Time Nick Message 06:57 sloanonlinux Hello 06:57 sloanonlinux So anybody working on the object dragging issue? 06:59 OldCoder sloanonlinux, try linking the Issue and also wait until people are here 06:59 OldCoder I think the weekend might be good 06:59 OldCoder Many of these people are in Europe, remember... 06:59 OldCoder It is 9:00am on a business day there 07:00 OldCoder Some of them need to work 07:00 jin_xi sloanonlinux: what is the object dragging issue? is there a specific report about it? 07:00 OldCoder sloanonlinux, link the Issue 07:00 OldCoder at GitHub 07:00 OldCoder and ask for feedback on how to modify it 07:00 * OldCoder needs to go o/ 07:01 sloanonlinux jin_xi: https://github.com/minetest/minetest/issues/2964 07:06 jin_xi thanks, i doubt someone is currently working on this but thats just a guess 07:06 sloanonlinux Where's the code? 07:07 jin_xi give me a minute i'll do some looking 07:08 jin_xi i'd say relevant code is in guiFormSpecMenu.cpp 07:10 sloanonlinux Searching 07:11 asl97 sloanonlinux: check the on_event function 07:11 asl97 https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L3120 07:11 asl97 i see a `m_selected_dragging = false;` which suggest it's there 07:13 sloanonlinux Ok now I just need to put a breakpoint there and debug it somehow 07:14 sloanonlinux Can you recommend a tool for me? 07:15 asl97 sloanonlinux: i don't really use a tool for debugging, i just follow the code flow and throw some prints if the flow is too complex for me to follow 07:15 jin_xi i use ack and qtcreator for navigating the source. as for debugging i find lots of printf most useful, but thats mainly my ignorance 07:16 sloanonlinux I wonder if an IDE like code::blocks or geany would be helpful 07:17 jin_xi qtcreator is an ide and its very useful. it parses the cmake.txt and all the source so you get very easy navigation to definitions and such and smart autocomplete 07:18 sloanonlinux I will install it then, thank you :) 07:19 sloanonlinux And I don't program much at all, I used to mess with autohotkey a lot, I improved a minetest addon and I improved the hexchat slap plugin to do other stuff 07:21 asl97 jin_xi: isn't it mainly focus on qt stuff? 07:21 jin_xi you gotta start somewhere :) i have always found mt is quite nice to hack on. some areas like formspecs do suck though 07:22 jin_xi asl97: the most qt stuff is in all the other qt dev apps like designer and such, creator as an ide can deal with plain c++ just fine. as i said it does play nice with lots of non qt specific tools, for example cmake 07:23 sloanonlinux jin_xi perhaps printf will be fine 16:51 Fixer render, why it is that way? https://i.imgur.com/seo8Zhp.png and https://i.imgur.com/HDNvVln.png (looks crappy) 16:52 asl97 Fixer: smooth lighting? 16:52 Fixer yes 16:53 asl97 it's probably just another lighting bug 16:54 Zeno` it's not a bug 16:54 Zeno` it's just that... well, the lighting algorithm is.... 16:54 Fixer crap? 16:54 Zeno` yeah 16:54 Fixer can it be at least improved? 16:54 asl97 i was going for buggy/poor 16:55 Zeno` It can probably be improved (maybe) 16:55 Zeno` probably maybe :) 16:56 Zeno` it's slow as mud already though 16:56 Fixer can't put any descent lightning with this shit 16:56 Fixer lighting* 16:57 asl97 Fixer: it probably work fine without smooth lighting 16:57 Fixer this looks somewhat better https://i.imgur.com/5fvcxod.png 16:58 Zeno` if you look at the algorithm, (I'm saying this from memory, it's been over a year since I looked at it), it works from left to right 16:58 Fixer asl97: "better", cough: https://i.imgur.com/bLVOh4n.png 16:58 Zeno` so what is seen in that picture is, unfortunately, what I was expect 16:59 Fixer no way i gonna play with smooth off 16:59 Zeno` ok, that's shit 16:59 asl97 square lighting xD 16:59 Fixer reminds me of doom: https://i.imgur.com/BMGDbkz.png 17:00 Zeno` nah doom wasn't that shit 17:00 Zeno` lighting has been a known problem for a long time 17:01 Zeno` it's the slowest part of the engine for a start 17:02 Zeno` I did improve the speed by about 50% but it's still a major bottleneck 17:03 Calinou Fixer: Doom uses a 2D sector system for lights, not comparable 17:03 Fixer if i immerse it deeper into wall, it looks somewhat less crappy https://i.imgur.com/1poUyDz.png 17:03 Fixer but less brightness 17:05 Zeno` https://www.youtube.com/watch?v=gnBPHWk5FQ8 17:06 Zeno` If you get caught between the moon and NYC 17:06 Zeno` the best that you can do is fall in love 17:07 Fixer i will post a feature request 17:08 Zeno` a fall in love feature request! 17:08 Zeno` it's not a dating site mate :P 17:13 Fixer https://i.imgur.com/vyH44QC.png 17:15 hmmmm lighting sucks, i get it 17:15 hmmmm :/ 17:17 Fixer light in walls is no go, looks like pure shit 17:17 Fixer so i resort to hanging lamps 17:19 Fixer somewhat suspicious about this -> https://i.imgur.com/mw6SkUB.png 17:21 Zeno` without making the algorithm even slower I'm not sure what we can do 17:22 Zeno` apart from implement hardware lighting which is a huge task 17:22 rubenwardy I'd much rather have a larger view range and faster chunk loading than fancier lighting 17:23 Zeno` even with hardware lighting for rendering will still have to keep the current stuff for ABMs etc 17:24 Fixer is "sucks" allowed in minetest github issue tracker? 17:24 est31 i dont think why it should not be allowed 17:25 est31 we have no "children speak only" rule 17:25 kaeza there's also this BTW: http://picpaste.com/pics/screenshot_20160616_142225-uROW1QXw.1466097887.jpg 17:25 kaeza (that should be pitch black) 17:25 rubenwardy The issue tracker is for developers, not for children 17:25 est31 ^ 17:26 Zeno` although it could probably be "reversed" for ABMs to make it quicker 17:26 Zeno` don't use "sucks" in the issue tracker though 17:27 rubenwardy sucks is unprofessional and vague though 17:27 Zeno` even though I don't find it offensive I'm sure that using some different words can make it more powerful 17:27 Zeno` yeah 17:27 Zeno` I mean, I say stuff all the time casually (like "sucks") but it can be better phrased 17:27 Fixer crap is better? 17:27 Zeno` lol, I prefer "pooh" 17:28 asl97 Zeno`: reversed.... max light is 14, that's a lot of node to check 17:28 Zeno` seriously, just say that it's... hmm this is tricky 17:28 rubenwardy Just say what you want :P 17:28 Zeno` asl97, not really if you only check from the ABMs 17:29 Zeno` asl97, at the moment it does it "forwards" for every node 17:29 Zeno` and yeah it's a lot of nodes 17:30 asl97 wait what.... i thought you mean search for light nodes to find the lighting value on demand 17:30 Zeno` I do 17:30 Zeno` but you don't have to search forever 17:30 asl97 14**3 = 2744 for each node 17:31 Zeno` you only search backwards until the threshold is reached 17:31 asl97 wait no 17:31 Zeno` how it works now is that a light value is calculate for every node in existence 17:32 asl97 29**3 = 24389, 14 on each side + 1 for the center 17:32 Zeno` asl97, and what does it currently do? 17:32 asl97 um... idk 17:34 Zeno` anyway, it's all just nonsense talk since we don't have hardware lighting :) 17:38 Zeno` I'd like to see hardware lighting btw 17:38 asl97 doesn't it currently just loop through each of the light node and do max(latest_light, current_light-distance)? 17:38 Zeno` but it's not something I feel that I'm capable of doing 17:38 Zeno` asl97, kind of yes 17:39 Zeno` for every node 17:39 Zeno` hmm 17:40 Zeno` I see what you mean 17:40 Zeno` it'd have to stay anywya 17:40 Zeno` a cache would not help because the end effect would be the same... you're right 17:42 asl97 looking backward from a node (which would have to be done for every node) would be slower than having only the lighting node set the brightness 17:42 Zeno` it *might* be slightly quicker if only things that rely on a light value are calculated but it wouldn't be worth it I don't think 17:42 Zeno` asl97, yeah I was thinking wrong 17:42 Zeno` every node, however is already "travelled" 17:43 Zeno` but essentially you're right 17:44 Zeno` I apologise for thing out aloud :D 17:44 Zeno` s/thing/thinking 17:45 asl97 Zeno`: even if it's 'travelled' and cache, it still have to add the distance dimming 17:46 Zeno` which is, essentially, how it works now 17:47 Zeno` well, not really 17:47 Zeno` it's from light sources 17:47 Zeno` as I said, I was wrong 17:50 Zeno` but that's ok 17:50 Zeno` thinking of crazy and dumb stuff is part of the process 17:52 hmmmm [01:22 PM] apart from implement hardware lighting which is a huge task :) that's what I wanna do 17:53 hmmmm i've gotta get the biome crap in a good place first though 17:53 Zeno` hmmmm, if you can do it then that would be more than a milestone 17:53 hmmmm i have a feeling that the actual implementation wouldn't be too hard 17:53 hmmmm it'd just be a lot of accounting work 17:54 hmmmm but i'll reserve judgment until i actually try it 17:54 Zeno` it'd be nice 18:10 asl97 if i understand what you mean by hardware lighting correct, even with it, the server would still need to calculate lighting for the mods which need light value, although those could be calculate on demand 18:10 est31 yes 18:11 est31 and essentially every user would have to calculate it 18:11 est31 instead of the server once calculating it for all players 18:46 paramat too much negativity about our lighting, you're noticing the few problems and these of course make a disproportionally large impression than what works well, overall it works fairly well. hardware lighting has it's own problems like keeping large underground spaces dark 18:48 VanessaE paramat: admit it. client-side lighting SUCKS. 18:48 VanessaE that's why some folks want to get the client to do more work on it, even if the server already does - there's a big difference between flat, per node solid lighting that mods needs, and smooth, continuously-variable lighting that clients need to look goodf. 18:48 VanessaE -f 18:50 VanessaE (whether the answer is "hardware" lighting is a different matter) 18:50 paramat you mean 'server-side lighting sucks'? 18:50 VanessaE I mean client-side lighting sucks 18:50 VanessaE server-side lighting is mostly okay 18:51 paramat oh misunderstood 18:52 VanessaE I mean hell, the client can't even smoothly-light a nodebox. 18:52 VanessaE or signlike, or any other drawtype besides whole cubes. 18:52 VanessaE frankly, it looks like shit in a well-built modern minetest world 18:52 paramat i see. maybe it's not obvious how hard it is to get right until you code it 18:53 VanessaE actually, it's quite obvious, otherwise maybe I'd have taken a crack at it already 18:53 paramat 'sucks' and 'shit' are huge exaggerations 18:54 paramat stuff generally looks fairly good 18:55 paramat working on mapgen i'm really aware of the problems, but keep it in perspective 18:56 VanessaE let's see.... flat lighting on most nodes, no colored lighting, block shadows are generic blurred triangles that don't represent the shape of the object, shadows don't follow the sun, entities/players have no shadows, entities/flatly lit, everything always seems too dark until you pour more lights into the scene than needed, lights can't spread more than 16 nodes.... 18:56 VanessaE those are just the visual effects, not counting already-discussed bugs in the server side (e.g. spawn_tree()) 18:57 hmmmm sorry paramat vanessae is right 18:57 hmmmm lighting has got to be the weakest area of minetest righ tnow 18:57 hmmmm compared to most other games it sucks 18:57 hmmmm maybe it worked for minecraft in the early days but we should be beyond that 18:58 asl97 unless you raycast everything light related and cause performance to sucks, i don't really see anyway to improve it 18:58 paramat VE most of those don't bother me, it just becomes MT's character 18:58 VanessaE paramat: that's a poor way to establish "character", honestly. 18:59 asl97 and i kind of like the square lighting 18:59 est31 idk how lighting algorithms work 18:59 est31 maybe with raycasting 18:59 VanessaE I get it, there's no one available to work on it (who has time, skill, and knowledge of the area), but it doesn't change the fact that the lighting sucks. 18:59 est31 maybe differently 18:59 paramat MT has a simple retro character, the lighting has a suitable character 18:59 est31 and then there are guys like paramat 18:59 est31 "mt is simple, it must stay broken" 19:00 est31 sorry paramat ;) 19:00 asl97 what happen to the shader lighting stuff that RBA did? 19:00 hmmmm that requires a new third party library 19:00 hmmmm one that cements irrlicht even harder to mt 19:00 paramat problem is many apply their reaction to the bugs to the whole system, obviously the bugs suck 19:00 hmmmm and it still needs a ton of work 19:00 paramat est i don't mean that 19:01 hmmmm i get what paramat is saying though, there are lots of people who like minetest because it's simple 19:01 hmmmm and they're deeply unsatisfied with the directino 19:01 est31 well yeah 19:01 hmmmm instead of trying to have some kind of modern hardware-based lighting just do what you've been doing very well 19:01 hmmmm perfect it 19:01 est31 minetest is a melting pot of people who want a simple broken game 19:01 hmmmm but that's sorta minetest classic's territory though, isn't it? you know, the darkrose/xyz 0.3.x fork? 19:01 est31 and people who want more modern aspects 19:02 hmmmm people of differing opinions will always exist 19:02 hmmmm MT Classic is there btw, and it's a fork i support the concept of 19:02 hmmmm i think it's a good thing 19:02 VanessaE if you want the "simplified, classic" appearance, play Voxelands (MT classic). 19:02 VanessaE for G*d sakes, let MT itself evolve. 19:03 VanessaE this isn't 1995 anymore :P 19:04 VanessaE as for RBA's lighting shaders, they might have been useful but one thing he had a bad habit of doing was showing screenshots without releasing any of the interrim code that produced them 19:05 asl97 VanessaE: so i guess that is lost for good.... 19:05 hmmmm btw rba isn't the only person capable of making shaders, just the only one interested 19:05 paramat i'm not against improvement, i'm pointing out lack of perspective and over-negativity, i'm saying that implementing hardware lighting will certainly make other types of bug arise 19:05 VanessaE asl97: unless Mati or someone else can get access to his computer and upload the remains of his code, yes. 19:05 hmmmm of course it's not a silver bullet. 19:06 hmmmm but it's a huge leap forward 19:06 paramat remember i actually would love to see realtime shadows with sunlight direction 19:06 VanessaE paramat: you could call it "over-negativity" if I had, for example, bitched about the lighting continuously. Surely you've noticed that I've had very little to say about it client-side, and others less so. I've only spoken up now because it needs said. 19:07 asl97 there will always be bugs, some are just much more noticable 19:07 paramat no i can call it over-negativity now :) 19:08 paramat now go look through the sceenshot thread, some actually look good 19:08 VanessaE as for shaders, RBA and I talked about that stuff in private a LOT. having lighting and shadows track the sun was, to his mind, trivial. 19:08 VanessaE but he never implemented it because other stuff needed done first. 19:09 hmmmm that is trivial 19:09 VanessaE paramat: do you actually PLAY the game? 19:09 paramat his plan was a hybrid, per-node lighting modulating hardware lighting 19:09 VanessaE I mean on a public server with well-built surroundings 19:10 paramat i don't play on servers much, mostly naturally generated world 19:10 VanessaE that's why you never notice the problems. 19:10 asl97 most of us played it in the past and stopped for one reason or another 19:10 kaeza this is real nice. now the client tab is completely unusable since https://github.com/minetest/minetest/commit/65db88d24e65972b34da824743ba7dc6d307def0 19:10 VanessaE kaeza: agreed. I HATE that "feature" 19:10 Fixer disagree 19:10 Fixer i like it 19:11 asl97 kaeza: me too, mostly cause it 'phone home' 19:11 VanessaE I would love to see the favorites split off from the public list again. it just sucks. 19:11 kaeza asl97, Fixer, it's not about style, it's about #1959 19:11 ShadowBot https://github.com/minetest/minetest/issues/1959 -- Checking public serverlist checkbox causes minetest to freeze. 19:12 kaeza now it happens ALL the time 19:12 Fixer kaeza: where is this checkbox everybody talks about? 19:12 asl97 Fixer: gone due to the merge 19:12 VanessaE Fixer: removed. now the list merges public servers with favorites 19:12 VanessaE so by definition every time you open the client tab it has to fetch the list 19:12 Fixer right, but why bug appears? 19:13 Fixer VanessaE: right 19:13 Fixer it was like that for ages 19:13 kaeza Fixer, RTFPR? 19:13 rubenwardy From a UI point of view, I like the merge 19:13 rubenwardy but it shouldn't cause a freeze at all 19:13 kaeza err RTFI, rather 19:13 VanessaE rubenwardy: I hate it. there's no visible delineation between favorites and the rest. 19:14 Fixer kaeza: try deleting your favourites? 19:14 VanessaE in a modern UI one might choose to change the background color of one versus the other, or something. 19:14 Fixer kaeza: try clean game 19:14 rubenwardy The stars are moved to the top though, aren't they, VanessaE? 19:14 Fixer without config 19:14 rubenwardy and a change in background would be good 19:14 VanessaE rubenwardy: I don't know. I just know I hate the current situation. it was better with a separate list. 19:15 asl97 fun fact, if it timeout when fetching the list, you can't reload it. 19:15 asl97 iirc, it use to be able to reload it by toggling the button 19:15 Fixer VanessaE: it was unintuitive 19:15 kaeza Fixer, read the part about a race condition causing th program to lock up, which only happened before when the checkbox was selected, and now it happens regardless? 19:15 Fixer asl97: changing tabs helps 19:15 Fixer kaeza: strange, never seen this problem 19:16 rubenwardy VanessaE: favourites are moved to the top 19:16 kaeza bleh 19:16 kaeza Fixer, Windows? 19:16 Fixer kaeza: yes 19:16 VanessaE rubenwardy: it still sucks. 19:17 kaeza Fixer, MinGW? 19:17 kaeza 32, 64? 19:17 Fixer kaeza: cross-compile on debian gnu/linux with mingw64 19:17 Fixer stable 19:18 asl97 great, it phones home everytime i change tabs to client :| 19:18 Fixer asl97: phones home? it just fetches the list, it does not send any telemetry, or does it? 19:18 kaeza ^ that is bad too, BTW 19:19 kaeza can't comment on the style, because I don't even know how it looks like 19:20 Fixer gregorycu as always forget to look at it month ago %) 19:22 asl97 Fixer: you haven't seen the stat have you? 19:23 rubenwardy All the server list gets is the IP and the user agent 19:23 paramat hmmmm #4216 is updated. related: i'm working on adding cracked sandstone and will do this next 19:23 ShadowBot https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise. Add new parameters by paramat 19:23 hmmmm thanks 19:23 hmmmm one thing about your commit messages though 19:23 hmmmm i notice they're always... choppy 19:23 hmmmm like 19:23 hmmmm Thing: Blah. Foobar. Blah blah blah. 19:23 hmmmm if you do multiple things, why not write your commit message in the format of: 19:24 hmmmm Component: High level summary here. 19:24 hmmmm - individual item number 1 19:24 hmmmm - individual item number 2 19:24 hmmmm Rationale here 19:24 hmmmm ? 19:24 paramat i mostly do already 19:24 paramat well recently anyway 19:25 asl97 rubenwardy: including the time of when you open minetest to play on a server, including private server 19:25 rubenwardy the user agent can include details about device and OS 19:25 rubenwardy So? 19:25 asl97 it tracks usage of minetest 19:25 rubenwardy The forum also gets the time of when you open the forum 19:25 paramat my commit message in that PR is like that, just no bullet point symbols 19:26 hmmmm hmmm 19:26 Fixer kaeza: try running it via gdb 19:26 hmmmm could you write the subject part something to be like 19:26 asl97 that cause you open the forum, imo joining a private home server shouldn't phone home 19:26 hmmmm well 19:26 kaeza rubenwardy, apples and oranges. when I go to the forums, I expect the owner to see that data, but not when playing a local game 19:26 hmmmm "Generalize. Add new parameters." hardly summarizes what that commit actually does 19:27 hmmmm it's like an omni-commit that does 10 different things 19:27 hmmmm maybe just write something like "DungeonGen: Make many misc. generalizations and adjustments" 19:27 hmmmm ? 19:28 paramat the summary is difficult because i'm keeping it to 1 line 19:28 paramat ok 19:29 hmmmm yeah and paramat in the future could you please keep individual, complete changes in separate commits? 19:29 hmmmm you can have multiple commits in the same PR you know 19:30 paramat i was assuming a mostly complete summary was better than a more vague one you suggest 19:30 hmmmm if a commit is atomic, it's easier to track down which modifications correlate to what was intended, and in the case of a bug where a bisect is required it's much easier to see what changes actually caused it 19:30 hmmmm well you can't do anything more complete than just "lots of stuff changed here" and then list each one in the respective bulletpoint 19:30 hmmmm because there's too much 19:31 paramat yeah i know i can have multiple commits in a PR 19:33 paramat yes i agree it's better, it's also a slow and difficult way to work, so i try to find a reasonable balance 19:34 hmmmm it's not 19:34 hmmmm you probably just haven't discovered git add -p yet 19:34 paramat i haven't :) 19:34 hmmmm it'll change the way you do everything 19:35 paramat my issue is, how to update an early commit in the stack without screwing up the later ones? 19:36 hmmmm there's a way to do that using git rebase -i 19:36 kaeza okay, so it works fine under gdb. now I get tons of "Invalid parameter passed to C runtime function." messages 19:36 paramat ok looking into -p 19:37 hmmmm i think 19:37 hmmmm edit and pick? 19:38 hmmmm or fixup 19:38 hmmmm SHRUG 19:38 hmmmm okay yeah, it was edit 19:39 hmmmm you got commit A at HEAD, and commit B at HEAD~1 19:39 hmmmm you see a problem with commit be and make a fix 19:39 hmmmm then you commit that one and then git rebase -i HEAD~2 19:39 hmmmm now you mark the last commit (the one you wanted to amend) with edit 19:41 hmmmm looks like you can do this without creating a new commit too: http://stackoverflow.com/questions/1186535/how-to-modify-a-specified-commit-in-git 19:41 paramat thanks 19:44 hmmmm `man git-rebase` should be required reading for everybody btw 19:52 est31 git rebase -i is really one of the most useful parts of git 19:52 est31 imagine doing that with svn or something 19:52 sfan5 svn hahahaha 19:53 sfan5 people still use that? 19:53 hmmmm yup :/ 19:53 est31 yes, for example irrlicht 19:53 hmmmm hey at least it's not visual sourcesafe 19:54 asl97 #4224 possible close? 19:54 ShadowBot https://github.com/minetest/minetest/issues/4224 -- Hiding collision boxes 19:54 paramat nore sfan5 could you look at game#1134 ? 19:54 ShadowBot https://github.com/minetest/minetest_game/issues/1134 -- add fall_damage_add_percent to farming:straw by cdqwertz 19:54 hmmmm sometimes I wonder if I'm the only one who listens to this https://www.youtube.com/watch?v=1gI_HGDgG7c on repeat when coding deep windows-specific stuff 19:54 Fixer hmmmm: i was expecting some 1 hour tutorial for dummies like me 19:55 sfan5 paramat: lgtm, interesting idea to reduce fall dmg 19:55 paramat ok 19:55 hmmmm perfect tunes to jam out on while reading about PnP power requests 19:58 Fixer you are the only one who listens to this 19:58 paramat yes i'll attend to 4224 20:00 est31 https://www.youtube.com/watch?v=04FOUQpnGsc 20:00 est31 that man is funny 20:01 Fixer hype level over 9000 20:02 paramat well 4224 is a valid request to hide by default 20:05 Fixer i wonder who on earth stars minetest on github 20:06 nore paramat: looks good 20:06 paramat thanks 20:12 asl97 at the rate the number of issue and pull request are building, it would probably reach 900 before the end of the year 20:12 kaeza blah. gdb is witchcraft to me. plus MinGW sucks 20:12 * kaeza reverts 65db88d 20:18 paramat nore sfan5 both or either of these recipes? game#1108 20:18 ShadowBot https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 20:19 paramat i think game#348 needs wear 20:19 ShadowBot https://github.com/minetest/minetest_game/issues/348 -- Add snappy groups to axes for faster digging of plants by Calinou 20:20 paramat ^ Calinou could you attend to that? 20:20 Calinou paramat: you can close it 20:21 paramat ok 20:21 paramat someone else can always open a new PR for this if they want 20:22 paramat that was our oldest issue 20:30 paramat +1 for #4177 any more comments? 20:30 ShadowBot https://github.com/minetest/minetest/issues/4177 -- Add `place_param2` nodedef field. by sofar 20:31 paramat will be good for those new plantlike options sofar is working on, and addresses game#1116 20:31 ShadowBot https://github.com/minetest/minetest_game/issues/1116 -- Make a ton of crafted blocks rotatable. by sofar 22:23 paramat hmmmm i hope this is okay now #4216 22:23 ShadowBot https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise use, add capabilities, various modifications by paramat 22:48 paramat est31 hmmmm any opinions on #4177 ? 22:48 ShadowBot https://github.com/minetest/minetest/issues/4177 -- Add `place_param2` nodedef field. by sofar 22:49 est31 generally okay 22:49 est31 but didnt look at the code 23:48 Hijiri Does the settexturemod method on lua entities basically allow you to append stuff after the entity's texture? Does it apply the mod to all frames in an animated sprite?