Time |
Nick |
Message |
00:04 |
Fixer |
nore, ok, reproduced too, now i will compile some more to test and to find commit with regress |
00:04 |
nore |
Fixer: ah, good |
00:05 |
* nore |
goes to bed (it's 2am here...) |
00:05 |
Fixer |
3am here %) |
00:15 |
Fixer |
commit with regression identified |
00:20 |
Fixer |
i guess now it is devs time to shine to fix it :} |
00:20 |
VanessaE |
well report the bug then :P |
00:20 |
Fixer |
VanessaE, don't, I've reported already and found the commit |
00:20 |
Fixer |
issue #3955 |
00:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3955 -- Death on login [needs investigation] |
00:35 |
paramat |
thanks good work |
00:40 |
VanessaE |
wow, old bug |
00:50 |
Dragonop |
Yep, hopefully fixing it won't create more bugs |
01:17 |
|
Taoki joined #minetest-dev |
02:39 |
paramat |
closed #3472 |
02:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3472 -- Add chat command /m to send PM |
02:43 |
paramat |
.. as we now have what was asked for |
02:44 |
* sofar |
slaps paramat with a bush |
02:44 |
sofar |
:) |
02:45 |
paramat |
closed #3621 as confirmed actually working |
02:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3621 -- minetest.transforming_liquid_add(pos) is not working? |
02:46 |
paramat |
*=. |
02:59 |
paramat |
closed #3949 because pointless issue |
02:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/3949 -- Add games that should be bundled with Minetest |
03:01 |
|
DI3HARD139 joined #minetest-dev |
03:03 |
|
DFeniks joined #minetest-dev |
04:02 |
|
OldCoder joined #minetest-dev |
04:29 |
|
paramat left #minetest-dev |
04:31 |
|
paramat joined #minetest-dev |
04:34 |
paramat |
now merging games 994 1003 1008 1009 |
04:42 |
sofar |
well, crap, so much for making a nice cactus mesh |
04:43 |
sofar |
that would break the existing mapgen placed cactus models |
04:43 |
VanessaE |
sofar: round trees mod does round cacti also |
04:43 |
VanessaE |
(I'm thinking of the abm it uses, or is it an lbm now? I forget) |
04:44 |
paramat |
merged |
04:44 |
sofar |
that's... not what I'm looking for. I want to make it spikey by using a mesh node |
04:44 |
VanessaE |
ah |
04:44 |
sofar |
but I don't want to make the arms of the current mapgen cactus trees float |
04:45 |
sofar |
so I'd have to make the spikes stick outside of the 1x1x1 box |
04:46 |
sofar |
and then they z-fight :( |
04:47 |
VanessaE |
sounds like the only solution then would be a multi-node-sized model of something like a C. gigantea that drops several nodes' worth when dug. |
04:48 |
VanessaE |
(modeled, of course, to look like it's still made from cubes) |
04:50 |
VanessaE |
that's the route I'd take in this situation anyways. |
04:52 |
VanessaE |
another option might be to split the model into three or four pieces (central trunk, two arms, maybe a top piece) and have some active code that say, chops off one arm, then the other, then the top, finally the trunk, all pieces drawn so that they work well together but don't care if the arms look weird "separately". |
04:52 |
|
jin_xi joined #minetest-dev |
04:52 |
VanessaE |
that way you retain some granularity. might even be seen as a gameplay feature. |
04:54 |
VanessaE |
(inb4 "no, that won't work either, not what I'm aiming for." :P ) |
05:02 |
sofar |
lol |
05:02 |
sofar |
sorry, I'm a sucker for simplicity |
05:02 |
paramat |
it's cool you tried, but it's best left as a cube. in minetest there are many non-cubic objects represented as cubes, a mesh for cactus is going in the direction of making meshes for everything |
05:02 |
sofar |
if I can fix it with a nice mesh model.... I will |
05:03 |
sofar |
if not, then I'll pass |
05:08 |
|
Hunterz joined #minetest-dev |
05:11 |
|
paramat left #minetest-dev |
05:36 |
hmmmm |
[01:02 AM] <paramat> ..., a mesh for cactus is going in the direction of making meshes for everything |
05:36 |
hmmmm |
so much this |
05:36 |
sofar |
lol |
05:36 |
hmmmm |
people are missing the point of a block world game because they're trying too hard to be like minecraft |
05:37 |
hmmmm |
a cube with spikes is not a block |
05:37 |
sofar |
slow down, it's just an experiment |
05:37 |
sofar |
it doesn't work with the mapgen cacti anyway |
05:37 |
sofar |
so, I'll probably shelf it |
05:39 |
sofar |
there's a giant gray zone between "this is an engine where anything is possible" and "let's keep everything a block" |
05:40 |
sofar |
http://i.imgur.com/sNpgTuU.png |
05:40 |
sofar |
doesn't look half-bad, does it now? |
05:40 |
sofar |
so, it's not a bizarre thought. someone else probably already did it |
05:41 |
sofar |
yup, I can find 1 google image that shows something similar, lol |
05:42 |
VanessaE |
I would still define that as "mostly a cube" |
05:42 |
VanessaE |
enough that honestly, I don't think it violates MT's general nature |
05:43 |
sofar |
there's one reason to do this |
05:43 |
sofar |
right now, you can't make cacti actually *hurt* a player |
05:43 |
sofar |
since it's 1x1x1 |
05:43 |
sofar |
you can set damage_per_second = 1 for it, but a player could never "enter" the block |
05:43 |
sofar |
if the cactus block was *smaller* than 1x1x1, then that would work |
05:44 |
VanessaE |
the solution for that in the past has... yeah |
05:44 |
sofar |
so, there's a solid reason... for making it a mesh |
05:44 |
VanessaE |
a 12x16x12 nodebox for the body and the needles extending out to the 1x1x1 boundary |
05:45 |
sofar |
I'd just do 14px x 14px |
05:45 |
sofar |
let's not make it super skinny |
05:45 |
VanessaE |
well close enough |
05:48 |
sofar |
oh, hmm, damage_per_second doesn't work for a smaller collision box |
05:49 |
sofar |
wait, typo |
05:53 |
sofar |
well that's an ugly hack. you have to almost stand entirely inside the cactus for it to hurt you |
05:53 |
sofar |
I'm at 3/16 and then it starts to tick damage :( |
05:55 |
sofar |
meaning, I can walk in between 2 cacti and not get hurt even if they're adjacent |
05:57 |
sofar |
yeah, no wonder, yikes, that calculation in environment.cpp |
06:09 |
|
Zeno` joined #minetest-dev |
06:23 |
* nore |
wonders how 8787d2e7 could have added the problem |
06:24 |
sofar |
well, it stop players from moving |
06:24 |
sofar |
so now they're stuck in an invalid position |
06:25 |
sofar |
the trick is probably to stop damage until that condition is reached |
06:47 |
sofar |
well, all that playing with cacti at least resulted in possibly a nice addition |
06:47 |
sofar |
VanessaE: I got cacti to damage players standing on, walking into them |
06:47 |
VanessaE |
cool |
06:48 |
Zeno` |
Why to the cacti walk into people? |
06:48 |
|
Obani joined #minetest-dev |
06:48 |
sofar |
phrasing error, likely ;) |
06:48 |
Zeno` |
=) |
06:49 |
sofar |
the grammar really hurts the ccti |
06:49 |
sofar |
argh |
06:49 |
sofar |
obvious signs i need to go to be |
06:49 |
sofar |
d |
06:49 |
Zeno` |
heh |
06:58 |
Zeno` |
can someone explain the branches to me please? |
06:58 |
Zeno` |
Most of them didn't exist last I was active |
06:58 |
sofar |
all irrelevant except master? |
06:59 |
Zeno` |
ok, so the same as before. That's cool :) |
06:59 |
Zeno` |
what is dev-0.5? |
07:00 |
sofar |
march 5 2015 last commit... old stuff :) |
07:00 |
sofar |
I dunno maybe there's stuff in there that's still useful, but I doubt it |
07:01 |
Zeno` |
ok thanks |
07:07 |
|
Obani joined #minetest-dev |
07:09 |
Obani |
sofar, https://github.com/minetest/minetest/pull/3961 |
07:09 |
Obani |
Will it be possible to be touched from the head ? |
07:12 |
|
Obani joined #minetest-dev |
07:18 |
sofar |
possibly, yes |
07:42 |
|
Taoki joined #minetest-dev |
07:48 |
|
Gael-de-Sailly joined #minetest-dev |
08:02 |
|
nrzkt joined #minetest-dev |
08:12 |
|
damiel joined #minetest-dev |
08:23 |
nore |
ok, maybe wait a bit before merging #3948, I will probably change the escape code to \x1b |
08:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
08:29 |
nrzkt2 |
nore if we can use standard codes for escaping, could be good |
08:29 |
nore |
nrzkt2: you mean, like ansi terminals? |
08:30 |
nrzkt2 |
why not like ANSI, it's a well known and documented thing |
08:30 |
nrzkt2 |
it's better to follow a standard than invent our standard for this |
08:31 |
nore |
yeah, probably |
08:31 |
nore |
I should look into its documentation though |
08:31 |
nore |
problem is, we do want to add a bit more escape sequences |
08:31 |
nore |
(translations for example) |
08:34 |
nore |
well, another advantage of doing that is that is should work almost out-of-the-box with terminal_chat_console |
08:36 |
|
asl97 joined #minetest-dev |
08:37 |
nrzkt2 |
of course :D yes |
08:37 |
nrzkt2 |
except for windows where a translation layer should be needed, look at trinitycore or mangos project for mapping colors |
08:37 |
nrzkt2 |
they have many color mappings for cross platform |
08:40 |
nore |
hm, it looks like we can't add other escape sequences easily :/ |
08:41 |
nore |
well, if we wanted to add more data like informations for translations |
08:42 |
nore |
we would need to do things that are very hacky |
08:42 |
nore |
and, another problem with ANSI escape sequences |
08:42 |
nore |
is that ";" is used as a separator |
08:42 |
nore |
but it is already a separator in formspecs :/ |
09:15 |
|
Preuk joined #minetest-dev |
09:24 |
|
Preuk left #minetest-dev |
09:31 |
|
Calinou joined #minetest-dev |
10:06 |
|
Gael-de-Sailly joined #minetest-dev |
10:48 |
|
Lunatrius joined #minetest-dev |
11:07 |
|
Zeno` joined #minetest-dev |
11:19 |
|
Fixer joined #minetest-dev |
11:24 |
|
Darcidride joined #minetest-dev |
11:27 |
|
DFeniks joined #minetest-dev |
11:31 |
Zeno` |
rewriting all my test scripts to deal with changes :) |
11:32 |
Zeno` |
I've spent a lot of time looking at everything that's changed since my sabbatical and I have to say I'm very impressed |
11:33 |
Zeno` |
great work |
11:34 |
celeron55 |
where do you even get that information in any reasonable form |
11:35 |
celeron55 |
the commit log is quite long for reading |
11:37 |
Zeno` |
I read nearly every commit |
11:38 |
Zeno` |
wasn't much else to do :) |
11:38 |
celeron55 |
nore: i would imagine ANSI is still among the best options even if when you have to escape the ';'s |
11:38 |
Zeno` |
I suppose it's not really "information" but an impression |
11:38 |
nore |
celeron55: yeah, but how would you add more escape sequences? (translations for example) |
11:39 |
nore |
since you have to write the string to translate, and its arguments too |
11:39 |
celeron55 |
well i don't think the strings to be translated should contain those |
11:40 |
celeron55 |
that would be a huge issue no matter what |
11:40 |
nore |
celeron55: how would you handle things such as "Furnace is active (42%)" |
11:41 |
nore |
the classical way of doing that is to translate "Furnace is active(#1%)" |
11:41 |
nore |
and then give it #1 |
11:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
11:41 |
celeron55 |
and you want to color a single word in it? |
11:41 |
nore |
but we can't do that if we use ansi escape sequences :/ |
11:41 |
|
iangp joined #minetest-dev |
11:42 |
celeron55 |
can't? |
11:42 |
nore |
celeron55: no, what I mean is that the server has to send separately the string to translate and its arguments |
11:42 |
celeron55 |
i'm not following |
11:42 |
nore |
and we can't pass a string as argument in an escape sequence |
11:43 |
nore |
sorry, gtg :/ |
11:44 |
celeron55 |
ehm, well i hope someone knows what is going on and prevents some huge mess |
11:45 |
nore |
to make it short : imagine the server has to send the text "Furnace is at x%", where x is any value |
11:47 |
nore |
the client isn't able to translate that when x is replaced by a value |
11:47 |
nore |
but it is able if you say that you have to translate a format string |
11:48 |
nore |
and you give the arguments of the format string |
11:49 |
nore |
and that means you have to send the argumznts separately |
11:50 |
celeron55 |
i understand that but i don't understand how this relates to ANSI codes |
11:50 |
celeron55 |
i guess it doesn't |
11:54 |
nore |
well, we want to add escape sequences that can be stripped easily and that can be extended |
11:54 |
nore |
so that if we want to add more escape sequences in the future, it can be done without a protocol bump |
11:55 |
nore |
and that is the problem with ansi escapes |
11:56 |
nore |
they are not extensible |
11:56 |
celeron55 |
that is kind of a problem, yes |
12:02 |
nore |
that's why I used that non-standard format :/ but if you have a better idea, I would be interested |
12:11 |
celeron55 |
well, i don't care as long as it was considered |
12:20 |
nrzkt2 |
nore, why not use blizzard's method ? |
12:21 |
nrzkt2 |
$|f000000 xxx |r |
12:21 |
nrzkt2 |
if i remember |
12:21 |
nrzkt2 |
they also added $g $r $n for gender race and number :p |
12:21 |
nrzkt2 |
name* |
12:30 |
nore |
nrzkt: do you have a link? |
12:32 |
|
proller joined #minetest-dev |
12:32 |
|
Calinou joined #minetest-dev |
12:46 |
|
DFeniks joined #minetest-dev |
12:48 |
nrzkt |
http://wowwiki.wikia.com/wiki/UI_escape_sequences |
12:49 |
nrzkt |
my syntax was a little bit errored because i worked on in three years ago :) but not many |
12:50 |
nrzkt |
the hyperlink mode in wow is also interesting for us :D |
12:50 |
nrzkt |
in wow and warcraft (maybe starcraft too) you can type those in caht to add colors directly from end user |
13:25 |
nore |
nrzkt: hmm... I'm not sure we should do exactly the same, but it can be used to give some ideas |
13:25 |
nore |
the main problem is that their format is not extensible |
13:28 |
nrzkt |
what do you mean ? extensible for doing what ? |
13:31 |
nore |
I mean, we can't add more escapes in the future |
13:32 |
nore |
while being able to remove them now |
13:32 |
nore |
also, if we keep the same escape sequences, we might break mods |
13:36 |
nrzkt |
i don't understand why ? which escape sequence are we using in 0.4.13 ? |
13:37 |
|
Zeno`` joined #minetest-dev |
13:38 |
nore |
nrzkt: none |
13:39 |
nore |
I added some escape sequence escaping in a recent commit |
13:40 |
nrzkt |
but 0.4.14 wasn't released you have time to make a convergent solution |
13:40 |
nore |
what I meant was that if we use the same escape sequences as they do, we might break mods that use "|" in strings |
13:42 |
nore |
and we can't make that escape sequence format extensible with unknown escape sequences stripped without modifying it |
13:42 |
nrzkt |
because MT was so permissive, i think every std escaping model could be used in our mods |
13:42 |
Zeno`` |
it's great to have reliable internet |
13:43 |
nore |
so I'd say we should choose a format, but we should keep in mind it should be easy to add new escapes in it |
13:44 |
nore |
that's why I settled to \v(...), but as ShadowNinja said, maybe \x1b instead is better |
13:45 |
nore |
so I'll change that, I will also have to find a way for the server to send translations |
13:46 |
nrzkt |
create a new packet TOCLIENT_TRANSLATIONS u32 count << std::map<std::string, std::string> |
13:51 |
|
kaadmy joined #minetest-dev |
14:09 |
|
STHGOM joined #minetest-dev |
14:26 |
|
gregorycu joined #minetest-dev |
14:27 |
gregorycu |
Hey all |
14:28 |
VanessaE |
hi |
14:29 |
gregorycu |
Fixer: How's things |
14:32 |
|
jin_xi joined #minetest-dev |
14:49 |
Fixer |
gregorycu, hi, nice, got a nice time outside |
14:49 |
Fixer |
gregorycu, now here |
14:50 |
gregorycu |
Yeah, been busy for the past few days |
14:50 |
gregorycu |
I'm basically abandoning my stutter work because farmap will probably change that stuff a little |
14:50 |
|
Player_2 joined #minetest-dev |
14:50 |
gregorycu |
Along with the other work to reduce stutter |
14:50 |
gregorycu |
Haven't given up |
14:51 |
Fixer |
gregorycu, farmap does not solve the jitter/stutter unfortunately |
14:52 |
gregorycu |
I meant the code will be different |
14:52 |
gregorycu |
It will be a nightmare merge |
14:53 |
Fixer |
gregorycu, it will be nicer if farmap pr adapts to your optimisation one %) if it really helps to fix jitter/stutter |
14:54 |
gregorycu |
c55 has a hard task already |
14:54 |
gregorycu |
:) |
14:54 |
gregorycu |
I can make it compile in your machine |
14:54 |
gregorycu |
By removing all thread safety :) |
14:55 |
Fixer |
if think that way, huge farmap pr will hold a lot of things |
14:56 |
Fixer |
gregorycu, can i at least try it? |
14:57 |
gregorycu |
Of course, give me a few min |
14:57 |
gregorycu |
You ever think about learning C++? |
14:57 |
Fixer |
maybe if it really does help it will convince other devs to think about it |
14:57 |
Fixer |
gregorycu, not yet, i'm procrastinating too much while reading python tutorial for years apperently |
14:58 |
gregorycu |
Yeah, I was doing my fair share of python today |
14:58 |
gregorycu |
It's one of my languages |
14:59 |
Fixer |
i need more effort to read and learn it, everytime some **** goes in the way and distracts me |
15:03 |
Zeno`` |
hi gregorycu |
15:03 |
gregorycu |
Zeno |
15:04 |
Zeno`` |
how are you? |
15:05 |
Zeno`` |
Is minetest taking longer to connect to servers than it used to, or is it my internet? |
15:06 |
Zeno`` |
it's hard to tell; my internet has been ship lately |
15:09 |
|
hmmmm joined #minetest-dev |
15:09 |
jin_xi |
sup guys just tested if this bug is still present, and it seems it is: id's of expiring particle spawners are never deleted |
15:10 |
jin_xi |
PR here for review or redo: https://github.com/minetest/minetest/pull/2602 |
15:11 |
gregorycu |
Fixer: My env is being a piece of shit at the moment, I don't know if I can get this out to you tonight |
15:11 |
Fixer |
gregorycu, no problem, if you can, please make a PR for it |
15:12 |
gregorycu |
Well, I'm not going to make it threadsafe unless it appears to make a difference :) |
15:12 |
gregorycu |
And i won't do a PR unless it's threadsafe |
15:13 |
Fixer |
ok |
15:13 |
Fixer |
gregorycu, i will test it and then you will decide |
15:18 |
Zeno`` |
hmm, that's an old PR |
15:19 |
Zeno`` |
seems I commented... I wonder if it can be rebased |
15:19 |
|
Obani joined #minetest-dev |
15:20 |
Zeno`` |
jin_xi, have you tested it? |
15:20 |
Zeno`` |
it looks pretty straightforward and if it fixes the bug then... |
15:22 |
jin_xi |
i have tested it when i made the pr, but thats a long time ago. |
15:23 |
Zeno`` |
I've added rebase needed label, but will either rebase myself and test or add another comment (once I get all my test scripts rewritten) |
15:23 |
Zeno`` |
from memory it was a real concern (leak) |
15:24 |
Zeno`` |
bookmarked |
15:24 |
jin_xi |
yes it creates a ever growing list of ids which might be problematic if lots of explosions or similar are used |
15:26 |
Zeno`` |
it looks good at a glance. I'll get it rebased and test |
15:30 |
Zeno`` |
It probably should have been merged at the time :/ |
15:30 |
Zeno`` |
what's the deal with the feature freeze? |
15:31 |
Zeno`` |
critical/high-priority bug fixes only? |
15:42 |
Fixer |
Zeno``, no new feature but bug fixes are ok (i guess) |
15:42 |
Fixer |
Zeno``, ask paramat, he knows |
15:52 |
|
damiel joined #minetest-dev |
15:56 |
|
Hunterz joined #minetest-dev |
16:09 |
sofar |
to test that, you have to make a mod that creates new particlespawners every N seconds and let it run... |
16:10 |
sofar |
Zeno``: I'd love to help test that. I have a torch modification that is a good test case for it too. |
16:14 |
jin_xi |
sofar, just manually place spawners with non-zero time and print out id numbers |
16:31 |
nore |
I updated #3948 with \x1b as escape character instead |
16:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
16:32 |
nore |
the translations code has not yet been updated though |
16:41 |
|
lisac joined #minetest-dev |
16:42 |
lisac |
nore: Are you there? |
16:43 |
nore |
lisac: yep |
16:43 |
lisac |
Awesome! I wanted to ask you about the colored chat you are working on. |
16:43 |
lisac |
If you have some time. |
16:44 |
nore |
of course :) |
16:46 |
lisac |
Ok, is there any place where I can get the code? |
16:46 |
lisac |
Or could you tell me how do I set a specific part of code to a color? |
16:46 |
lisac |
I'm working on a mod, and it is essential to it... |
16:47 |
lisac |
See at #3924 |
16:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3924 -- Colored item descriptions |
16:47 |
lisac |
:D |
16:47 |
nore |
lisac: either do minetest.get_color_escape_sequence(color), and concatenate that string |
16:48 |
nore |
it will set the color of text to the color you chose |
16:48 |
nore |
or do minetest.colorize(color, string), that will set the color to that color and then back to white |
16:48 |
lisac |
Ok, thank you! |
16:49 |
lisac |
This is going to be fun when it is added :D |
16:49 |
nore |
you're welcome: ) |
16:49 |
nore |
though, you may have to wait a bit before |
16:50 |
nore |
it still is WIP, and depends on #3948 being merged in a stable release before |
16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
16:50 |
lisac |
Oh, ok. |
16:51 |
lisac |
Also, how did you solve the fact that chat lines are handled as lines, rather than characters? |
16:51 |
Obani |
nore, I guess it will be in 0.4.15 |
16:52 |
|
Krock joined #minetest-dev |
16:58 |
nore |
Obani: colored chat, or 3948? |
16:59 |
nore |
lisac: what do you mean? |
16:59 |
lisac |
Well, last time I checked the code, I think minetest was rendering it as a line? |
16:59 |
lisac |
Not characters. |
16:59 |
lisac |
I mean... |
17:00 |
lisac |
The whole line... |
17:00 |
lisac |
Not separated. |
17:01 |
nore |
Hmm... actually, the code does render each character separately now |
17:02 |
nore |
but there might be a moment where all these chars are just one long string |
17:03 |
lisac |
Oh, ok. |
17:03 |
lisac |
Guess I was using outdated code :D |
17:03 |
nore |
well, the same thing was happening before my changes |
17:04 |
nore |
it's just that we add our own modified version of irrlicht code now: ) |
17:04 |
nore |
(**** that phone autocorrect that breaks my smileys) |
17:12 |
lisac |
:D |
17:19 |
Obani |
nore, colored chat elements |
17:55 |
|
dulrich left #minetest-dev |
17:57 |
|
ssieb joined #minetest-dev |
18:07 |
|
rubenwardy joined #minetest-dev |
18:16 |
|
nrzkt joined #minetest-dev |
18:40 |
|
bugzapper joined #minetest-dev |
18:55 |
|
Calinou joined #minetest-dev |
19:00 |
|
kaeza joined #minetest-dev |
19:23 |
|
Calinou joined #minetest-dev |
19:49 |
|
Obani joined #minetest-dev |
21:01 |
|
rubenwardy joined #minetest-dev |
22:29 |
|
Dragonop joined #minetest-dev |
22:37 |
|
Taoki joined #minetest-dev |
22:39 |
|
yang2003 joined #minetest-dev |
22:42 |
|
Dragonop_ joined #minetest-dev |
23:15 |
|
iangp joined #minetest-dev |
23:22 |
|
technics joined #minetest-dev |
23:34 |
|
yang2003 joined #minetest-dev |