Time Nick Message 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. 00:28 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 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 12:47 naltamur hello 13:28 naltamur1 are you ready for icon on website? 13:28 naltamur1 http://imgur.com/17lz9VM 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 ;) 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 16:29 kaeza awww heck 16:29 kaeza is weblate locked again? 16:33 naltamur How Can I have account for wiki? 16:34 kaeza Calinou, ^ 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 :) 16:43 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 17:05 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 17:52 naltamur1 hello 17:53 naltamur1 have you got any suggestions for icons on website? 17:54 Krock what website? 17:55 naltamur1 minetest website 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 18:39 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 paramat agreed 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 18:58 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 19:09 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 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 paramat -Z 19:31 paramat but this is discussion for minetest channel 19:32 cheapie OK, thanks. 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 21:35 asl97 #4106 21:35 ShadowBot https://github.com/minetest/minetest/issues/4106 -- Update Fedora dependencies list by lonniganseaweed 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 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