Time |
Nick |
Message |
00:01 |
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00:04 |
est31 |
~tell PilzAdam I see thanks for notifying me. I will merge the updated translations shortly, and reset the repo. This will solve the error. |
00:04 |
ShadowBot |
est31: O.K. |
00:06 |
est31 |
I'll merge translations one last time before release |
00:06 |
est31 |
not now |
00:07 |
est31 |
I'll lock the translation repo at 18:00 CEST, may 10 |
00:07 |
est31 |
translators should do their edits by then. |
00:07 |
est31 |
then I'll push all the commits to a github branch, where translators can inspect them |
00:07 |
est31 |
at 20:00 CEST I'll merge the translations into minetest master |
00:08 |
est31 |
18:00 CEST, may 10 is approx. 16 hours from now |
00:08 |
est31 |
I think merging translations was an open issue? |
00:09 |
est31 |
nore, I think its better left non-translated. |
00:22 |
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00:28 |
Wayward_One |
paramat, on a hunch, I tried a direct clone of MoNTE48's androidbuttons branch instead of a patch, and the volume buttons indeed work now |
00:29 |
paramat |
good. thanks |
00:29 |
Wayward_One |
np |
00:34 |
paramat |
#4086 now looks potentially good on testing by others, anyone else want to review/approve? kahrl ShadowNinja |
00:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
01:18 |
paramat |
will merge #4103 in a moment |
01:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4103 -- Lua_api.txt: Fix documentation for facedir rotation by paramat |
01:19 |
paramat |
merging |
01:21 |
paramat |
cookie coming! =] |
01:23 |
paramat |
merged |
01:51 |
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11:08 |
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11:10 |
betterthanyou710 |
void you mean adding in a new material |
11:10 |
betterthanyou710 |
like dark mese |
11:10 |
betterthanyou710 |
i think just purple |
11:10 |
betterthanyou710 |
the yellow is a little bit weird for me |
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12:47 |
naltamur |
hello |
12:51 |
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13:22 |
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13:28 |
naltamur1 |
are you ready for icon on website? |
13:28 |
naltamur1 |
http://imgur.com/17lz9VM |
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13:39 |
rubenwardy |
naltamur, heart doesn't match very well |
13:39 |
naltamur |
rubenwardy: I know :) |
13:40 |
naltamur |
It was a old screen |
13:40 |
naltamur |
I dont know what icon I can put |
13:41 |
rubenwardy |
maybe http://fortawesome.github.io/Font-Awesome/icon/globe/ |
13:43 |
naltamur |
okay I will add it |
13:43 |
rubenwardy |
I'm not convinced on icons though, will have to see final product ;) |
13:53 |
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16:04 |
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16:12 |
rubenwardy |
#2704 and #4105 are duplicates of #1367 |
16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/2704 -- [feature request] text overlay on nodes |
16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/4105 -- Add an API for in game text? |
16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1367 -- Proper display of text on the surface of a node(box) |
16:12 |
rubenwardy |
#3528 is a partial duplicate |
16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3528 -- Runtime dynamic textures via mod API |
16:19 |
naltamur |
tomorrow new version :) I'm excited |
16:28 |
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16:29 |
kaeza |
awww heck |
16:29 |
kaeza |
is weblate locked again? |
16:30 |
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16:33 |
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16:33 |
naltamur |
How Can I have account for wiki? |
16:34 |
kaeza |
Calinou, ^ |
16:34 |
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16:35 |
est31 |
okay please review: https://github.com/est31/minetest/commits/master |
16:35 |
est31 |
(if there are any translators) |
16:35 |
est31 |
i will shorten the commit count as far as i can by merging commits from same authors |
16:36 |
est31 |
I'll push it in 1 hour 30 mins, perhaps a bit later |
16:38 |
est31 |
I have left out *one* commit about the addition of canadian french translation |
16:39 |
est31 |
I didnt see anything translated tehre |
16:39 |
est31 |
there* |
16:39 |
sofar |
+1 |
16:40 |
sofar |
I looked a bit at the Dutch translation... in general it looks great but the mapgen options are just walls of text |
16:40 |
* sofar |
too lazy for that :) |
16:41 |
est31 |
:) |
16:42 |
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16:43 |
kaeza |
can give +1 for spanish. that said, it sucks that it's at ~50% :/ |
16:51 |
hmmmm |
wow my quality of life has significantly improved |
16:51 |
hmmmm |
i discovered git add -p |
16:53 |
est31 |
that subcommand is really cool yeah |
17:02 |
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17:05 |
est31 |
Okay pushed now a shortened version of the commit log https://github.com/est31/minetest/commits/master |
17:05 |
est31 |
ten commits less! |
17:05 |
est31 |
will push it in one hour |
17:17 |
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17:52 |
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17:52 |
naltamur1 |
hello |
17:53 |
naltamur1 |
have you got any suggestions for icons on website? |
17:54 |
Krock |
what website? |
17:55 |
naltamur1 |
minetest website |
17:58 |
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18:06 |
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18:06 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze since 2016-05-01, release on 11th. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
18:07 |
naltamur1 |
http://imgur.com/RVf7oK7 |
18:09 |
Darcidride |
naltamur1 => Beautiful :) |
18:10 |
naltamur1 |
Darcidride: I'm ready to make a pull request |
18:16 |
paramat |
we should drop the use of 'near-infinite' though |
18:17 |
Fixer |
multiple subgames icon and modding api icon |
18:18 |
Fixer |
modding api probably should have that puzzle icon |
18:18 |
Fixer |
or not |
18:18 |
Fixer |
btw, there are more than 3 generators now :) |
18:18 |
Fixer |
5/6/7/flat/mgvalleys |
18:19 |
paramat |
mgfractal singlenode |
18:19 |
paramat |
most have 10 biomes |
18:20 |
paramat |
so 6 mapgens, singlenode is hidden and is empty for mod use |
18:21 |
hmmmm |
i'd rather not advertise multiple mapgens in those words though |
18:21 |
hmmmm |
maybe something more subtle and less technical like "explore different kinds of worlds" |
18:22 |
hmmmm |
"choose from one of many terrain generation algorithms" |
18:22 |
naltamur1 |
https://github.com/minetest/minetest.github.io/pull/61 |
18:24 |
Fixer |
agree with hmmmm |
18:25 |
hmmmm |
i also lol @ "near-infinity" |
18:25 |
hmmmm |
this is an oxymoron |
18:25 |
hmmmm |
you can never be near infinity |
18:25 |
Fixer |
and 65000 not impressive anymore it seems |
18:25 |
Fixer |
people trevel even more far |
18:26 |
sofar |
some on a daily basis :) |
18:26 |
hmmmm |
the number isn't as impressive as minecraft's |
18:26 |
naltamur1 |
okay |
18:26 |
Fixer |
yeah |
18:26 |
hmmmm |
but people don't ever travel that far, they teleport to the edge of the map and then whine about how there isn't enough space |
18:26 |
naltamur1 |
I add only icons ;) |
18:26 |
naltamur1 |
and not numbers lol |
18:26 |
Fixer |
lol, some people actually travel |
18:26 |
Fixer |
i treveled myself in 2011 |
18:27 |
paramat |
thoughts on #4086 ? this is beyond me but it seems to test well according to Wayward_One |
18:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
18:27 |
hmmmm |
i think it takes a full day running at full speed in order to get from one edge of the map to another |
18:27 |
hmmmm |
or something like that |
18:27 |
Fixer |
it is faster |
18:27 |
Fixer |
at least from spawn to 32000 it took me few hours for sure |
18:27 |
Fixer |
there was convinient highway so I just put a rock on a key |
18:28 |
paramat |
i once drove to the edge in one of my cars on my auto-generated roads |
18:29 |
Fixer |
and of course at the end of the map we got server crash |
18:29 |
Fixer |
should be fixed by now |
18:32 |
paramat |
hmmmm dungeonparams is an excellent idea. not sure about seperating out caveparams, cavegen is increasingly mapgen-specific and caves seem more a part of base terrain |
18:32 |
hmmmm |
??!? |
18:32 |
hmmmm |
paramat, did you remove large_caves from CaveV5 and CaveV7? |
18:33 |
paramat |
nope |
18:33 |
hmmmm |
the boolean large_caves |
18:33 |
hmmmm |
all caves generated with these versions are large |
18:33 |
hmmmm |
there are no small tunnels now |
18:33 |
paramat |
pseudorandom yes |
18:33 |
paramat |
correct |
18:33 |
hmmmm |
right |
18:33 |
paramat |
except in mgv6 |
18:34 |
hmmmm |
please don't do that |
18:34 |
hmmmm |
there is a convenient boolean option that you can set to false |
18:34 |
paramat |
good idea |
18:34 |
hmmmm |
now i have to spend time re-adding it back... |
18:34 |
paramat |
lol |
18:34 |
hmmmm |
paramat, i would highly appreciate it if you started thinking about mapgen changes in a more abstract sense |
18:35 |
hmmmm |
more generalization |
18:35 |
paramat |
sure no problem |
18:35 |
hmmmm |
just because some feature isn't being used in a mapgen at a certain point of time doesn't mean it needs to be completely removed or permanently welded to a specific mapgen |
18:35 |
paramat |
i will have to after your changes |
18:36 |
sfan5 |
do we still intend to release tomorrow |
18:36 |
hmmmm |
and for your upcoming mapgen, i hope you'll try to put some effort forward into thinking about how you can maybe adapt that version of caves to apply to all versions of caves with an option maybe |
18:37 |
naltamur1 |
so tomorrow? |
18:37 |
paramat |
i will |
18:37 |
hmmmm |
instead of copying a huge block of code and then making a couple mapgen-specific changes that aren't really specific to the mapgen |
18:37 |
hmmmm |
thanks. |
18:37 |
paramat |
i have an idea for improving dungeon density noise which will enable super-complex structures |
18:38 |
hmmmm |
try holding off on it until i'm done with all this stuff |
18:38 |
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18:39 |
hmmmm |
see paramat, the idea behind having a separate CaveV6 and CaveV7 was never to make a specific piece of cave code for each mapgen, and then each cave can be purpose made, it was to isolate V6's caves so that you can freely develop caves using the same basic algorithm without harming v6's reverse compatibility |
18:39 |
paramat |
when you add dungeonparams this will be relevant, so please let me know before you start on that |
18:40 |
hmmmm |
reusable code is a good thing |
18:40 |
paramat |
i see |
18:41 |
hmmmm |
having 6 copies of code that is almost exactly the same is generally frowned upon because it makes it difficult to maintain and track down bugs |
18:41 |
hmmmm |
also it's much more prone to mistakes |
18:41 |
hmmmm |
and bloatier |
18:41 |
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18:41 |
paramat |
agreed |
18:41 |
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18:42 |
est31 |
yeah its a good code practice to have reusable code |
18:42 |
Fixer |
hmmmm, are you just refactoring it or there are also some new features? |
18:42 |
est31 |
question is when to apply it in practice |
18:42 |
est31 |
sometimes it makes no sense, as the differences are too large |
18:42 |
est31 |
or because of super-optimisation |
18:42 |
hmmmm |
fixer, i need to refactor this to make any meaningful changes that aren't minor and incremental |
18:42 |
est31 |
but idk about caves so i cant say anything about it |
18:42 |
hmmmm |
otherwise i would get bogged down in a mess of copying the same modifications to 6 different files |
18:43 |
Fixer |
ah ok |
18:43 |
hmmmm |
but yes the original intention was to add new major features |
18:44 |
paramat |
hmmmm not sure there is advantage to adding biomes after cavegen, the current order is simpler |
18:44 |
hmmmm |
well the advantage is that there wouldn't be any requirement for cavegen to know about biomes |
18:44 |
paramat |
decorations after cavegen yes though |
18:45 |
hmmmm |
so if biomes are generated after caves, you'd have an issue where biomes generate inside the caves |
18:46 |
paramat |
biome material in tunnel entrances is an excellent feature though |
18:46 |
hmmmm |
but this wouldn't be a problem if we start using voxelmanip flags to mark the portion carved by tunnels as being "non-biomeable" areas |
18:46 |
paramat |
so cavegen needs the biomemap |
18:47 |
hmmmm |
and that can be solved by only adding the non-biomeable flag to nodes where the caves actually carved air/liquid from stone |
18:47 |
hmmmm |
well at least that solves the case where you have /____ |
18:47 |
hmmmm |
but not \____ |
18:47 |
paramat |
i see |
18:48 |
hmmmm |
but i don't think the current cave carving code handles the \____ case either |
18:51 |
paramat |
"the advantage is that there wouldn't be any requirement for cavegen to know about biomes" i don't understand this |
18:51 |
hmmmm |
why it's an advantage? |
18:51 |
hmmmm |
it's called separation of concerns |
18:52 |
paramat |
oh to help stuff in future |
18:52 |
hmmmm |
from an architecture standpoint, it's best if a piece of code has as little dependencies as possible |
18:52 |
paramat |
i would say it's better to avoid needing vm flags |
18:52 |
hmmmm |
well that's your opinion |
18:54 |
hmmmm |
here, i offer a generic way to tell the biome generation to "back off" from a certain area that could be applied to anything |
18:54 |
hmmmm |
having to check one thing is simpler than having to check a node for any one that could have been placed in a biome |
18:55 |
hmmmm |
and then, what if the mapgen that wants to use that code doesn't support biomemanager biomes? |
18:55 |
hmmmm |
you're creating a new dependency that doesn't technically need to be there |
18:55 |
paramat |
hmm good points |
18:56 |
paramat |
seems good then |
18:56 |
hmmmm |
maybe it would be easier for you to see if you were forced to re-use the same code in a different context |
18:56 |
hmmmm |
such as a unit test |
18:57 |
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18:58 |
paramat |
no need i can see :] |
18:59 |
hmmmm |
i'm also adding a unit test for V6 cave generation |
18:59 |
paramat |
anyway i really like what you're doing and looking forward to more, this organisation is overdue |
19:00 |
hmmmm |
in general when we have a guarantee that a piece of map generation will have predictable, reverse-compatible output, it's a good idea to create a schematic of a chunk of map where the results are exactly 100% what is expected |
19:00 |
hmmmm |
and then the unit test would be to run that piece of generation on some terrain, and then compare the voxelmanip contents with that of the schematic |
19:05 |
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19:09 |
paramat |
so perhaps mgv6 cavegen should stay seperated to ensure it's stability? most of the others can be combined though, as i mentioned in my line comment |
19:09 |
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19:09 |
est31 |
I think thats what hmmmm is saying |
19:09 |
paramat |
mgv5 and mgv7 only differ (i think) in which heightmap is used |
19:10 |
hmmmm |
paramat, maybe you should look at this |
19:10 |
hmmmm |
https://github.com/kwolekr/minetest/commit/a6b8b686f248a04a36a211437c7c28906ccb91ae#diff-b3b3932e4dba81e4e399d61603c86d8aR75 |
19:11 |
paramat |
however yes small prand caves should be re-added to be usable, i have plans to re-use those in future |
19:11 |
paramat |
.. because they're fast |
19:11 |
hmmmm |
if i have my way, YOU won't need to have plans to use them in the future, the modders will |
19:12 |
hmmmm |
i want the mapgen api to be like a set of legos |
19:12 |
hmmmm |
here is *a* way to make these types of caves, here is *a* way to make these ores, piece them together to make the kind of mapgen you want with minimal effort |
19:12 |
paramat |
nice, i like LEGO |
19:13 |
paramat |
it's always funny how americans call them legos |
19:16 |
* paramat |
plays with his gravels |
19:17 |
est31 |
there is something far more fun than LEGOs |
19:17 |
hmmmm |
to show where i'm coming from with all this, you need to understand one of my original dissatisfactions with minetest was that i couldn't build stuff on a flat surface |
19:17 |
est31 |
its called minecraft |
19:17 |
est31 |
ermmm minetest |
19:17 |
hmmmm |
but more generally i didn't have the ability to make mapgen features the way i want |
19:18 |
hmmmm |
now part of the game is to write the lua you need (you're able to as an end-user) to make a map that has the qualities you want |
19:21 |
paramat |
commit looks good btw |
19:21 |
hmmmm |
? |
19:22 |
paramat |
the commit you linked me to |
19:22 |
hmmmm |
there are 3 others |
19:22 |
cheapie |
Which side of a nodebox is the front? |
19:23 |
paramat |
nice i will look |
19:23 |
paramat |
erm south side i think |
19:24 |
cheapie |
...I suppose maybe I should re-word my question. |
19:26 |
cheapie |
I'm attempting to work with a node that uses a nodebox and facedir. When I place the thing, would I be looking at the most +X side, the most -X side, the most +Z side, or the most -Z side? |
19:27 |
paramat |
i see |
19:30 |
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19:30 |
paramat |
-Z |
19:31 |
paramat |
but this is discussion for minetest channel |
19:32 |
cheapie |
OK, thanks. |
19:34 |
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19:48 |
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19:51 |
nore |
est31: do you think that it is that important that the server strips the escape sequences sent to pre-0.4.14 clients? |
19:51 |
nore |
old clients will but see a few extra characters |
19:52 |
nore |
and 0.4.14 will be a stable release, with escape sequence stripping added but nothing using them |
19:52 |
nore |
so there will always be a stable release between code that stripped escape sequences (client-side) and code that uses them |
19:53 |
est31 |
yes but it would effectively mean to drop support for clients older than 0.4.14 |
19:53 |
est31 |
and > 70% of minetest clients are still on pre 0.4.13 |
19:54 |
est31 |
or at least i think |
19:54 |
est31 |
forgot again what sfan5's last stat said |
19:55 |
sfan5 |
so do we release tomorrow or now |
19:55 |
sfan5 |
s/now/not/ |
19:55 |
est31 |
paramat? ^ |
19:56 |
nore |
est31: what I mean is, it is not an incompatible change |
19:56 |
est31 |
hrmmm dunno what happens with \x1b |
19:56 |
nore |
old clients with new servers already have some changes that make them not quite compatible (think connected nodeboxes) |
19:57 |
est31 |
what does irrlicht do with that character |
19:57 |
nore |
IIRC, \v was rendered as a space |
19:57 |
nore |
I think it will be the same with \x1b |
19:57 |
est31 |
it should be tested |
19:57 |
* nore |
tests |
19:59 |
paramat |
erm hmmmmm said 11th so yes if possible |
19:59 |
paramat |
although there's #4086 left |
19:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
19:59 |
paramat |
needs a decision |
20:00 |
paramat |
but of course we can delay release a day or two if absolutely necessary |
20:00 |
nore |
est31: it is rendered as either a space or not at all (I don't know which one) |
20:01 |
nore |
but at least, it doesn't cause any problems |
20:08 |
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21:35 |
asl97 |
#4106 |
21:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4106 -- Update Fedora dependencies list by lonniganseaweed |
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22:27 |
paramat |
can anyone confirm #4106 is correct? perhaps it should just be merged as trivial |
22:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4106 -- Update Fedora dependencies list by lonniganseaweed |
22:27 |
asl97 |
paramat: me |
22:27 |
paramat |
ok :] |
22:29 |
paramat |
i assume you use fedora and have tested this? |
22:30 |
asl97 |
i just check the two package and it is indeed endswith -devel |
22:31 |
paramat |
ok +1 |
22:31 |
asl97 |
like all other fedora package |
22:32 |
paramat |
will merge soon as trivial then |
22:34 |
paramat |
can #4086 be merged anyone? it may not be perfect but is it ok and harmless enough to merge in it's current form? |
22:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
22:35 |
Fixer |
oh, my translation is somewhat horrific in some places |
22:37 |
asl97 |
paramat: I would avoid using * since those three with it drag in other stuff like ClanLib, libvorbis-devel-docs, openal-soft-qt, openalchemist. but that is another different problem |
22:38 |
paramat |
ok |
22:39 |
sofar |
paramat: 4106 is good, links added to show the patch is correct |
22:39 |
paramat |
yes will merge soon |
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22:50 |
paramat |
4086 has been tested well and seems safe, so unless there are objections i will merge it later tonight |
22:51 |
paramat |
with 4106 |
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