot https://github.com/minetest/minetest/issues/2106 -- Mgv5: Move cave generation from base terrain loop to optional function, fixes biome surface in tunnels by paramat 03:09 VanessaE according to the admin who ran it, that rollback check took 12 minutes to complete. .. 03:10 VanessaE paramat: https://github.com/VanessaE/dreambuilder_game/commit/42f677e10d4ab28b436bd375b5a7397d73a8073c -- you should add something like this in mt_game also. 03:12 paramat yes saw that, i assumed that latest MTgame is for latest MT surely? 03:13 VanessaE not precisely 03:13 VanessaE latest mt_game doesn't work on latest *stable* mt 03:13 VanessaE those couple of lines seem to be the only hangup 03:14 VanessaE (I was always under the impression that mt_game should always work on latest stable mt) 03:15 paramat hm i dunno, that makes thing difficult, at least MTgame tag 0.4.11 leads to a version before my new biomes 03:17 paramat get_mapgen_params is essential for v5/v7 biomes, which i want to add before next stable MT 03:17 VanessaE well in this case I just made it default to the regular mapgen v6 code 03:18 VanessaE wfm :) 03:18 paramat cool 03:24 paramat and here's one for kahrl or anyone who can merge docs, is now corrected, #2103 03:24 ShadowBot https://github.com/minetest/minetest/issues/2103 -- Lua-api.txt: Document that paramtype=light is essential for a light source to spread its light by paramat 03:26 hmmmm alrighty 03:26 hmmmm minetest time 03:26 hmmmm paramat, i know you've been wanting me to merge multiple things, can you list all of them pending at the moment? 03:26 hmmmm also sapier had one or two things 03:27 paramat sure 03:27 hmmmm what did you want to add before the next stable minetest? 03:28 paramat crumbs lots of stuff 03:30 paramat PRs ready for review/merge: #2036 #2106 03:30 ShadowBot https://github.com/minetest/minetest/issues/2036 -- Builtin: Remove builtin_biome.lua. Minimal: Add simple biome to default/mapgen.lua. Remove indev mapgen ores by paramat 03:30 ShadowBot https://github.com/minetest/minetest/issues/2106 -- Mgv5: Move cave generation from base terrain loop to optional function, fixes biome surface in tunnels by paramat 03:30 hmmmm one thing about commit messages 03:31 hmmmm if you have multiple items, separate them by a newline and don't end with a period 03:32 paramat and #2103 03:32 ShadowBot https://github.com/minetest/minetest/issues/2103 -- Lua-api.txt: Document that paramtype=light is essential for a light source to spread its light by paramat 03:32 paramat okay 03:33 paramat i'll paste my todo list for next stable 03:34 paramat it's enough for 3-6 months work 03:37 paramat https://gist.github.com/paramat/a68e0f1ccbac814954ca some are done or are questionable 03:38 hmmmm ahh! fonts are small but formspecs are large 03:38 VanessaE hmmmm: get all the way to HEAD and check sapier's gist. 03:38 hmmmm how many did he have 03:38 VanessaE this one, https://gist.github.com/sapier/846662f8f8aecaff166a 03:38 hmmmm just that one i was gonna do yesterday or more since then? 03:38 VanessaE that's the only one I am aware of 03:40 paramat thanks for the merges 03:42 paramat i recently attempted v6 overgeneration but it's difficult, v6 is so complex 03:46 VanessaE is there some API element that allows dig-node and place-node operations to be done by a mod but without them being recorded in the rollback log? 03:47 hmmmm i'm not entirely sure if overgeneration is a smart idea overall.. 03:48 VanessaE looks like there isn't. 03:50 VanessaE would someone consider adding such, please? 03:51 paramat hmmmmm i'm not sure either but i certainly want to fix those discontinuities somehow 03:52 paramat but then, any trees or dungeons placed are already overgeneration.. 03:53 hmmmm that's not a good thing 03:54 hmmmm guys, is this the way it's supposed to look? http://i.imgur.com/fJ1TfqP.png 03:54 hmmmm vanessae, for what it's worth you can skip rollback recording by doing a voxelmanipulator operation 03:55 paramat my lua mapgens work by overgenerating the noisemaps, 'doing the maths' outside the mapchunk but only placing nodes within if at all possible 03:56 VanessaE hmmmm: I'm not sure if that would work in this case - dig_node() and relatives seem to be needed (pipeworks' nodebreakers and deployers, technic quarry) 03:56 paramat ..but that's more difficult or impossible with how core mapgen works 03:56 paramat yeah small fonts in big boxes is normal for latest 04:00 hmmmm what I pasted is with sapier's gist applied 04:01 VanessaE hmmmm: that's not normal (assuming his gist was correct) 04:01 hmmmm speaking of mainmenu 04:02 hmmmm we should remove darkrose 04:02 paramat and add me! 04:02 hmmmm she simply does not develop minetest anymore. the last patch she made if i recall correctly was disasterously dangerous 04:03 hmmmm i almost never interacted with darkrose, and when i did, i was yelling about some screwup or the like... 04:04 hmmmm yeah.. we have to add you, and a couple of other people... 04:06 hmmmm https://forum.minetest.net/download/file.php?id=453 hah! 04:06 hmmmm i like that texture pack too 04:06 hmmmm for some reason i think lavacooling is FUBAR. does it behave like that in minecraft too? 04:09 VanessaE hmmmm: I made some changes to it between gloopblocks and dreambuilder_game 04:09 paramat our new grass texture is dark and gloomy, i tried minimal and the grass is lovely 04:09 VanessaE it behaves a lot more sane 04:10 hmmmm i'll have to try out dreambuilder. 04:10 paramat .. i might submit a brighter texture 04:10 hmmmm paramat, yes, my favorite grass was the original texture 04:10 VanessaE https://github.com/VanessaE/dreambuilder_game/commit/aff01e4bee09e5dd0467db3a783f8862fb451ea9 use this along with current git HEAD of gloopblocks 04:10 hmmmm really hate the current grass but I didn't have any control over minetest_game so i figured what the hell 04:11 hmmmm but i hate a lot of things about minetest_game. it's so sucky and unfinished. i hate the american cheese textured "gold" 04:11 hmmmm the sounds blow 04:11 hmmmm axes and such should be able to dig other damage groups as well 04:11 paramat also the new dirt is too yucky light brown, i might submit a darker one 04:11 VanessaE the basic idea is slower ABMs (obviously), and always generating "foo:bar_cooled" so that lavacooling damage is easy to remove. 04:12 VanessaE the slower ABMs alone actually had the side effect of making the terrain look somewhat more natural 04:12 paramat i actually like the new sounds, their humourous lofi abstractness suits the game 04:13 hmmmm it's better than it used to be at least 04:13 hmmmm but there's not enough variation to the sounds 04:14 hmmmm our glass breaking sound is almost exactly like minecraft's, but there are less sounds to randomly cycle through making it sound... not as good 04:14 paramat the snow sound that sounds like a door slamming is really funny 04:17 paramat work on v7 caves is progressing, but the lava caves density seems far too high i will reduce it, no wonder liquid queue gets overwhelmed https://cdn.mediacru.sh/F/F7_FiJPH8zUU.png 04:18 hmmmm eweh 04:19 paramat ^ thats v7 lava caves as they were, with tunnels removed and new 3D noise tunnels not yet added 04:20 hmmmm you know i've been wondering if cave-related noise should be separate from the rest of the mapgen 04:22 paramat you like to centralise =) i think different mapgen need different defaults for cave noises 04:22 hmmmm not so much centralize as organize 04:23 VanessaE paramat: that's definitely too many caves, and too small also 04:23 hmmmm you've got to realize that i don't have some sort of master plan.. i'm learning as i go along 04:23 VanessaE I'd say 1/4 as many and twice as big at the largest 04:24 paramat well i don't dare touch the large cave code, just reduce their number, the size may be restricted by mapchunk plus shell 04:24 hmmmm yeah... 04:24 hmmmm that's a real problem 04:25 hmmmm so listen, with that in mind, let's stop with the mapchunk borderering thing. it was a stupid idea to begin with, or rather it's just a solution that had larger ramnifications which celeron never saw at the time he implemented it 04:26 hmmmm if we're placing discrete structures like caves that are not bounded by a mapchunk... then why are we generating it inside of a mapchunk 04:27 hmmmm this is also something that would help decorations get more powerful than they are at the moment 04:28 paramat i can do 3D noise large caves 04:29 hmmmm running away from discrete structure generation won't help in the long term 04:29 paramat mapchunk shell is essential for some things, especially my mapgens *is worried* 04:29 VanessaE paramat: 3d noise alone won't be enough 04:30 VanessaE you have to be able to "crawl around" when you generate caves too after all 04:30 VanessaE (I don't know the term used for that) 04:32 hmmmm i don't have all the answers yet but i have a vague idea of what is 'right' 04:37 paramat okay. just one thing though, the way dungeons are now is magical and perfect and should be preserved, especially the glitches where they occasionally project from the terrain, or half a dungeon or a cobble ring floats in the air. for me these are vanilla MT's best feature 04:37 hmmmm that's a bug 04:37 hmmmm i don't have any idea how that can be preserved once it gets fixed 04:38 paramat just don't fix it =) 04:38 hmmmm lol 04:39 paramat watchng MC videos much of it's lovable character comes from bugs that they were wise enough to not fix 04:39 hmmmm like what? 04:42 paramat glitchy mob behaviour, lots of subtle things 04:43 paramat i have watched a lot of MC videos, it's an obsession, but don't own the game 05:30 Zeno` hmmmm, https://github.com/minetest/minetest/blob/master/src/voxel.cpp#L179 05:31 Zeno` hmmmm, and consider the case where an l-system tree "pokes" out of a block into an unemerged block above it 05:31 hmmmm ....yes? 05:31 hmmmm ahhh 05:31 hmmmm i never even thought about l-system trees 05:31 Zeno` because I don't initialise the whole lot there *can* be instances where the new block is not initialised 05:31 hmmmm yeah, that's very true. i guess we didn't check all cases where voxelmanipulator is used with blank contents assumed to be air 05:32 hmmmm for what it's worth, lsystem trees are RBAs code :) 05:32 Zeno` Can you think of a way around this without invoking the constructor by allocating an array using new? (because that way in most instance is very slow) 05:32 Zeno` I thought about memset to CONTENT_AIR, but then param1 and param2 are kind of "undefined" 05:32 Zeno` or even memset to 0, but that's stone 05:33 Zeno` Anyway I think this is the source of very occasional "random nodes/blocks" 05:33 hmmmm if you're going to memset the mapnode area you're going to set param1 and param2 anyway.. 05:33 hmmmm yeah, you're right. this explains it perfectly 05:34 VanessaE it also explains why it's only been seen on worlds where moretrees exists in some manner, huh. 05:34 hmmmm lol. if i were working on lsystem decorations i bet i would've caught it 05:35 paramat https://cdn.mediacru.sh/p/pJ30Q3oYILmX.png https://cdn.mediacru.sh/s/s0TFYNkBnLx9.png https://cdn.mediacru.sh/h/h3EfawacukEc.png https://cdn.mediacru.sh/d/dQm-OxMwdZO6.png 05:35 paramat the best dungeons are the glitchy ones, magickal and dreamy like something from a dream or an anime. luckily they are extremely rare so remain magickal discoveries. perfect for conversion by adding glass walls and access bridges 05:36 hmmmm hrmm https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L129 05:36 hmmmm where the hell does he get (1,3,1) from 05:36 VanessaE the maximum size of a giant sequioa. 05:37 Zeno` yeah, but it should {CONTENT_AIR, 0, 0} and I can't do that with memset. So might have to go back to the slow way new MapNode[new_size]; :( 05:37 hmmmm that's ridiculously stupid 05:37 hmmmm you don't ever hardcode shit like that 05:37 VanessaE I seem to recall he and I discussed reasonable limits, but I wasn't in a position to recommend a better way to code it 05:37 hmmmm Zeno`, no, just fix the offending code 05:37 hmmmm don't make the entirity of minetest suffer for one case 05:38 VanessaE the RIGHT way to do it would be to emerge each block as the interpreter crosses into those blocks, yes? 05:39 hmmmm that'd be the smart way, yes 05:40 hmmmm another way would be to find the total size by doing a dry run of the algorithm first without placing any blocks, but record the greatest coordinates a node would have been placed from each axis 05:40 Zeno` hmm 05:41 hmmmm i don't know, treegen.cpp looks like a bonified mess to me 05:41 VanessaE mmmh... one would have to add the necessary checks in 5 places if I read this right 05:41 Zeno` unfortunately (for minetest) I have a job interview in 1.5 hours. But I can continue to look at it after that. At least the (most probable) source of the bug is found 05:41 VanessaE (and I likely don't) 05:41 hmmmm :) 05:41 hmmmm good luck Zeno`! 05:41 hmmmm first job or what? 05:41 Zeno` thanks :) 05:42 VanessaE Zeno`: good luck! 05:42 Zeno` Nah, far from first hehe 05:42 hmmmm lol 05:51 Zeno` bbl 08:13 paramat hmmmm, 'count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;' i'm having trouble editing this for a roughly 1 in 9 chance of 1 or 2 large caves in a mapchunk, everything i try results in caves in every mapchunk or no caves at all, example: 'count = (ps.range(1, 9) == 1) ? ps.range(1, 2) : 0;' 08:13 paramat i am bemused 08:16 paramat i'm assuming ps.range() returns an integer in the range. perhaps i'll try reformatting this without the '?' usage 08:28 paramat i'll also try with random in case pseudorandom is buggy 08:33 paramat weird, now i'm getting identical dungeons, one in every mapchunk 08:34 paramat this is all mgv7 08:42 paramat a few dungeons are different, then below y = -800 there are huge volumes of identical dungeons, i suspect blockseed 08:46 paramat .. that would also explain my problem with large cave randomness since that is seeded with blockseed 08:52 paramat back soon 11:00 Megaf Hi 11:12 paramat hmmmm mystery solved, using getBlockSeed() works. printing it to terminal getBlockSeed2() was always returning zero 11:23 paramat confirmed: using getBlockSeed() also fixes the problem i was having with pseudorandom, now i can reduce the per-mapchunk chance of a large cave 12:19 gregorycu So, i fucked up my github branch, is anyone feeling helpful? 12:44 gregorycu Can we get #2091 merged 12:44 ShadowBot https://github.com/minetest/minetest/issues/2091 -- Speed up extent calculations by gregorycu 12:45 sfan5 small tip: nobody of the devs is here atm 12:45 gregorycu How can I tell that? 12:45 gregorycu Ops? 12:46 sfan5 no 12:46 sfan5 your irc client should show you that 1/4 devs are set to away 12:46 gregorycu Voice? 12:47 sfan5 yes and no 12:47 gregorycu I don't know who are devs, nor where to look for this information in here 12:47 sfan5 the devs have voice 12:48 sfan5 but them having voice doesn't mean they are here 12:48 gregorycu You have voice... You are a dev 12:48 gregorycu Merge my PR for it is good 12:48 gregorycu Also, I have to delete my repo 12:49 sfan5 I can't simply merge a PR if i feel like it 12:49 sfan5 i need other devs approval 12:50 sfan5 anyway, I'll be away now too 12:52 gregorycu Cool, I'll wait for someone else with voice to come along, and I'll bug them 12:55 puhfa gregorycu: hey, thanks btw for looking into the entity issue yesterday 12:55 gregorycu I'm still looking into it 12:55 puhfa and im still grateful :) you just disappeared so quickly that i didnt get to thank you 12:55 gregorycu I've got some entity spawners 12:56 puhfa also, i didnt use forceloading, if that info is of any help 12:58 gregorycu I'm hoping to catch VanessaE 12:58 gregorycu So I can discuss pipeworks with her 13:20 gregorycu If she ever is available 13:22 gregorycu Because yeah, i can't make this work 13:22 rubenwardy Recently the bots have been winning on the forum - At least 5 a week which aren't deleted. We need better protection software. 13:22 rubenwardy and/or moderators 13:23 rubenwardy Also, they comment on posts and that has been missed several times. 14:23 est31 PilzAdam: merge? #2105 14:23 ShadowBot https://github.com/minetest/minetest/issues/2105 -- Update german translation by est31 14:53 kilbith sapier: it is OK for you ? https://lut.im/skem97EL/mDcGmcUP 14:54 sapier you're talking about the dropdowns right? 14:54 kilbith yes, and the android thing below 14:54 sapier yes ... seems to be fine ... if you know somehing more speaking for "touch free target" feel free to change it too 14:55 kilbith haven't figured out what it is exactly 14:56 sapier switches from digging on arbitrary positions to digging on croshair only 14:56 sapier I don't know how to explain this in two words :-) 14:56 kilbith also, i'm wondering if i should add the biome settings in the world creation too 14:58 sapier I don't know I'm almost not involved at all in map creation 15:05 kilbith well, those dropdown are functional (.conf is set) but i only have a problem: the dropdown options disappear when i change of tab 15:06 kilbith i don't really understand how works the formspec index 15:06 sapier disappear means? 15:08 kilbith i choose an option > .conf is set > i change of tab > the dropdown are empty (but .conf is still set well) 15:08 kilbith s/set/configured 15:08 sapier can you show me the code you're using? 15:08 kilbith sure 15:09 kilbith (i prevent: it's just horrible) 15:09 sapier well in this case you'd have to polish it anyway ;-) 15:09 sapier but that's a different topic let's first have a look why it doesn't work as expected 15:10 kilbith yeah lot of refactoring to do 15:11 kilbith sapier: http://paste.debian.net/140317/ 15:13 sapier do you se an error message on console? 15:14 sapier wait, what's that loop for? 15:14 kilbith yes i forgot to remove a '(' when i cleaned to show you 15:14 sapier no that loop 15:14 kilbith otherwise none error 15:14 sapier you seem to place three different dropdown elements at very same position 15:15 kilbith the loop is for take 2 indexes by table 15:15 kilbith with i 15:15 sapier yes but each loop adds it's own dropdown 15:15 kilbith sorry, 3 15:16 sapier I guess you wanted to add the content not 3 dropdowns 15:16 kilbith there's a loop for the filter, and another for mipmap 15:16 sapier yes and each of it adds three dropdowns 15:17 sapier "dropdown[3.86,0.2;3.75;dd_filters" 15:17 kilbith yes, three options per dd 15:17 sapier NO 15:17 sapier three dropdowns each having three options 15:17 kilbith hmm.. 15:18 sapier dropdown[ ... ] specifys a dropdown gui element 15:18 sapier the options are withing [] 15:19 sapier what you actually need is some function to get the index from settings 15:19 sapier e.g. 15:19 sapier if not bilinear and not trilinear then 15:19 sapier indes = 0 15:19 sapier else if trilinear then 15:19 sapier index = 2 15:19 sapier well the numbers are messed up of course ;-) 15:20 kilbith yes i see 15:20 kilbith and i want to replace the "if" by a table which chains as indexes 15:20 kilbith i.e. filters = {["a b c"] = {true, false}, ...} 15:20 sapier I don't think that's gonna work 15:21 kilbith thats too redundant actually 15:21 sapier still you have to evaluate the settings 15:21 sapier as those aren't a table you need to translate them 15:22 sapier I'd suggest writing a helper function 15:22 sapier function getSettingsFilterIndex() 15:22 sapier this way you can just remove the for loop and write this function where you do "dump(..." now 15:23 kilbith heh, you're talking to a fuckin bad coder :/ 15:23 sapier that's not an excuse ;-) everyone did start this way ;-) 15:24 sapier and I'll be last one to blame you for having to learn I'll help where I can 15:24 kilbith that's fine, thanks ;) 15:25 kilbith i'll continue to tinker 15:25 kilbith trying to inspirate on the video_driver DD 16:06 kilbith sapier: i want to create a variable that take the current filter enabled, how shall i put in core.setting_get(" ") ? 16:06 kilbith s/how/what 16:07 kilbith certainly the options which are set on 'true' but idk to make that 16:08 kilbith hmm, we should continue in private maybe 16:14 sapier you can't 16:15 sapier settings are stored to config file, you can't use them as temporary variables 16:18 kilbith i'm close to give up and let the checkboxes 16:19 sapier why? you've been already there? 16:20 sapier give me a few second's I gonna show you 16:20 kilbith i'm very easily confused when it concerns functions 16:24 sapier https://gist.github.com/sapier/caeb84741dcc7314fb6f 16:25 sapier despite of possible typos this should work 16:25 sapier ok fixed a typo 16:26 sapier questions? 16:28 kilbith oh yes, that's not as complex that i was thinking :) 16:35 kilbith sapier: 'continue' is not a real statement in Lua loop 16:36 sapier hmm thought break wasn't ... well in this case do a if (i == 1) then ... else end 16:37 sapier or even more simple the way I just updated the gist 16:39 kilbith bad argument #1 to 'ipairs' (table expected, got nil) 16:39 kilbith bbl 19:55 hmmmm paramat, yes, that code looks correct for pseudorandom 19:55 hmmmm yeah, noise3d() gives good random distributions but it's in the range of -1 to 1 :).. 19:56 hmmmm i forgot to transform it to the 32 bit integer range 19:57 hmmmm Mapgen::getBlockSeed2() is designed to give relatively good and uniform distributions - not to be secure. please don't use it for security purposes 20:46 hmmmm btw paramat, i just fixed that 21:11 paramat thanks 21:27 sapier https://github.com/minetest/minetest/pull/2121 celeron55 what do you think about this for android? 21:35 VanessaE sapier: idk about c55's opinion, but I like it; what's the one with the player walking into a box? 21:36 VanessaE (second from the right, next to the paper airplane, which I assume means fly) 21:36 VanessaE noclip? 21:36 sapier I don't know those buttons have been added by someone else 21:36 sapier I just moved them to that autohiding bar because those buttons don't need to be drawn permanently 21:37 VanessaE makes sense to me 21:38 VanessaE shouldn't the chat icon also be inside that menu? 21:39 sapier well I'd consider it as regular control element while the others are more like settings. but if others think so too it's not a big deal to move it 21:44 Brains Is there a page on the dev wiki with scut work for noobs? 21:45 VanessaE sapier: well I was just thinking of it from the standpoint that it'd be one less icon on the screen all the time, given that users don't spend most of their time actually chatting. 21:46 VanessaE the inventory control could be put there, too 21:47 sapier well why not move the control buttons there too ;-) 21:48 VanessaE because those are something you have to hold down to use :) 21:54 VanessaE my point being, if it's just *click* (well, *tap*) and bam, something new appears on screen or a setting changes, and it's just a one-off event, seems like hiding it putting it in that roll-out is a good idea 21:54 VanessaE s/hiding it// 21:57 sapier you know there are ppl complaining why they have to enter the text edit field on android ;-) 21:57 VanessaE heh 22:35 Kodexky VanessaE: Hi, the man in a box is for noclip indeed. 22:36 VanessaE try inverting the colors of the half of the figure that's inside the box 22:36 VanessaE that would make it more obvious, I think 22:37 Kodexky i did try that, but for a solid box. 22:37 Kodexky i'll try with the translucent one that was finally used. 22:40 Kodexky sapier: why not let the chat button double up as the button bar toggle? 22:41 sapier for what I remember the gui hud ain't accessible while a formspec is shown 22:42 acerspyro I wish the chat box would not be some stupid box in the middle of your screen that limits text display to 1/10th of your screen's width... 22:43 acerspyro I don't understand all of this cramping into boxes in the middle of the screen anyways. 22:44 sapier there's work to replace the chat box by console that's why we don't spend work for it any longer 22:44 acerspyro cool 22:44 acerspyro What about the main menu 22:44 acerspyro And the server list? 22:46 sapier depends on your device we can't make it perfect on each one that's why we have the gui scaling parameter 22:47 acerspyro Laptop screen, but it could be dynamic 22:47 Kodexky no, what i mean is to use 1 tap to toggle buttons bar, then a 2nd one to actually show chat dialog. (asuming you leave chat btn where it is now)) 22:48 acerspyro Or a F key to show chat log, and scrolling would go back in chat 22:48 acerspyro works while typing and in-game, tho no scrolling up while in-game. 22:48 sapier Kodexky: how is that different from moving the chat button into the bar? 22:51 Kodexky no difference, sorry. Didn't saw that. Too small irc window and a faulty mouse, thats all. 22:54 kilbith ShadowNinja: you can close https://github.com/minetest/minetest_game/pull/387 thanks. 22:54 kilbith or even PilzAdam ^ 22:55 ShadowNinja Done. 22:57 VanessaE what';s the story on correcting these bad mapblocks that are showing up due to the spawn_tree() call? they're starting to trigger "impossible" situations in mods 22:57 kilbith ShadowNinja: btw, #2054 updated, it is OK for you ? 22:57 ShadowBot https://github.com/minetest/minetest/issues/2054 -- Reorganizing client and settings tabs by kilbith2 22:58 ShadowNinja kilbith: Yep, at least visually. 23:10 VanessaE kilbith: the menu is looking good, as far as the screenshot shows anyway 23:13 kilbith thanks 23:14 kilbith the screenie is authentic 23:17 Kodexky great, i lost the svg. :s 23:18 acerspyro lol 23:19 Kodexky i'll get at it after dinner. 23:19 acerspyro it'll be gone after dinner 23:20 Kodexky ? 23:31 Kodexky sapier: any reason for volume and those dialogs not being a guiformspec?