Time |
Nick |
Message |
00:02 |
RealBadAngel |
yeah, i like that effect |
00:03 |
RealBadAngel |
it gives snowy scene a bit more realistic feel |
00:04 |
RealBadAngel |
maybe we could add there later on sunglasses mod? :) |
00:05 |
red-001 |
I prefer a const float gamma = 1.2; |
00:05 |
red-001 |
it looks better to me |
00:06 |
RealBadAngel |
a screenshot? |
00:08 |
red-001 |
https://i.imgur.com/aUQiVgy.jpg |
00:08 |
red-001 |
try it out |
00:09 |
red-001 |
still hard to see but it doesn't hurt my eyes |
00:10 |
RealBadAngel |
indeed |
00:11 |
RealBadAngel |
but i think addaptive tonemapping will be better here |
00:11 |
RealBadAngel |
we will see |
00:12 |
RealBadAngel |
this way we could get bloom maxed out in caves and reduced a bit while in direct sunlight |
00:13 |
RealBadAngel |
also, you can play with settings in bloom_prepass.frag |
00:13 |
RealBadAngel |
theres brightness trigger |
00:14 |
red-001 |
are // comments? |
00:15 |
RealBadAngel |
you mean that line? //uv.y = 1.0 - uv.y; |
00:15 |
RealBadAngel |
thats to be trashed |
00:16 |
RealBadAngel |
float brightness = dot(color.rgb, vec3(0.5126, 0.7152, 0.0722)); |
00:16 |
RealBadAngel |
if(brightness > 1.1) |
00:16 |
RealBadAngel |
thats bloom trigger |
00:17 |
red-001 |
removing brightness check has interesting results |
00:17 |
RealBadAngel |
everything glows? |
00:17 |
red-001 |
no |
00:17 |
red-001 |
not much any way |
00:17 |
red-001 |
everything looks soft |
00:17 |
RealBadAngel |
screenie? |
00:18 |
red-001 |
glows a bit |
00:18 |
red-001 |
and is bl;urry |
00:19 |
red-001 |
https://i.imgur.com/AQGXba4.jpg |
00:19 |
RealBadAngel |
kinda drunk vision lol |
00:19 |
Fixer |
red-001, o_o |
00:20 |
Fixer |
RealBadAngel, add yellowish tint, ???, presto! |
00:20 |
red-001 |
would look cool in skylands |
00:20 |
red-001 |
or skyblock |
00:21 |
Fixer |
RealBadAngel, https://i.imgur.com/PlzPrzX.png |
00:22 |
RealBadAngel |
Fixer, workin on fixing cel |
00:22 |
Fixer |
RealBadAngel, https://i.imgur.com/EZcxx1r.png |
00:23 |
red-001 |
https://i.imgur.com/Azad9xe.jpg |
00:23 |
Fixer |
red-001, simulating summer at my home |
00:24 |
Fixer |
red-001, bloom? |
00:37 |
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00:41 |
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00:49 |
Taoki |
Checking out MinetestHD now. I use Radeon, Mesa, and will test the RadeonSI driver. |
00:50 |
Taoki |
RealBadAngel: Is your MinetestHD repo the Minetest fork you're maintaining now? Or is that another one, not the primary project? |
00:50 |
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00:51 |
Fixer |
RealBadAngel, DOF works but hard to grasp |
00:52 |
RealBadAngel |
Fixer, dof have fixed far plane, at 200, so you have to test it with vrange at least == 200 |
00:53 |
RealBadAngel |
if you lower it, depth map wont be accurate |
00:53 |
RealBadAngel |
im testing everything at 240 |
00:53 |
Fixer |
works for me |
00:54 |
Fixer |
RealBadAngel, float depth = texture2D(Tex1, uv).x; is distance to block pointed by crosshair? |
00:55 |
RealBadAngel |
no, fDepth is |
00:55 |
RealBadAngel |
line above |
00:55 |
Fixer |
RealBadAngel, that's artistic one, but is it possible to make another real one, it is simpler, just blur background if looking at smth closer then at <0.3 nodes away :) |
00:55 |
RealBadAngel |
this one is curently processed pixel depth |
00:56 |
Fixer |
hmm |
00:56 |
RealBadAngel |
as i said, realistic one costed me half of my FPS, so thx ;) |
00:57 |
RealBadAngel |
it was good for blender, but not for a game |
00:57 |
Fixer |
RealBadAngel, nah, just crude one, if fDepth < 0.3, blur everything behind %) |
00:57 |
RealBadAngel |
you may try it |
00:58 |
Fixer |
yeah |
00:58 |
RealBadAngel |
code is simple as hell |
00:58 |
Fixer |
code looks easy |
00:58 |
Fixer |
too bad it is 3:00 |
00:58 |
RealBadAngel |
put some torches around ;) |
00:59 |
Fixer |
going to sleep anyway |
00:59 |
RealBadAngel |
Taoki, use mrt_1 branch |
00:59 |
Fixer |
RealBadAngel, what is Far? |
00:59 |
Fixer |
RealBadAngel, 200 nodes? |
00:59 |
RealBadAngel |
far plane of camera |
01:00 |
Fixer |
what are those units |
01:00 |
RealBadAngel |
near = 1, far = 20000 |
01:00 |
Fixer |
< 1 is possible? |
01:00 |
RealBadAngel |
no |
01:00 |
Fixer |
0.1? |
01:00 |
RealBadAngel |
its always positive |
01:00 |
Fixer |
ofc |
01:00 |
RealBadAngel |
we dont set near ingame, so its default 1 |
01:01 |
RealBadAngel |
far is set vRange * BS (and minimum = 20000) |
01:01 |
Taoki |
RealBadAngel: Ah. Just checked it out and compiled, and was looking at what settings I need. Will switch branch then |
01:01 |
Fixer |
https://github.com/fith/Minecraft-Shaders/blob/master/mods/3ddotminecraft/contents/files/shaders/final.fsh |
01:01 |
Fixer |
BS? |
01:02 |
RealBadAngel |
Block Size = 10 |
01:03 |
RealBadAngel |
everthing ingame is multiplied by it |
01:03 |
RealBadAngel |
sometimes i think that inventor of it should be also multiplied by it :P |
01:03 |
Fixer |
hmm |
01:03 |
* RealBadAngel |
looks at c550 :P |
01:04 |
RealBadAngel |
to get rid of it almost everything would be edited |
01:05 |
Fixer |
i'm not sure who will use bloom and dof... in his right mind %) |
01:05 |
Fixer |
DOF is overloading the brain |
01:05 |
RealBadAngel |
depends on personal taste |
01:06 |
Taoki |
Fixer: Me? Or, right... in his right mind :P |
01:06 |
RealBadAngel |
for me it enhances world a lot |
01:06 |
Fixer |
gn |
01:06 |
Taoki |
Seriously though, hard to tell who wouldn't want to use them :P Just looks so awesome! |
01:06 |
Taoki |
Night |
01:08 |
RealBadAngel |
reading now that mc DoF, that even LOOKS expensive |
01:09 |
RealBadAngel |
const float PICONSTANT = 3.14159; |
01:09 |
RealBadAngel |
LOL |
01:09 |
RealBadAngel |
who would ever guess thats a constant?? ;) |
01:10 |
Taoki |
RealBadAngel: Any thoughts on having motion blur as well? Hopefully not ghosting based, which is simplistic and ugly... I'm not sure what the tecnhique to do it right was called, though it's used in Need For Speed >= Carbon. |
01:10 |
RealBadAngel |
wasnt even thinkin bout it yet |
01:11 |
RealBadAngel |
atm i do have enough effects to start polishing them and fixing engine issues |
01:11 |
RealBadAngel |
other effects can be added later on |
01:11 |
RealBadAngel |
meanwhile, when this part got finished, i need real lights |
01:11 |
Taoki |
Indeed |
01:12 |
kaeza |
related: https://github.com/minetest/minetest/pull/385 |
01:15 |
Taoki |
RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders! |
01:20 |
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01:21 |
Taoki |
WB |
01:21 |
Taoki |
RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders! |
01:21 |
RealBadAngel |
Taoki, start from main folder, not /bin |
01:21 |
Taoki |
Only on the mrt_1 branch though, not master (of the MinetestHD repository). |
01:21 |
Taoki |
Ah, ok |
01:22 |
RealBadAngel |
otherwise it wont find shaders and crash, thats irrPP fault |
01:22 |
RealBadAngel |
and change resolution only when in main menu |
01:23 |
Taoki |
Works now. No effects however. I assume I need to add new settings to minetest.conf? |
01:23 |
RealBadAngel |
yeah |
01:23 |
Taoki |
Ok. Is there a list please? |
01:23 |
RealBadAngel |
check default_settings.cpp changes to get them all |
01:25 |
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01:25 |
Taoki |
Github isn't making it easy to find that.. |
01:27 |
Taoki |
Got it |
01:28 |
RealBadAngel |
i was about to paste them ;) |
01:28 |
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01:28 |
Taoki |
Yep, they seem to be working all nicely :D |
01:32 |
Taoki |
RealBadAngel: Yeah, now I can see the crosshair problem when looking at waving leafs and it hits clear texture pixels :) |
01:32 |
Taoki |
RealBadAngel: Easiest way to solve that I think would be having a delay and / or smooth transition. |
01:32 |
RealBadAngel |
but that has to be done in the engine, not the shaders |
01:39 |
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01:39 |
Taoki |
RealBadAngel: I can only find one bug: If I dig out any node, some nodes start to get flashing black surfaces and texture glitches. I'll try to make a screenshot |
01:40 |
RealBadAngel |
ok |
01:40 |
Taoki |
http://i.imgur.com/yJru8YC.jpg |
01:41 |
Taoki |
It flashes as I move the view around |
01:41 |
Taoki |
If I put the node back in its original position, it goes away o.o |
01:42 |
RealBadAngel |
dont use bumpmappin by now |
01:42 |
Taoki |
Ah, ok |
01:43 |
RealBadAngel |
theres a conflict with shaders constant setters |
01:43 |
Taoki |
RealBadAngel: There is another strange one actually: http://i.imgur.com/Dqdzc3m.png Look in the upper-right corner... there is a wireframe cube appearing there from some angles. |
01:43 |
RealBadAngel |
mhmm |
01:43 |
RealBadAngel |
go on ;) |
01:44 |
Taoki |
Don't know more, just noticed it appears there :) |
01:44 |
RealBadAngel |
list of bugs is indeed long ;) |
01:44 |
Taoki |
Wasn't sure if that was on your list or not... some things could be driver specific. |
01:44 |
RealBadAngel |
that wireframe cube is selection box |
01:44 |
Taoki |
Yeah... for some reason it floats there with the new shaders. |
01:44 |
RealBadAngel |
with ZBuffer on the loose ;) |
01:46 |
Taoki |
RealBadAngel: And one more, just in case you missed it: At night, look at the moon: When the crosshair toches the moon you get one DOF focus, but when you look at any other area of the sky you get another. So the blur snaps if you're looking at the edge of the moon. |
01:46 |
Taoki |
Sun and moon should probably not be in the Z calculation... or not the same way I figure. |
01:47 |
RealBadAngel |
i have to exclude the sky at all |
01:56 |
kaadmy |
should looking at the sky have DoF at infinity? |
01:57 |
kaadmy |
make the whole scene blurred? |
02:01 |
Taoki |
RealBadAngel: https://forum.minetest.net/viewtopic.php?f=3&t=156&p=206501#p206501 |
02:03 |
RealBadAngel |
especially dart scenes look nice |
02:03 |
RealBadAngel |
*dark |
02:04 |
Taoki |
indeed |
02:04 |
Taoki |
This is getting very close to how Terasology looks like BTW :) It's starting to have that nice feel. |
02:04 |
Taoki |
Tone mapping and bloom and DoF all come together to help with that. It's certainly what I was hoping. |
02:05 |
Taoki |
Only thing it misses, I think, is better tone mapping colors based on time of day. That will ideally have to come from the new lighting however. |
02:06 |
Taoki |
Bedtime now... night! |
02:57 |
kaadmy |
RBA: are you active right now? |
02:57 |
kaadmy |
would an "inverse" SSAO work as a cel shading replacement? |
02:57 |
kaadmy |
darken outside corners? |
02:59 |
RealBadAngel |
those are two different effects rather |
02:59 |
kaadmy |
i know |
02:59 |
RealBadAngel |
btw i do have ssao partially working already |
02:59 |
kaadmy |
does terasology have invert ssao |
02:59 |
RealBadAngel |
but it doesnt make much sense without lighting |
03:00 |
kaadmy |
from screenies of terasology it seems they have something similar |
03:00 |
RealBadAngel |
otherwise i do have torches shadowed too |
03:01 |
RealBadAngel |
terasology cel shader and mine are very similar (i took some of their code) |
03:01 |
RealBadAngel |
they do depend on depth only to show outlining |
03:02 |
RealBadAngel |
im also using normals of the surfaces |
03:02 |
RealBadAngel |
depth actually is used to fade cel shading in the long distance |
03:04 |
kaadmy |
ah |
03:04 |
kaadmy |
would it be possible to have something like Tesseract's "rotoscope" filter? |
03:05 |
kaadmy |
similar to cel shading on color differences instead of normals |
03:08 |
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03:34 |
RealBadAngel |
kaadmy, do you have any screenshots with this effect? |
03:37 |
kaadmy |
not right now |
03:40 |
kaadmy |
maybe this? https://en.m.wikipedia.org/wiki/Rotoscoping |
03:40 |
kaadmy |
can't find any good quality rotoscope filters via search engine |
03:40 |
RealBadAngel |
pretty nice effect |
03:41 |
kaadmy |
combined with cel shading it might look even cartoonier :) |
03:42 |
kaadmy |
and maybe cel shading could be removed and have only rotoscope |
03:48 |
RealBadAngel |
if it wont be too expensive i can think bout it |
03:48 |
RealBadAngel |
i really like it |
03:49 |
RealBadAngel |
meanwhile i need a nap :) |
03:52 |
kaadmy |
g'nite |
03:52 |
kaadmy |
going to be my bedtime soon too :| |
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12:08 |
diemartin |
#3647 |
12:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/3647 -- builtin: Fix `print` crashing on nil "holes". by kaeza |
12:08 |
diemartin |
quite high prio if you ask me |
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16:31 |
Obani |
RealBadAngel, did you get out of Minetest github's because of Minetest HD ? And will Minetest HD be Minetest someday ? :D |
16:33 |
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16:34 |
RealBadAngel |
its gonna be just HD version of mt, with better gfx, effects and so on, but in general compatible with core mt |
16:35 |
RealBadAngel |
most of the stuff im coding is client side and look |
16:37 |
RealBadAngel |
so its not about replacing or fighting with original, just filling the niche for those who have better boxes and want mt to look modern |
16:41 |
Fixer |
crap, so there will be no proper lightning/shadows in simple minetest? |
16:42 |
Calinou |
probably not ever, just like Sauerbraten/Red Eclipse will keep their baked lighting model forever |
16:42 |
Calinou |
real-time lighting is just not doable for everyone |
16:42 |
Calinou |
it's like dropping IE < 11 support in websites I guess :) |
16:43 |
RealBadAngel |
Calinou, not really, i plan to combine the model we do have with proper light calculations for the sun |
16:44 |
Calinou |
combining baked lighting with real-time lighting is a pain, in any game |
16:44 |
Calinou |
(I consider Minetest's currently lighting to be analog to baked lighting, even though it's actually closer to vertex lighting) |
16:44 |
RealBadAngel |
it is vertex lighting |
16:45 |
RealBadAngel |
but shaders with bumpmapping are using real light calculations already |
16:46 |
RealBadAngel |
i "borrowed" from proller for a while his code to calculate sun pos (a bit crappy, but working) and applied that to my shaders |
16:46 |
RealBadAngel |
effect is quite nice |
16:47 |
RealBadAngel |
also, the model we do have now will remain useful, and needed |
16:47 |
RealBadAngel |
we do need light level calculations for each node |
16:48 |
RealBadAngel |
we can just drop smoothlighting and AO |
16:49 |
RealBadAngel |
and remember any "real" lighting system will give up when it will come to manage shitload of lightsources we can have in world |
16:51 |
RealBadAngel |
but can work if we mix it. let sun shine the world (just single lightsource) not so expensive + baked all the torches, lamps, lava etc |
17:09 |
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19:34 |
paramat |
nore sfan5 ShadowNinja sofar i'd like to merge these later any comments? game#824 game#825 |
19:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat |
19:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat |
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19:56 |
red-001 |
minetest-mods |
19:56 |
red-001 |
nvm |
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21:03 |
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21:03 |
paramat |
sfan5 ShadowNinja if you disapprove this only needs another -1 to close game#301 |
21:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Ekdohibs |
21:04 |
sfan5 |
paramat: commented |
21:04 |
paramat |
thanks |
21:05 |
paramat |
closed |
21:20 |
red-001 |
a minetest.run_async function would be very useful for mods like TNT |
21:21 |
red-001 |
It could be used to stop tnt from hanging a server |
21:30 |
Guest7132 |
Er, why is fs::RecursiveDelete a no-op on Windows? |
21:32 |
Guest7132 |
And WTF, it's fork() and execv(rm -rf) on Posix?! |
21:32 |
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21:38 |
red-001 |
ShadowNinja what's your opinion on game#816? |
21:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001 |
21:38 |
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21:40 |
ShadowNinja |
red-001: IIRC there was a reason not to use LVM, calling on_destructs or not destroying locked chests or something like that. |
21:47 |
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21:47 |
red-001 |
we have the on_blast callback now |
21:48 |
red-001 |
I could add a queue like the one for on_blast for on_destruct |
21:50 |
kaadmy |
red-001: using async lua code could cause problems if the mod author doesn't do thread safe cod |
21:50 |
kaadmy |
code* |
21:52 |
red-001 |
no ones says every author has to use it |
21:59 |
ShadowNinja |
Thoughts on rewriting filesys.cpp into a simplified C++17 filesystem-like API? (the C++17 filesystem module is basically the same as boost's filesystem module, and boost's docs are easier to find, if you want to see what it would look like). |
21:59 |
kaadmy |
i can imagine a modding newbie looking at it and saying "async! let's use it to increase performance on background tasks!", then "why is my mod not working :((((( |
22:00 |
Calinou |
ShadowNinja, we don't even use C++11 yet?d |
22:00 |
Calinou |
due to having to support Ubuntu 12.04 |
22:00 |
ShadowNinja |
Calinou: C++17 filesystem LIKE. Not actually replace it with C++17's filesystem API. |
22:01 |
ShadowNinja |
Also, I think we decided to switch once Debian updated, which was a while ago. |
22:01 |
ShadowNinja |
Then that decision sort of morphed into "after Ubuntu". |
22:02 |
ShadowNinja |
But Ubuntu's stupid slow at updating their stuff. |
22:02 |
Calinou |
blame the 5-year support for LTS… |
22:02 |
Calinou |
they did because of corporate stuff, for most users 3 years is plenty |
22:03 |
red-001 |
kaadmy imagine modding newbie *learning* how lua works |
22:03 |
red-001 |
or just not using it |
22:04 |
nrzkt |
ShadowNinja, C++17 API is out ? but C++14 is not totally supported by compilers :p |
22:05 |
ShadowNinja |
nrzkt: C++17 **LIKE**. That is, write our own API that's based on the design of the C++17 one. |
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22:38 |
hmmmm |
why |
22:38 |
red-001 |
why does minetest use custom print? |
22:38 |
hmmmm |
that's not what minetest needs at all |
22:38 |
hmmmm |
that's just you wanting to code some stuff, and you're associated with an open source project, so you can use that as the place to put your code |
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