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08:09 |
nore |
sfan5, ShadowNinja: ok with game#506 and game#511? |
08:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/506 -- Add screwdriver callbacks, and code them for doors and beds by Novatux |
08:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 |
08:16 |
sfan5 |
nore: game#511 seems ok |
08:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 |
08:19 |
sfan5 |
nore: 506 too |
08:19 |
nore |
ok |
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12:01 |
Megaf_ |
Hi all, can you please remove the dependency of screwdriver on doors? |
12:02 |
Megaf_ |
I dont have screwdrivers on my server and because of the new commits it no longer starts |
12:02 |
Megaf_ |
http://paste.debian.net/plain/176911 |
12:02 |
Megaf_ |
^ kilbith |
12:02 |
kilbith |
answered in PM already |
12:04 |
Megaf_ |
added if screwdriver == nil then screwdriver = {} end to doors/init.lua as suggested by kilbith and it worked |
12:05 |
Megaf_ |
very easy to fix |
12:09 |
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12:34 |
Megaf_ |
https://github.com/minetest/minetest_game/issues/512 |
12:35 |
Megaf_ |
[Feature Request] Add some options to beds mod. #512 |
12:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/512 -- always generate underground springs and liquid fine tuning by proller |
12:37 |
nore |
Megaf_: use game#512 for issues of minetest_game |
12:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. |
12:38 |
Megaf_ |
Thanks |
12:41 |
nore |
Megaf_: can you test https://github.com/Novatux/minetest_game/commit/3669ca0a8355a56bd6a519ccd35f7b526fa11c76 please? |
12:44 |
Megaf_ |
testing |
12:47 |
Megaf_ |
nore: seems to work |
12:47 |
nore |
ok, I'll push it then |
12:49 |
Megaf_ |
game#513 |
12:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/513 -- [Bug] Beds make the server skip time when nobody is online. |
12:51 |
nore |
sfan5, ShadowNinja, what are your thoughts about game#509 (problems with multinode nodes) |
12:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/509 -- Beds, doors and fire |
12:53 |
sfan5 |
nore: why not have bed_{top,bottom}.on_destruct call a single function that removes both nodes |
12:54 |
nore |
sfan5: right now the problem is that on_destructs are called recursively, crashing the server if both parts would have that |
12:54 |
nore |
it can be fixed by adding information to metadata |
12:55 |
nore |
but since that code can be useful for doors too, what about adding it in default or even in builtin? |
12:55 |
sfan5 |
could be a good idea |
12:55 |
Megaf_ |
https://github.com/minetest/minetest_game/issues/509#issuecomment-102028305 |
12:55 |
* nore |
will start coding then |
12:56 |
Megaf_ |
read my comment first |
12:56 |
Megaf_ |
kilbith: ^ |
12:56 |
nore |
Megaf_, yes, but we need to have nodes that prevent other nodes from going where they shouldn't |
12:57 |
kilbith |
Megaf_, already discussed here : https://github.com/minetest/minetest_game/pull/486 |
12:57 |
nore |
because single-node doors/beds can still have one of their nodes be replaced by another node |
12:58 |
Megaf_ |
#2700 |
12:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/2700 -- [Feature Request] Add command to display current time. |
12:59 |
kilbith |
already doable with a mod |
12:59 |
Megaf_ |
nore: ok, I seen ow |
13:03 |
Megaf_ |
s/seen/see |
13:36 |
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14:03 |
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14:15 |
nore |
sfan5: https://github.com/Novatux/minetest/commit/9ce307bd0a0e464e787f6ae73e75285dc9d76f46 and https://github.com/Novatux/minetest_game/commit/bae154b424c1441280213cba91761b8818bf97ef |
14:17 |
nore |
the multinode API |
14:27 |
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14:31 |
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14:44 |
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14:49 |
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15:03 |
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15:17 |
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15:17 |
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15:20 |
nore |
sfan5: can I merge game#347, and HybridDog's sound of game#333? |
15:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/347 -- Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP by Calinou |
15:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/333 -- Add hurt sound by Snipie |
15:22 |
VanessaE |
nore: oh sure, introduce a new multi-node feature *after* I phased out all of the multi-node items in homedecor :) |
15:23 |
nore |
:) |
15:23 |
kilbith |
nore, the hurt sound seems like a sneeze :/ |
15:23 |
kilbith |
https://raw.githubusercontent.com/Snipie/minetest_game/master/mods/default/sounds/default_hurt.ogg |
15:24 |
nore |
kilbith: you didn't test the correct one: http://freesound.org/people/satanicupsman/sounds/144015/ |
15:26 |
kahrl |
having just 1 sample that gets played each time you get damaged sounds like a recipe for being really annoying |
15:26 |
kahrl |
I would suggest having at least 5 (more if possible) of which one gets chosen at random |
15:26 |
nore |
sfan5: also game#349, game#353 |
15:26 |
ShadowNinja |
nore: HD's 333 sound is O.K., but it's too long. |
15:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/349 -- Make some common nodes let light pass through by Calinou |
15:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/353 -- Give 24 rails per craft instead of 15 by Calinou |
15:27 |
nore |
ShadowNinja, yes, it would need to be cut |
15:27 |
nore |
(but I'm not able to do that) |
15:27 |
* ShadowNinja |
will do that. |
15:27 |
ShadowNinja |
Er... "Login to download" -- nope. |
15:28 |
sfan5 |
nore: 353 and 347 are ok |
15:28 |
VanessaE |
ShadowNinja: audacity + record from capture. :) |
15:29 |
ShadowNinja |
VanessaE: Found the link from the HTML. |
15:29 |
VanessaE |
that works too |
15:29 |
kahrl |
heh |
15:30 |
sfan5 |
nore: 349 is ok too |
15:30 |
Calinou |
:D |
15:30 |
Calinou |
if all are merged, I'll be eligible for credits |
15:31 |
kilbith |
... |
15:33 |
kahrl |
ShadowNinja: how did you find the link? All i could find is the previews, which are presumably lower quality |
15:33 |
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15:34 |
ShadowNinja |
kahrl: s/lq/hq/ on the link :-) |
15:34 |
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15:34 |
kahrl |
ah, nice :) |
15:37 |
nore |
also, what about game#301 if it is configurable? |
15:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Novatux |
15:39 |
VanessaE |
nore: I ran that for a fair while in dreambuilder...turns out people didn't really like it |
15:39 |
nore |
so, if added, disabled by default would be best, you think? |
15:40 |
VanessaE |
yeah |
15:41 |
VanessaE |
the main complaint was that it was too easy to end up mining in a fairly bare area |
15:41 |
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15:44 |
kahrl |
shouldn't be a problem if you start mining where you already found ores |
15:46 |
nore |
ShadowNinja, about the screwdriver callback: where should the two basic on_rotate be then? |
15:46 |
ShadowNinja |
Here's the trimmed audio, ogg vorbis 44.1k: https://drive.google.com/file/d/0B1eQE0s7LHNZUnF3aVBJc1M5UjA |
15:46 |
nore |
ShadowNinja: can you merge it? |
15:46 |
ShadowNinja |
nore: What do you mean? |
15:46 |
ShadowNinja |
nore: Er, maybe. |
15:47 |
nore |
for screwdriver: there are two default on_rotates: screwdriver.disallow and screwdriver.rotate_simple |
15:47 |
nore |
where should I put those? |
15:47 |
ShadowNinja |
I'm working on spliting game_api.txt now though. |
15:47 |
VanessaE |
nore: have you addressed how the screwdriver handles the wallmount parma2 method? |
15:47 |
VanessaE |
it's *really* screwy. |
15:47 |
nore |
VanessaE: no, not yet |
15:47 |
ShadowNinja |
(and fixing all the typos and syntax errors) |
15:47 |
VanessaE |
ok |
15:47 |
nore |
ShadowNinja: ok |
15:48 |
VanessaE |
nore: I'd say put the special handling in the right-click (and make left-click do nothing) since it looks to the user like an axis direction change (rather than rotation around the axis) |
15:49 |
nore |
VanessaE, well, the easiest way would be to make a screwdriver.wallmounted on_rotate :) |
15:49 |
VanessaE |
... |
15:49 |
VanessaE |
you're killing me :) |
15:51 |
nore |
VanessaE: https://gist.github.com/Novatux/8a57197e070b1ff48e50 |
15:51 |
nore |
can you try it? |
15:52 |
VanessaE |
sure |
15:52 |
nore |
also, what about game#290? (but only for grass & flowers) |
15:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel |
15:53 |
nore |
game#454 too |
15:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/454 -- Allow placing decaying leaves when holding shift by MT-Modder |
15:55 |
nore |
and game#395 |
15:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa |
15:56 |
rubenwardy |
game#395 has a bug, according to ve |
15:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa |
15:56 |
nore |
yes, I mean, if bug is fixed |
15:57 |
nore |
because it is still controversial... :| |
15:58 |
nore |
game#502 looks fine too |
15:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/502 -- Created TNT mods namespace by LeMagnesium |
15:59 |
VanessaE |
nore: that reminds me, |
15:59 |
VanessaE |
I have 395 merged in DB. did you notice the user comment I pasted there? |
16:00 |
nore |
yep |
16:00 |
nore |
were you able to find why it did that? |
16:00 |
VanessaE |
nope, I didn't have time to look into it |
16:00 |
VanessaE |
I'm guessing it's actually technic's fault now |
16:01 |
VanessaE |
since its furnaces et al. don't have that same feature |
16:01 |
VanessaE |
I guess the user simply walked too far away from them, so the default furnaces seem "faster" now |
16:01 |
nore |
game#494 looks good |
16:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/494 -- Simplified flowers registration by LeMagnesium |
16:02 |
VanessaE |
nore: ok, the screwdriver works as expected, with one caveat: it should override the on_rightclick of the node being clicked on |
16:02 |
VanessaE |
since those will often be signs. |
16:02 |
nore |
VanessaE: maybe |
16:02 |
nore |
^ no, you have to use Sneak+rightclick |
16:02 |
VanessaE |
yeah I know |
16:02 |
VanessaE |
that works |
16:02 |
nore |
can't be changed :( |
16:02 |
VanessaE |
no? |
16:03 |
nore |
I think it can't |
16:03 |
nore |
also: did you try it with torches? |
16:03 |
VanessaE |
nope, didn't think of that |
16:03 |
VanessaE |
sec. |
16:05 |
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16:05 |
RealBadAngel |
hi |
16:05 |
VanessaE |
nore: you know, that's not half-bad on a torch. |
16:05 |
nore |
hi RBA |
16:06 |
nore |
VanessaE, doesn't it create floating torches? |
16:06 |
VanessaE |
yes, it does |
16:06 |
VanessaE |
but the rotation itself works as expected. |
16:06 |
nore |
that's bad :( |
16:06 |
VanessaE |
as for on_rightclick, it'll just have to be handled by the nodes themselves rather than in the screwdriver. |
16:06 |
VanessaE |
nore: it should be enough to call nodeupdate() after a rotation |
16:06 |
VanessaE |
lemme check that |
16:07 |
nore |
VanessaE: better would be to skip rotations that are not allowed then |
16:07 |
VanessaE |
hm |
16:07 |
VanessaE |
yeah maybe so |
16:08 |
VanessaE |
only rotate to the next available surface or so? |
16:09 |
VanessaE |
hey RBA |
16:09 |
nore |
yep |
16:13 |
VanessaE |
guess it needs a screwdriver.torchlike ;) |
16:13 |
nore |
or .attached_wallmounted :) |
16:14 |
VanessaE |
heh |
16:15 |
VanessaE |
welkl |
16:15 |
VanessaE |
well |
16:15 |
VanessaE |
you're gonna need to handle attached-not-wallmounted too :) |
16:18 |
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16:28 |
RealBadAngel |
http://i.imgur.com/FweC1Ch.jpg |
16:29 |
RealBadAngel |
im pretty close to finish it :) |
16:29 |
nore |
wow |
16:29 |
VanessaE |
nice |
16:30 |
Calinou |
too dark minimap? |
16:30 |
VanessaE |
needs a normalizer routine |
16:31 |
RealBadAngel |
Calinou, its dynamic, closer you are to the surface, its brighter |
16:31 |
VanessaE |
keep the distance-variable brighness, but at the same time keep the dimmest and brightest stuff fixed at a certain point |
16:32 |
RealBadAngel |
thx to that ground gets faded when you are flying up, while structures in the air will become visible |
16:32 |
Calinou |
make the light dimming optional |
16:32 |
Calinou |
ideally the minimap should be very configurable |
16:32 |
RealBadAngel |
to fade away there cannot be minimal value other than 0 |
16:32 |
Calinou |
would be nice if scale was changeable in-game too |
16:32 |
Calinou |
using a key |
16:33 |
Calinou |
0.5×, 1×, 2×, 4× |
16:33 |
nore |
Calinou: it is |
16:33 |
ElectronLibre |
Calinou: It is changeable with F9. |
16:33 |
Calinou |
ok |
16:33 |
RealBadAngel |
its off/ surface 1x,2x,4, radar 1x,2x,4x |
16:34 |
Calinou |
no 0.5× :P |
16:34 |
RealBadAngel |
that would mean area of 256x256x256 nodes to scan |
16:34 |
RealBadAngel |
a bit too much ;) |
16:36 |
Calinou |
Rei's minimap did it :P |
16:37 |
celeron55 |
a map isn't very useful if you can't even see the distance that is rendered anyway on screen |
16:38 |
LittleJoe |
^^^^ |
16:38 |
RealBadAngel |
would you like to show whole visible world in the minimap? |
16:38 |
LittleJoe |
that would be cool : D |
16:39 |
LittleJoe |
it would be nice to also be able to see beyond the chunks that are generated |
16:39 |
RealBadAngel |
what will you see on a 128x128 pixels then? |
16:39 |
LittleJoe |
so you can see mountains off in the distance for example |
16:39 |
Calinou |
that's impossible, unless you know world seed and generate world on client |
16:40 |
Calinou |
this is kind of what farmesh did |
16:40 |
kahrl |
btw, the reason minecraft can do larger maps is that it stores a heightmap of the world, so it never needs to scan vertically |
16:40 |
kahrl |
maybe it would be beneficial to add that |
16:40 |
nore |
RealBadAngel, but if you do 0.5x, you can only scan 1 column in each 2x2 square perhaps |
16:41 |
RealBadAngel |
but then minimapper would be only usefull over the surface |
16:41 |
nore |
that would also allow almost any size :) |
16:41 |
nore |
yep |
16:41 |
RealBadAngel |
and wont show nothing above |
16:42 |
kahrl |
above? you mean below, in cave mode? |
16:42 |
RealBadAngel |
there are many structures in the air |
16:42 |
RealBadAngel |
or other mapgens can do that |
16:42 |
RealBadAngel |
my approach will minimap them too |
16:42 |
kahrl |
the heightmap is updated whenever sunlight is spread or unspread |
16:43 |
nore |
(btw, light spread/unspread is still buggy :|) |
16:43 |
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16:44 |
LittleJoe |
another thing I like a out MC is chunks load farther away from the player giving more of a landscape view |
16:45 |
Calinou |
this is configurable, LittleJoe |
16:45 |
Calinou |
increase client and server sending range |
16:45 |
Calinou |
will require more bandwidth and client resources |
16:46 |
LittleJoe |
but once the chunks are loaded for the first time doesn't it decrease performance sucking? |
16:46 |
RealBadAngel |
they can be unloaded then, dont forget |
16:47 |
LittleJoe |
but the mapgen doesn't have to work again |
16:47 |
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17:01 |
ElectronLibre |
I've just written game#514 to solve game#512 's second point. |
17:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium |
17:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. |
17:03 |
nore |
ah, thanks :) |
17:03 |
ElectronLibre |
You're welcome. |
17:06 |
Adimgar |
greetings |
17:06 |
Adimgar |
i've a little question, maybe it've been asked before, but i couln't find about it neither in the forum and wiki |
17:07 |
Adimgar |
is it possible to translate ingame texts (node names, items, etc)? |
17:08 |
kilbith |
yes, intllib - further on #minetest |
17:12 |
Adimgar |
thanks |
17:13 |
nore |
sfan5, ShadowNinja, can you look at #515 and give your opinion please? |
17:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/515 -- Lua speedup |
17:13 |
nore |
(ehm, game#515) |
17:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/515 -- [Discussion] Development direction |
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17:35 |
nore |
can I merge #514? |
17:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/514 -- Mese picks are meant to be weapons by jojoa1997 |
17:36 |
nore |
game#514 |
17:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium |
17:36 |
nore |
^ sfan5, ShadowNinja |
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17:52 |
TeTpaAka |
Can someone review #2701? |
17:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2701 -- Add get and set functions for the nametag color by TeTpaAka |
17:59 |
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21:03 |
RealBadAngel |
btw, why after using tnt on desert stone it drops desert stone bricks>> |
21:03 |
RealBadAngel |
? |
21:05 |
ElectronLibre |
It should drop desert cobble. |
21:11 |
RealBadAngel |
i know, but it drops bricks instead |
21:11 |
ElectronLibre |
I will take a look at this after when I will have finished what I'm working on. |
21:12 |
RealBadAngel |
ah, nvm, its my modified game |
21:12 |
ElectronLibre |
Oh, ok, then, everything is fine. |
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21:27 |
est31 |
man this code is ugly: https://github.com/tenplus1/minetest/blob/patch-1/builtin/game/item_entity.lua#L174 |
21:27 |
est31 |
err |
21:27 |
est31 |
either way |
21:27 |
est31 |
nvm |
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21:49 |
RealBadAngel |
i think i found a solution for both threading minimapper and making map bigger |
21:49 |
RealBadAngel |
im gonna get all the data when makin mapblock mesh |
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22:17 |
est31 |
pushing 2 commits in 15 minutes: https://github.com/minetest/minetest/compare/master...est31:master |
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