Time |
Nick |
Message |
00:46 |
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01:04 |
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01:09 |
paramat |
game#479 fixes some issues with 'absheight' in ore definitions. mapgen aliases are added for mgv6's optional snow biomes, and the unnecessary ore aliases are deleted |
01:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/479 -- default/mapgen.lua: Remove absheight to remove rare ores from mgv5/mgv7 mountains by paramat |
01:26 |
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01:55 |
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03:07 |
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03:11 |
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03:34 |
est31 |
ShadowNinja, any other dev, can you remove the unconfirmed label on #2216 ? |
03:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/2216 -- Android - Unwanted Momentum |
03:36 |
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03:42 |
hmmmm |
paramat, better idea: remove absheight altogether. |
03:42 |
hmmmm |
those were ONLY there for the purpose of accomodating proller's hardcoded floatlands |
04:24 |
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04:48 |
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05:03 |
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05:05 |
paramat |
yes i'm tempted to do that, absheight is a little crude in the way it mirrors around y = 0 |
05:13 |
paramat |
okay will do. if ores are enabled for future (or custom noiseparam) floatlands it can be done more intelligently than using absheight |
05:20 |
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05:40 |
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05:45 |
hmmmm |
absheight isn't crude, it does what it's supposed to do well |
05:45 |
hmmmm |
what's crude is the use of absheight because proller was too lazy to register his own set of ores for his own mapgen |
05:46 |
hmmmm |
it did cut down on a lot of duplication, sure i agree |
05:46 |
paramat |
yes |
05:46 |
hmmmm |
but you could've also wrapped it in a loop |
05:46 |
hmmmm |
in fact this almost makes me want to remove absheight but obviously can't do that |
05:51 |
paramat |
looks like 'blit leaves to voxelmanip' in treegen.cpp can be optimised by incrementing the indexes along x instead of calculating them for every node, i'll try it. currently coding mgv6 pinetrees |
05:52 |
hmmmm |
treegen.cpp is a ghetto |
05:52 |
hmmmm |
i don't bother with that |
05:53 |
paramat |
lol ghetto |
05:56 |
paramat |
erm 'make tree' uses 'MMVManip &vmanip' while jungletree uses 'VoxelManipulator &vmanip', should i update 'make tree'? |
05:57 |
paramat |
soon be a speed optimised ghetto |
05:57 |
hmmmm |
hrm |
05:57 |
Zeno` |
O.o |
05:58 |
Zeno` |
most ghettos are probably already full of speed |
05:58 |
hmmmm |
a lot of these instances don't need to be map voxel manipualtors, why do they need to know anything about the map? |
05:58 |
hmmmm |
this is where the ManualVoxelManipulator would be used but this class was eliminated precisely because it wasn't used :) |
05:58 |
hmmmm |
celeron came up with a nice abstraction idea that was simply never utilized in practice |
05:59 |
hmmmm |
I'd just make them all MMVManip now |
05:59 |
Tablet_One |
Zeno`, rotf xD |
05:59 |
paramat |
ah okay |
06:00 |
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06:03 |
paramat |
'make tree' also has the amazing 'vmanip.getNodeNoExNoEmerge(p1).getContent()' line |
06:04 |
Zeno` |
did anyone get a chance to check #2569? |
06:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/2569 -- Android fix buildbugs by Zeno- |
06:06 |
Zeno` |
buildbugs are kind of like ladybugs |
06:06 |
Zeno` |
but not an insect |
06:06 |
Tablet_One |
xD |
06:07 |
Tablet_One |
I haven't gotten to try it yet |
06:08 |
Tablet_One |
I should have the Android Studio set up tomorrow, so I can build and test apks |
06:09 |
Zeno` |
The issue is that the new makefile (before the patch) overrides stuff like USE_SOUND (setting them to 0) so those options are disabled with no way to enable them |
06:11 |
Zeno` |
So at the moment Android builds have no sound, no freetype and ... something else I cannot remember |
06:11 |
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06:11 |
Tablet_One |
Working shaders? :P |
06:11 |
Zeno` |
well it's never had those heh |
06:12 |
Tablet_One |
Oh lol |
06:12 |
Zeno` |
Until yesterday we had sound though :p |
06:12 |
Tablet_One |
Ah |
06:12 |
Tablet_One |
That could be problematic :P |
06:13 |
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06:13 |
Zeno` |
I wonder if opengl-es supports preprocessor stuff in shaders |
06:22 |
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06:36 |
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06:42 |
hmmmm |
what the hell... |
06:42 |
hmmmm |
somehow a bunch of packages got uninstalled |
06:43 |
hmmmm |
totally confused |
06:43 |
hmmmm |
i distinctly remember installing luajit |
06:44 |
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06:48 |
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06:53 |
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07:01 |
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07:18 |
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07:18 |
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07:25 |
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08:11 |
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08:22 |
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08:59 |
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09:10 |
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09:25 |
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09:38 |
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10:08 |
srifqi |
~tell Zeno` I have done with #2561. Tell me if this will be merged. |
10:08 |
ShadowBot |
srifqi: O.K. |
10:17 |
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10:36 |
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11:02 |
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11:03 |
neoascetic |
Hi, could someone reopen the issue? #1682 |
11:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/1682 -- Cant enter double-byte characters. |
11:23 |
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11:27 |
Zeno` |
Any problems with #2569? |
11:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/2569 -- Android fix buildbugs by Zeno- |
11:28 |
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11:29 |
Zeno` |
I'm not sure why SN added all the #define BLAH 0 ... if they're not defined they're not defined |
11:38 |
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11:46 |
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11:57 |
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12:25 |
Zeno` |
ok merging |
12:25 |
Zeno` |
can't have a broken android build |
12:51 |
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12:53 |
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12:57 |
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13:20 |
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13:26 |
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13:40 |
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13:48 |
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14:13 |
VanessaE |
I'm fidding around with a particle spawner... if setting time=0, particles don't move. |
14:14 |
VanessaE |
and they don't seem to expire either |
14:16 |
hmmmm |
pretty sure the particle spawner is slated for a total rewrite soon |
14:19 |
VanessaE |
perhaps, but the API won't likely change I hope. |
14:20 |
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14:21 |
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14:25 |
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14:39 |
Zeno` |
does #2567 raise issues with anyone? |
14:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/2567 -- On Android enable always fast by Zeno- |
14:40 |
hmmmm |
maybe it would be a good idea if you clarified the rationale for this in your PR |
14:40 |
hmmmm |
people who've never played it on android don't quite understand the concern |
14:40 |
Zeno` |
err there's no fast key? |
14:41 |
Zeno` |
too late, it had already been reviewed so I pushed :( |
14:41 |
hmmmm |
well |
14:41 |
hmmmm |
personally what i would do is define a fast key |
14:41 |
hmmmm |
and make it sticky unlike how it works on PC |
14:42 |
Zeno` |
I thought of that as well, but the problem is the android controls are already klunky and hard to use |
14:42 |
Zeno` |
you need 22.5 fingers |
14:43 |
Zeno` |
actually 19 fingers might be ok |
14:43 |
hmmmm |
how does minecraft PE work on a tablet?? |
14:44 |
Zeno` |
no idea... want to buy me a copy? :D |
14:44 |
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14:44 |
hmmmm |
they probably have the correct formula figured out already |
14:45 |
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14:45 |
* Zeno` |
waits for hmmmm's donation |
14:45 |
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14:45 |
Zeno` |
in Australia it costs $280 btw |
14:45 |
Zeno` |
just send it to my palpal |
14:45 |
hmmmm |
wha? |
14:46 |
Zeno` |
ok, maybe not that much |
14:46 |
Zeno` |
heh |
14:46 |
hmmmm |
i'm not your pal, pal |
14:46 |
Zeno` |
I am your pal though :( |
14:46 |
hmmmm |
pal pal |
14:46 |
hmmmm |
lol |
14:46 |
* Zeno` |
cries |
14:46 |
hmmmm |
yarr |
14:47 |
Zeno` |
you my best buddy! Well... you were :( |
14:47 |
Zeno` |
Now I am alone and lonely |
14:47 |
hmmmm |
if i were to use it just to figure out how the controls work, i'd personall just pirate it for 5 minutes |
14:47 |
VanessaE |
looking at the controls of minecraft PE in some google images, well...I told sapier to do this same thing ages ago |
14:47 |
hmmmm |
what is the "thing"? |
14:48 |
Zeno` |
a movie I think |
14:48 |
VanessaE |
four-way movement control |
14:48 |
VanessaE |
instead of the T-shaped cluster |
14:49 |
hmmmm |
my mom's friend's grandchildren have minecraft PE i think |
14:49 |
VanessaE |
"The Android and iOS versions feature a D-pad at the bottom-left corner of the screen, which controls movement. The jump button is located in the center of the d-pad. When moving forward, two strafing buttons will appear" |
14:49 |
VanessaE |
http://minecraft.gamepedia.com/Pocket_Edition?cookieSetup=true#Android_.26_iOS |
14:49 |
hmmmm |
my mom hates minecraft because "they have slenderman on there!" |
14:50 |
Zeno` |
how does that layout enable run/fast? |
14:51 |
hmmmm |
meh, I'm not going to bug near-complete strangers to let me see the controls |
14:51 |
Zeno` |
the UI needs redesigning on Android... for now the PR is a fix of sorts |
14:51 |
VanessaE |
that particular layout doesn't, but I could see a simple way to run fast - make the D-pad proportional. |
14:51 |
Zeno` |
the T layout is kind of clumsy IMO anyway |
14:52 |
VanessaE |
move your finger past a certain point, the controls become fast-move controls instead |
14:52 |
Zeno` |
I don't think irrlicht can do that... I've already thought of that as well |
14:52 |
Zeno` |
could add invisible controls maybe |
14:53 |
Zeno` |
or make a whole new widget from scratch (but I'm not sure it's possible) |
14:54 |
Zeno` |
i.e. from memory irrlicht just sends that a finger press is in the widget and not the actual x,y of the press |
14:56 |
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14:57 |
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14:58 |
luizrpgluiz |
is possible in the future of minetest create a command that transforms the player survival in creative and do the reverse without the server and singleplayer? |
14:59 |
luizrpgluiz |
this greatly facilitate the management and also game players |
14:59 |
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14:59 |
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15:01 |
Zeno` |
transforms the .... *confused* |
15:01 |
Krock |
luizrpgluiz, that depends on minetest.conf settings, not on the player's settings |
15:02 |
Krock |
also, switching from survival to creative uses much more time than /give. |
15:16 |
luizrpgluiz |
yes, but it activates for everyone and I do not want this, I want to determine who can and can not have the creative and it is very annoying to give picking up all the time |
15:20 |
luizrpgluiz |
why it would be good to create a command that would be easier for the players and servers without having to be closing and opening the map |
15:22 |
kilbith |
O_o ... |
15:23 |
rubenwardy |
There is a mod that allows players to be playing in different modes |
15:30 |
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15:40 |
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15:48 |
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15:57 |
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16:09 |
VanessaE |
luizrpgluiz: this is #minetest subject material, but unified_inventory will do what you want. |
16:09 |
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16:10 |
VanessaE |
run your server in survival mode, and just grant individual users the "creative" privilege and only those users will have access to that feature. |
16:10 |
VanessaE |
all else will be survival-only. |
16:35 |
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16:35 |
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16:38 |
fz72 |
Hey all, any chance that #2382 get merged? |
16:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2382 -- Remap Mouse and Key Buttons by fz72 |
16:44 |
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16:45 |
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17:00 |
Krock |
Anyone got an idea why commit 565943 is necessary? |
17:00 |
Zeno` |
what is it? |
17:01 |
Krock |
A "fix" for gettext |
17:01 |
Krock |
There's no difference from before to now |
17:02 |
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17:02 |
Krock |
Well, there's a difference: That commit did the opposite. the gettxt translation is now broken |
17:06 |
BlockMen |
nore, sfan5, ShadowNinja : is it correct that we have 4 clear votes for Game, 3(.5) for Vanilla and 2 which can't decide? game#437 |
17:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/437 -- Rename Minetest (the subgame) |
17:07 |
BlockMen |
*counting from where is said it needs to be decided now |
17:09 |
VanessaE |
BlockMen: I'm okay with "Vanilla".. I particularly like Wuzzy's allusion to "mese" in the name. |
17:09 |
VanessaE |
"Meseland Vanilla" has an interesting ring to it. |
17:09 |
BlockMen |
no no, nothing new. Either "Game" or "Vanilla" |
17:10 |
BlockMen |
also, the vote week is over for ~2 weeks |
17:10 |
VanessaE |
I never saw the vote :) |
17:16 |
Zeno` |
I think it should be called creme brulee personally |
17:17 |
Zeno` |
"Creme Brulee" has a certain nice ring to it |
17:18 |
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17:20 |
rubenwardy |
Zeno`, +1 |
17:20 |
Krock |
brulée? |
17:21 |
* BlockMen |
wants one |
17:22 |
nrzkt |
same word as french ? :) |
17:34 |
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17:35 |
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17:35 |
nore |
BlockMen, about the name: both Game and Vanilla seem to have equal success, so maybe make a second vote with only these choices? |
17:43 |
BlockMen |
nore, actually it was already just between those two |
17:43 |
BlockMen |
idk why ppl keep suggestion more and more... |
17:44 |
kilbith |
for the sake of talking like in a pub |
17:49 |
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17:50 |
rubenwardy |
Because everyone has differing opinions of a good name. Minetest Base would be my favourite choice for a name, but out of Vanilla and Game I voted Game. |
18:02 |
rubenwardy |
The selling point we're going with with Minetest is about having a fully customisable game and engine, right? |
18:02 |
rubenwardy |
(that is unrelated to name change() |
18:06 |
sfan5 |
BlockMen: i vote for "Minetest Game" |
18:07 |
ekem |
Minetest Ground |
18:08 |
ekem |
Mintest Foundation |
18:19 |
rubenwardy |
"Minetest is a blocky game and a game engine, inspired by InfiniMiner, Minecraft and the like. Minetest is all about customisation - we want you to mod it, so mods are super easy to install and create." |
18:24 |
Krock |
It sounds better with "super easy to create and install." IMO |
18:25 |
rubenwardy |
Yeah, that was the original version. I agree. |
18:27 |
rubenwardy |
F_ck sake, stupid DDOS |
18:27 |
rubenwardy |
(GitHub) |
18:27 |
rubenwardy |
Makes me want the death penalty |
18:28 |
rubenwardy |
Okay, nothing would make me want the death penalty, but they at least need a slap in the face. |
18:28 |
Calinou |
meh |
18:28 |
Calinou |
notabug.org is intact :D |
18:29 |
rubenwardy |
Which no one uses |
18:29 |
Calinou |
but at least it's intact. |
18:29 |
rubenwardy |
Yeah |
18:29 |
Calinou |
using stuff that's not used by everyone is proven to be safer |
18:29 |
Calinou |
GitHub should just die |
18:29 |
rubenwardy |
Persuade Minetest to switch, then. That's the reason I use GitHub. |
18:30 |
sfan5 |
<Calinou> using stuff that's not used by everyone is proven to be safer |
18:30 |
sfan5 |
ok, lets all use SSL 2.0 |
18:30 |
rubenwardy |
Services rather than software |
18:30 |
rubenwardy |
And I guess it depends on your definition of "safer" |
18:32 |
Krock |
rot13 all numbers to make it safer! |
18:32 |
sfan5 |
ooh, thanks Krock |
18:32 |
sfan5 |
rubenwardy: so you use /dev/null-as-a-service? |
18:32 |
rubenwardy |
No idea what that means |
18:32 |
rubenwardy |
* I guess he means services rather than software |
18:33 |
sfan5 |
it's a website that simply discards all data you send to it |
18:33 |
sfan5 |
nobody uses it |
18:33 |
sfan5 |
but you must be using it because it's proven to be safer |
18:33 |
rubenwardy |
I don't agree with Calinou, it only works for one definition of safer |
18:34 |
rubenwardy |
which is that there is less motivation for attackers to attack you, because less bounty |
18:34 |
sfan5 |
it doesn't depend on the definition of safer |
18:34 |
sfan5 |
it just doesn't work |
18:34 |
rubenwardy |
^^ |
18:35 |
rubenwardy |
I did't mean definition |
18:37 |
BlockMen |
sfan5, nore : since we have kinda a standoff and sfan5 is _game maintainer and didn't vote yet i would say: game has won |
18:37 |
BlockMen |
fine with that? can i close that issue? |
18:37 |
BlockMen |
*vote yet before |
18:38 |
sfan5 |
I'm find with that |
18:38 |
sfan5 |
fine* |
18:38 |
rubenwardy |
Weird, github works in a different browser |
18:39 |
Krock |
rubenwardy, uh. maybe it's a website? :P |
18:39 |
rubenwardy |
Never mind |
18:39 |
rubenwardy |
Page was cached, it appears |
18:39 |
kilbith |
more suitable for #minetest maybe |
18:40 |
rubenwardy |
Yeah, probably |
18:40 |
rubenwardy |
What do o |
18:40 |
rubenwardy |
damn it |
18:41 |
rubenwardy |
What do you think about a schematic database, schematic dropper (you can see a semitransparent version of the schematic whilst placing it) |
18:42 |
rubenwardy |
Build a World is my inspiration |
18:42 |
Krock |
an ingame database, like a selection/preview menu? |
18:42 |
sfan5 |
lol |
18:42 |
sfan5 |
status.github.com is broken for me |
18:42 |
sfan5 |
but github.com works |
18:44 |
VanessaE |
"87 hours in, our mitigation is deflecting most attack traffic. We're aware of intermittent issues and continue to adapt our response." |
18:44 |
rubenwardy |
ingame database where you can view other's schematics. One use would be to create a city without having to place every building. |
18:44 |
VanessaE |
O_o |
18:45 |
nore |
BlockMen: I'm fine with it too |
18:45 |
rubenwardy |
Another idea I had was of a node database, where you can get nodes on an individual basis, like in sims. Select that table, that chair etc. |
18:45 |
rubenwardy |
But mmdb is more important than that (grr iqualfragile) |
18:47 |
VanessaE |
rubenwardy: sort of a build-your-own-mod? |
18:48 |
rubenwardy |
Yeah, for complete noobs, but more downloading individual nodes from a store rather than making your own. |
18:48 |
BlockMen |
sfan5, nore can game#443 get merged? |
18:48 |
rubenwardy |
It is better for the whole customisation thing |
18:48 |
ShadowBot |
BlockMen: Error: Delemiter not found in "Page is too big or the server took too much time to answer the request." |
18:48 |
BlockMen |
https://github.com/minetest/minetest_game/pull/443 |
18:48 |
nore |
BlockMen: yes |
18:49 |
VanessaE |
https://github.com/minetest/minetest_game/pull/443 -- Add vessels shelf |
18:49 |
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18:50 |
sfan5 |
BlockMen: yes |
18:50 |
BlockMen |
nore, sfan5: game#446 (after adding paramtype = "light") ? |
18:50 |
BlockMen |
https://github.com/minetest/minetest_game/pull/446 |
18:50 |
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18:50 |
ShadowBot |
BlockMen: Error: Delemiter not found in "Page is too big or the server took too much time to answer the request." |
18:50 |
VanessaE |
guess I better fire up blender... homedecor will be needing to add a 3d model for this ;) |
18:50 |
nore |
looks good too |
18:50 |
VanessaE |
https://github.com/minetest/minetest_game/pull/446 --- Add Meselamps |
18:51 |
VanessaE |
damn it BlockMen, stop ninja'ing me :P |
18:51 |
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18:51 |
BlockMen |
VanessaE, lol ;P |
18:51 |
VanessaE |
about the mese lamp recipe, |
18:52 |
VanessaE |
I would suggest a torch being part of that |
18:52 |
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18:52 |
BlockMen |
VanessaE, y? with that change mese get "magic", it glows |
18:52 |
BlockMen |
so the glowing is the source for the lamp |
18:52 |
BlockMen |
no need for torches |
18:52 |
VanessaE |
BlockMen: well, it glows yeah, but it's very common to add a torch to make a light source in other mods |
18:52 |
VanessaE |
this would simply be consistent, that's all |
18:53 |
VanessaE |
however, last I knew mese didn't actually glow |
18:54 |
BlockMen |
VanessaE, torch + glass = lamp is boring |
18:54 |
BlockMen |
and see PR code :P |
18:54 |
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18:54 |
VanessaE |
well yeah I assumed the code in the PR made it glow :P |
18:55 |
paramat |
game 479 needs a quick edit but i can push it later for you if that's okay |
18:57 |
BlockMen |
paramat, what edit? and please change the commit msg. it has to start at least with a capital letter |
19:01 |
BlockMen |
pushing to _game now |
19:02 |
rubenwardy |
"Minetest is available natively for Windows, Android, Linux, Mac OSX and Free/Open BSD, and is Free and Open Source Software, released under the LGPL 2.1 or later. Why is Minetest free? Minetest is developed by a large group of volunteers. By making Minetest free and open source, players can customise it fully and share their customisations. We develop for the love of making games, rather than for commercial gain." |
19:10 |
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19:14 |
paramat |
okay will do. the edit is mapgen_pine_tree -> mapgen_pinetree |
19:15 |
BlockMen |
paramat, ok. im fine with it then |
19:15 |
paramat |
thanks |
19:16 |
paramat |
the non-capital letter was because 'default' is an identifier, but yes a capital is preferable |
19:17 |
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19:19 |
BlockMen |
im pushing to _game again |
19:20 |
BlockMen |
done |
19:21 |
kilbith |
game#450 has 2 devs agreements |
19:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 |
19:21 |
kilbith |
3 even |
19:23 |
BlockMen |
kilbith, look last comment |
19:24 |
BlockMen |
sfan5, fine with game#457 ? |
19:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/457 -- Slow down fire spread a bit by MT-Modder |
19:24 |
sfan5 |
BlockMen: yes |
19:27 |
BlockMen |
sfan5, game#461 |
19:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/461 -- Add max_hear_distance for fire by Rui914 |
19:28 |
sfan5 |
BlockMen: yup |
19:28 |
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19:30 |
BlockMen |
sfan5, IMO we shouldn't add game#466 |
19:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/466 -- Add Furnace particle by Rui914 |
19:30 |
BlockMen |
see also my comment there |
19:34 |
paramat |
fire sounds need to be changed to avoid overload, each node should only give out an occasional random crackle |
19:35 |
BlockMen |
paramat, the firemod should be rewritten in general, but until someone does it we better reduce the problems |
19:36 |
paramat |
yep. i might tackle the sounds myself |
19:53 |
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20:24 |
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21:08 |
kilbith |
someone can mark #2558 as [blocker] please ? |
21:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/2558 -- HUD texture scaling bug? (verified using Wuzzys "hudbars" mod) |
21:35 |
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22:45 |
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22:55 |
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22:57 |
srifqi |
okay, hope no other bug, please check #2561 |
22:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2561 -- Add mapgen specific flags to create world dialog by srifqi |
22:58 |
srifqi |
kilbith, woah, that makes me scared at first |
23:20 |
paramat |
now pushing game#479 to mtgame |
23:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/479 -- default/mapgen.lua: Remove absheight to remove rare ores from mgv5/mgv7 mountains by paramat |
23:24 |
paramat |
done |
23:52 |
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