Time Nick Message 00:01 Warr1024 I used to love how smoothly minetest ran on very modest hardware 00:05 Zeno` Warr1024, can you try deleting cmake build caches? 00:06 Warr1024 Zeno`: you mean for the android build test, or for the desktop one? 00:06 Zeno` desktop 00:06 Warr1024 I usually clear those pretty frequently. 00:06 Zeno` ok 00:07 Zeno` brb, rebooting into livecd thingy 00:15 Zeno` great... have to install android sdk/ndk 00:17 Zeno` I'm really worried about my CPU temperature :/ 00:18 Zeno` Warr1024, I need to check CPU cooler and stuff but will try this build on Ubuntu within 8 hours and see what happens 00:18 Zeno` setting up sdk/ndk will take awhile on my internet connection anyway :) 00:22 paramat does anyone actually need the minimal subgame anynore? i've never used it. it would be best to hide it from stable release #4006 00:22 ShadowBot https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build 00:23 paramat it must make a bad impression if a newbie uses it 00:24 paramat or, it looks sloppy for a dev tool to be left in a release 00:25 paramat perhaps it could be in a seperate repo 00:45 sofar I've never even used the tester tool 00:58 paramat ShadowNinja removing milestone from game#978 , but if possible it would be good for release, please discuss with PilzAdam 00:58 ShadowBot https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin 00:58 paramat only tnt stuff left to do in mtgame :) 01:03 paramat removed #3948 from milestones 01:03 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 01:19 sofar paramat: one more timer fix 01:20 paramat ok 01:20 sofar https://github.com/minetest/minetest/pull/4003#issuecomment-211059867 01:20 sofar I'll submit that instead of Krock's patch 01:20 paramat a milestone? 01:21 sofar yes, that should go into 0.4.14 01:21 sofar technically a regression 01:21 paramat ok done 01:21 sofar well but it'll be a new PR 01:21 paramat yeah 01:24 paramat corrected 01:25 Zeno` yeah, the removal of the extra branch is what I was getting at the other night 01:25 Zeno` but... 01:25 Zeno` I dunno what happens on overflow lol 01:26 Warr1024 is there some kind of performance profiler available built into MT? 01:26 Zeno` which is why (IIRC) I ended up suggesting init to -1 and leave the conditional 01:27 Zeno` sofar, ^^ 01:27 Zeno` Warr1024, not really 01:27 Zeno` Warr1024, only for Lua 01:27 Zeno` (for mods that is) 01:27 Warr1024 I'm wondering where the server is spending all its CPU time 01:27 Warr1024 clients are pretty consistenly mesh-making for me 01:28 Zeno` Warr1024, on Linux? 01:28 Warr1024 no, OpenBSD in my case 01:28 Zeno` I always use valgrind but on a live server that's not really an option 01:29 Zeno` so every single one of my hundreds of performance profiles are somewhat contrived 01:39 Zeno` sofar, is overflow an issue? 02:40 Zeno` Warr1024, you were right 02:41 Zeno` I cannot build with that commit either 02:41 Warr1024 I'm trying with the one immediately before it to confirm (I only tested revs that touched android proper in my bisect) 02:42 Zeno` I can build by just reverting that single commit 02:48 sofar Zeno`: what kind of overflow? 02:48 sofar the timer thing? 02:49 Zeno` sofar, yeah 02:49 Zeno` can that overflow? 02:49 sofar it's handled properly 02:49 sofar a little bit inaccurately, but still 02:49 Zeno` huh? let me look again (maybe I was looking at something different) 02:49 sofar get_us_time() overflows once every 40 minutes or so I think 02:49 Zeno` oh yeah 02:50 sofar it's not a big deal 02:50 sofar the timer code can handle that fine 02:50 Zeno` sorry I thought you removed a condition but krock had ADDED one 02:50 Zeno` my bad 02:50 Zeno` (serves me right for not looking at the entire file) 02:51 Zeno` lol 04:10 Zeno` #4005 is not an issue on fedora 21 or fedora 23 but the NDK setup is very different on Fedora 04:10 ShadowBot https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure 04:11 Zeno` I'm wondering now if Ubuntu has a difference in $PATH and it's using the wrong NDK toolchain 04:36 Zeno` "No problems were identified. If you know why this problem occurred, please add a suitable Cause for it." 04:36 Zeno` Sounds like a Windows error message haha 04:37 paramat hmmmm thanks for the review of #4002 . i've replied to your comments and updated with a fix for ridge terrain 04:37 ShadowBot https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat 04:38 hmmmm wait a sec 04:38 hmmmm did you remove the prototypes from the class definition in the original version of that PR? 04:38 hmmmm i could've sworn that particular change was missing 04:57 paramat i did 04:58 hmmmm in regards to the comment thing, did you actually check to verify that baseTerrainLevelAtPoint() and generateBaseTerrain() were the same algorithm? 04:59 paramat ah, no, i'll look 04:59 hmmmm the issue was that i changed one, never changed the other because i forgot, and they were out of date 04:59 paramat ahh 04:59 hmmmm and then it somehow got committed like that 04:59 hmmmm probably because nobody did meaningful code reviews at the time mapgen v7 was under development 05:03 paramat checked, they're identical 05:04 hmmmm now how does this affect getSpawnLevelAtPoint? 05:04 paramat also spawn point depends on that function and works fine 05:04 paramat (spawn works fine) 05:05 hmmmm sure, looks good i guess 05:05 paramat ah i see, it doesn't, spawn still works fine 05:06 paramat ok thanks 05:06 paramat i'm wondering if we should remove minimal subgame from the repo 05:06 paramat those who use it can grab it from somewhere else 05:07 paramat maybe it should have it's own repo 05:07 hmmmm eh i'd really rather not 05:10 paramat #4006 or at least from build releases 05:10 ShadowBot https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build 05:11 paramat seems sloppy to leave a rarely used dev tool in there 05:12 hmmmm how about hiding it if a config option isn't set 05:12 hmmmm or something like that 05:12 hmmmm that's your main concern, right? the end user's perspective? 05:13 hmmmm i'm sorry but actually removing minimal screams bad idea to me 05:13 hmmmm -1 on the concept from me. 05:13 sofar why not just leave it and never install it? 05:13 sofar most devs do RUN_IN_PLACE=1 05:14 hmmmm not sure what you mean 05:14 sofar in which case it's automatically found? 05:14 hmmmm oh for installations 05:14 sofar the whole point is to remove it from `make install` 05:14 hmmmm yeah but what about windows, which is almost always built with RUN_IN_PLACE 05:14 sofar I think, at least 05:14 hmmmm i would support that 05:15 hmmmm if you can put up with the inconsistency for windows versions 05:17 * sofar whistles :) 05:20 paramat yeah hiding it would be fine with me 05:25 paramat i'll merge #3995 and #4002 in 20mins 05:25 ShadowBot https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar 05:25 ShadowBot https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat 05:35 Zeno` I use RUN_IN_PLACE 05:35 Zeno` I also used it before I was a dev 05:35 Zeno` Why would I want to "install" something? 05:36 Zeno` and we should not remove minimal either 05:37 Zeno` minimal needs to be there if only because it provides a test that can rule out minetest_game as the source of an issue 05:37 Zeno` (or vice-versa) 05:49 paramat now merging those 2 05:50 Zeno` factorio uses 10% CPU when paused 05:50 Zeno` makes our pause look not so bad 05:51 * Zeno` wonders what it's doing 05:52 Zeno` no debug symbols 05:52 Zeno` stupid thing 05:53 Zeno` "Checksum for script /home/crobbins/factorio/temp/currently-playing/control.lua: 393467729" 05:53 Zeno` I wonder what that's for... hmm 05:54 * Zeno` modifies control.lua to see what happens hehe 05:56 paramat merges complete, feels good! 05:56 Zeno` won't build for me 05:57 Zeno` just kidding! :D 05:59 paramat 4 milestones closed :] 05:59 Zeno` paramat, #4005 probably shouldn't be a blocker but... 05:59 ShadowBot https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure 05:59 Zeno` but why it's not working on Ubuntu and Debian for 3 users (wayward, warr and me) needs to be worked out 06:00 paramat i added it to milestones to keep it attended to 06:00 Zeno` cool 06:03 Zeno` I just wish I'd checked the $PATH idea before I rebooted the LiveCD :( 06:03 Zeno` maybe I'll install on a VM 06:04 Zeno` I have no idea why I thought LiveCD was a good idea anyway 06:39 paramat #4010 06:39 ShadowBot https://github.com/minetest/minetest/issues/4010 -- Textures: Replace menu background fallback dirt_bg.png with empty sky texture by paramat 06:44 Zeno` dirt is no good? 06:45 Zeno` I prefer the empty sky though I must admit 06:46 paramat it makes more sense for when menu clouds are turned off, and is subgame universal 06:47 Zeno` it makes more sense, though, if the png had a better name 06:47 Zeno` like background.png 06:47 paramat hm perhaps 06:48 Zeno` maybe that's just me though. But if we change how things work in future it might be nicer to be able to keep the texture name and just update code 06:48 paramat nore sfan5 *** freeze is hopefully this weekend *** (<- some freezer snowflakes) 06:48 paramat yeah 06:48 Zeno` maybe even menu_bg.png ... 06:49 paramat ok will do 06:49 Zeno` ok +1 from me then 06:49 sfan5 can i just put 22th into the topic? 06:49 sfan5 or 23th? 06:50 Zeno` 20 tooth! 06:50 Zeno` my tooth is sore and you just reminded me :( 06:51 paramat best 24th 06:51 Zeno` (but seriously i've never heard of 22th lol) 06:51 Zeno` 24th is good because it's a Sunday :) 06:52 paramat dependent on milestones obviously but it looks possible 06:53 Krock took me a while to understand the connection between "(<- some freezer snowflakes)" and the date numbers 06:53 Krock sunday sounds good 06:54 paramat game#1029 any reviews? simple PR 06:54 ShadowBot https://github.com/minetest/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy 06:57 paramat thanks! 06:58 hmmmm guys just FYI the "i don't personally use feature X so we should remove it because it might confuse users" is the same exact mentality that got firefox into the mess that it's currently in 06:58 hmmmm I hope minetest has better prospects than that project 06:59 paramat yeah i've changed my mind now :) 07:03 Zeno` related to this, when I refactored thegame.cpp the menu clouds (and their CPU usage) was something I looked at briefly and always meant to return to 07:03 Zeno` I did have some solutions but at the time the PR changed nearly every line in game.cpp and I decided not to mess with how they're rendered, meaning to return to them at a later date and then promptly forgot 07:10 jin_xi ok so i got particles mostly working without using collisionMoveSimple for every single one, but its a mess and way over my head... anyone got some time to help? 07:12 Zeno` umm, I've looked at that code. I think it's a mess 07:12 Zeno` I'd rather hide 07:13 Zeno` jin_xi, are your changes pushed to your local repo somewhere? 07:13 Zeno` I'm sure someone will actually look 07:13 jin_xi if you mean my old pr, its very different, but even more even messier code 07:14 Zeno` nah I wasn't referring to your PR specifically, just the whole "section of code" in general 07:14 Zeno` so you need help cleaning up your code or existing code? 07:15 jin_xi well, the kind of help i need is from someone who got a clue about using frameworks and when/how to do subclasses. 07:15 Zeno` I don't mind looking at your code and helping if I can if that's what you're asking 07:16 jin_xi oh and a couple questions relating to mt internals as well 07:16 Zeno` where's the code? :) 07:16 paramat a good night's work, back after noms 07:17 Zeno` I'm pretty sure all of us want particle improvements so you'll probably get lots of help 07:18 jin_xi yeah right 07:19 Zeno` well even if not, I'll try 07:19 jin_xi ok, so even if its messy, heres a drop in replacement for particles cpp. very wip and in explorative stage http://paste.ubuntu.com/15942421/ 07:20 jin_xi so one of my questions is, do i really need to subclass entire particlesystemscenenode just to change its render function 07:21 jin_xi another one is how to get the updated mesh after digging a node, because i only seem to get the one with the dug node still intact, which obv messes with collision 07:21 jin_xi pls excuse the mess, my computer is very slow and i cant change the *.h 07:22 Zeno` hmm 07:22 Zeno` so what is the filename of this paste? 07:22 jin_xi and finally, the bane of my existence, fucking camera offset. Zeno its particles.cpp, should drop right into src and 'work' 07:23 jin_xi oh and of course, we get particles bouncing on water when using the mesh, idk if there is a solution to this one 07:24 Zeno` so you want ISceneNode to behave differently (have a different render)? 07:24 jin_xi yes, to add the camera_offset to vertexes 07:24 Zeno` ok then the answer to that question is that yes you would normally have to subclass it as you've done 07:25 Zeno` but you can call (or use) members of the parent class -- i.e. you don't have to reimplement things unless you need to 07:26 Zeno` but from what I've looked at you're on the right track (after some cleaning up) regarding that particular question 07:26 jin_xi ok that should cut code down a little. so i'd just write using parent::foo() for such cases 07:27 Zeno` yeah 07:28 jin_xi my c++ sucks and i only did oop in SuperCollider really, which is very different. C++ oop seems to me like a device for verbosity and redundancy :( 07:29 Zeno` well if something in the base class doesn't need changing you don't have to change it at all in the subclass or anywhere else 07:31 jin_xi ok another question i think needs answering by experts is if we want to use collisionMoveSimple for particles or something else. I think its the bottleneck as its suitable for player movement and overkill for particles 07:32 jin_xi maybe it would be better making a fast, but not soo accurate collisionMoveReallySimple for use with particles 07:32 sofar sure 07:33 sofar but take a look at the particles I added for tnt... they would look horrible without collision detection 07:33 sofar also, I'd like a "remove on collision" as well, but I couldn't get that to properly work yet 07:33 jin_xi hey im not talking about removing collision detection 07:33 sofar I sent a PR, maybe you can look at that and see what is wrong with it :) 07:33 jin_xi just making it faster. im sure you have noted how slow mt gets with only few colliding particles 07:34 sofar yes, it's slow 07:34 sofar but the patch I added seems to get called 20x per particle 07:34 sofar as if the removal doesn't happen 07:34 jin_xi like a homedecor shower brings my comp to boiling temp 07:34 sofar hehehe 07:34 sofar well maybe it can just collide with nodes, not entities? 07:34 jin_xi sofar look at my paste or the code of CParticleSystemSceneNode 07:35 jin_xi it switches particle order to only ever delete the last one 07:35 jin_xi comment says its faster this way 07:35 sofar anyway, I need to get some sleep 07:36 sofar sorry, maybe tomorrow I can take a deeper look 07:36 jin_xi 'night. but as long as collisionMoveSimple is used for every particle its gonna be slow 07:46 Zeno` jin_xi, may I PM you? 07:46 jin_xi sure 07:55 Zeno` thanks jin_xi 07:59 nrzkt hi Zeno` 08:03 Zeno` hi :) 08:04 Zeno` I'm only 50% here (cooking dinner) 08:04 Zeno` quiche! 08:04 Krock I hope your better half is cooking 08:06 Zeno` nah, I only have one half 08:08 Zeno` makes walking in a straight line difficult but I just have to deal with it 08:08 Krock ok. 08:44 nore paramat: nrzkt: could you check #3948 again please? (all issues should be fixed now) 08:44 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 08:44 paramat cool 08:48 nore also, if you want to see what it will be able to do, check my colored_chat branch ;) 08:48 nore I've got colored chat, tooltips and item descriptions 08:56 nrzkt nore good, but i think we should wait, as it's a very huge improvement, and this could be a good point to sell 0.4.15 to players :D 08:56 nrzkt we have sufficient features for 0.4.14 08:56 nore nrzkt: colored chat will not be in 0.4.14 08:56 nrzkt nice 08:56 nore #3948 should be so that we can include #3948 in 0.4.14 08:56 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 08:56 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 08:56 nore I mean, colored chat in 0.4.15 08:57 nore Also, if #3948 doesn't go in, escapes sequence will stay as '\v' instead of the better '\x1b' 08:57 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 08:58 nore because it was '\v' in the already-merged code that is only for chat 08:59 nrzkt nore seems good but i didn't tested it 11:21 Zeno` merging #4007 11:21 ShadowBot https://github.com/minetest/minetest/issues/4007 -- Mainmenu: Unify favorite servers with main serverlist by kilbith 11:22 Zeno` these shitty one/two approval labels need to be reviewed 11:22 Zeno` they're crazy 11:22 Zeno` anyway, it has two approvals plus mine now so will commit very shortly :) 11:43 nrzkt Zeno`: please set three approval label please 11:43 nrzkt Zeno`: *joking* 11:45 Zeno` I have set 19 approvals 11:45 nrzkt xD 12:49 Warr1024 does minetestserver NOT run register_on_shutdown code if it receives a signal? 12:50 Warr1024 is there some way I can tell it to gracefully shut down from NOT inside the game? 13:02 Warr1024 no, wait, my bad, seems to work correctly, actually... 16:50 MoNTE48 Hey. I can remove simple mainmenu today, it will be fine? Should I do that? 17:04 hmmmm what..? 17:08 MoNTE48 hmmmm, simple menu for android 17:08 MoNTE48 is very ugly 17:08 hmmmm i'm sorry i didn't understand your sentence. 17:08 Calinou maybe we'll get a native Java menu someday 17:08 Calinou it sounds like a much better alternative to me, rubenwardy suggested it 17:08 Calinou it can be simpler at first 17:09 hmmmm perhaps, but we need an android developer to work on it :) 17:09 hmmmm i don't even have a smartphone so i'm out 17:09 MoNTE48 Calinou, this is bad idea. I like crosscompile code 17:09 Calinou yes but it doesn't always make sense 17:09 Calinou Irrlicht GUI is just not made to be responsive... 17:09 Calinou it's also very hard to make responsive GUIs for games 17:09 Calinou responsive Web design is easy-ish, responsive native GUI design is almost never done 17:09 Calinou (I've never heard anyone talk about that subject) 17:10 MoNTE48 Yes, but now I just suggest to remove it https://github.com/minetest/minetest/blob/master/builtin/mainmenu/tab_simple_main.lua 17:10 MoNTE48 Perhaps to 0.5 someone to do what you say, but certainly not today 17:10 sofar I'd prefer a webUI since it actually could replace non-android UI's as well 17:10 sofar it'd seem strange to have 2 UI's. Stranger to have 3 17:11 MoNTE48 The best option is a single interface for all devices. Otherwise, you need a man who will always maintain a separate GUI for Android 17:13 hmmmm maybe that's the easiest option to maintain, but i don't know about 'best' 17:14 hmmmm microsoft decided that a single interface was the "best" for windows 8, and ubuntu decided that big buttons were right for everybody 17:14 MoNTE48 I want to share what I was doing for MultiCraft now. Where can I send a screenshot? 17:14 hmmmm you know how that backfired 17:15 MoNTE48 I know. But Minetest have much more important work than to rewrite something that works right now. Though not as I would like someone 17:15 hmmmm uh huh 17:15 hmmmm well, -1 from me 17:15 MoNTE48 -1 = remove simple mainmenu for android? 17:16 hmmmm i don't think it's right to have a single interface for both android and PC, because you'll end up losing at both 17:16 hmmmm absolutely 17:16 hmmmm -1 big time 17:16 sfan5 I'd prefer a webUI since it actually could replace non-android UI's as well 17:16 hmmmm i do not agree with the proposed change. 17:16 sfan5 please tell me that by web ui you do not mean html 17:16 hmmmm i would flat out reject it. 17:17 MoNTE48 Why do you limit the android users are not allowing them to have some of the worlds and mixing single and multiplayer? This is silly 17:17 sfan5 the full menu is too compliated for small screens 17:17 sfan5 complicated* 17:17 MoNTE48 Of course, I do not understand this. But MultiCraft players are happy using the PC menu, and there are no problems. 17:19 sofar sfan5: I wasn't really proposing anything - just the notice that adding a menu for one OS seems futile 17:20 sfan5 for an OS yes 17:20 sfan5 but not for a platform 17:20 sfan5 it makes sense to have different UIs on different platforms 17:20 sfan5 os x vs windows vs linux should not be different 17:20 sfan5 pc vs android might be different 17:20 sfan5 and it makes a lot of sense too 17:24 sofar well, sometimes there's no other way 17:24 sofar and sometimes there's plenty of other ways 17:25 sofar maybe the UI could have tweaks that make it easier to use on android? 17:25 rubenwardy The android menu is way too simple atm 17:25 rubenwardy Better for touch screens shouldn't mean less useful 17:25 rubenwardy as in, com'on, support for only one world? 17:25 MoNTE48 rubenwardy +1 17:26 rubenwardy However, it needs to be responsive, you can't just show the same menu at a smaller size. 17:28 MoNTE48 http://i66.tinypic.com/2ngx1ki.png 17:32 MoNTE48 It is not yet ready, it's out of my discussions and my designer. But soon it will be ready and I can show a working version. In theory it should be very comfortable on the small touch screen 17:33 Wayward_One Yes, android needs a main menu at least *closer* to the pc version 17:34 Wayward_One That's one of the main things it's lacking imo 17:34 rubenwardy Three suggestions, MoNTE48: 1. Colors look a bit off 2. Not enough padding 3. How do you do creative/enable pvp? 17:34 sfan5 looks nice 17:35 MoNTE48 Wayward_One: You can use MultiCraft mainmenu for your builds :) 17:35 Wayward_One MoNTE48, awesome, thank you :) I'll try that as soon as 4005 gets resolved :p 17:36 MoNTE48 rubenwardy: 1) this is wip, not done. 2. yes, thank you. 3) I remove this for MultiCraft. So this choose my players 17:36 rubenwardy Ok. I thought you'd say that XD 17:37 MoNTE48 I write "He is not ready, it's out of my discussions and my designer. But soon he will be ready, and I can show a working version. In theory, it should be very convenient on a small touch screen" 18:44 luizrpgluiz sofar is doing a good job to try to at least bring back the animals to the world of minetest 18:45 Fixer i think that was for mod, or I"m wrong? 18:45 sofar I have no idea yet 18:46 luizrpgluiz sofar: I looked your videos on your channel on youtube 18:46 sofar sure, I posted them for people to see :) 18:47 nrzkt sofar, where ? 18:48 sofar my youtube channel - youtube search "sofar minetest development" 18:50 luizrpgluiz sofar: you will be responsible for the development of animals in the new versions of minetest? 18:50 sofar luizrpgluiz: haha, don't get ahead of things 18:51 sofar It's an experiment. I really wanted to learn how to do animals from scratch, and I'm a perfectionist 18:51 luizrpgluiz sofar: if that key developers accept put back at least a standard minetest pet? 18:52 sofar luizrpgluiz: I have no goals right now, other than to experiment and learn 18:54 sofar I have (as always) many, maaaany thing that I'd like to do with this. 18:54 sofar so it could just become a monstrosity 18:54 luizrpgluiz sofar: I wanted at least minetest again had the animals and the dungeon master back in the game 18:55 sofar yes. Obviously I'm aware that most people would want that. 18:55 sofar and I share that interest, too. 18:56 sofar but that's not my goal 18:56 luizrpgluiz sofar: :D 18:56 sofar not right now, anyway 18:56 nrzkt maybe you could talk with me a day, i have a interesting backend to show you i implemented in my own fork 18:57 sofar right now I just have a sheep model, and some AI script ideas 18:57 sofar sure 18:59 luizrpgluiz sofar: if I had studied a little LUA and 3D modeling, I put back the animals and monsters in minetest 18:59 sofar well, I'm at the point now where I can make decent looking animations :) 19:03 luizrpgluiz sofar: but you do not need to do an animation so perfect so it's just you talk to one of the key developers and see if they accept to put their sheep as standard minetest 19:04 sofar I don't work like that, it has to knock everyones socks off, or else I won't do it. 19:04 sofar maybe I get bored tomorrow and never finish it :) 19:05 sofar besides, the animation isn't the hard part 19:05 sofar it's the code that drives the sheep that's going to be the hard work 22:32 Fixer https://github.com/minetest/minetest/issues/3307 wonder why nobody even commented on this, it has full backtrace, I think ESM has this issue too (it is very annoying), seen smth similar in his logs 22:32 OldCoder Has the setting used to announce to the serverlist changed? Sould server_announce=false disable this feature?