Time |
Nick |
Message |
00:05 |
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02:02 |
Grandolf |
<nerzhul> there are many new things to translate on this release, impressive |
02:02 |
Grandolf |
<nerzhul> i added some Fr translations to weblate |
02:02 |
Grandolf |
r u adding language translations? |
02:04 |
VanessaE |
he's not here, Grandolf |
02:05 |
Grandolf |
yea |
02:06 |
Grandolf |
but the way he said it made me think someone else was maybe adding it, also other ppl would prob know about it |
02:06 |
Wuzzy |
Grandolf: https://hosted.weblate.org/projects/minetest/ |
02:07 |
Wuzzy |
I just finished German translation :) |
02:07 |
Wuzzy |
sadly, mods and subgames are still not translatable :( |
02:09 |
Grandolf |
cant make minetest check its language, and change english words word by word into another language? |
02:09 |
VanessaE |
sfan5: remember the timeout issue? BakerPrime reports that he was able to get around it by using a very old 0.4.14-era client, and his sibling at the same IP uses Linux, which may be why he could get on and BP could not. |
02:09 |
Grandolf |
might not b as accurate, but it would b something |
03:14 |
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03:36 |
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03:37 |
paramat |
~tell nerzhul yes i'll update 'settings' stuff in MTG |
03:37 |
ShadowBot |
paramat: O.K. |
03:39 |
paramat |
Wuzzy mgv7 terrain 'alt' means 'alternative' or 'alternate'. it's slightly sloppy naming by hmmmm |
03:40 |
Wuzzy |
ok thx |
03:40 |
Wuzzy |
FYI: https://github.com/minetest/minetest/issues/5796 |
03:41 |
paramat |
ok |
03:41 |
paramat |
'terrain base' in mgv7 is actually the higher cliff terrain, makes no sense |
03:44 |
paramat |
yes i see the cause of 5796, will fix before release |
05:06 |
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05:23 |
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05:24 |
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Topic for #minetest-dev is now Minetest core development and maintenance. We are in Feature freeze for 0.4.16. Release expected: 4th June. Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
05:26 |
nerzhul |
pushing a lint fix, and removing the diff method for linter when in PR (it doesn't work well and doesn't detect problems) |
07:05 |
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08:33 |
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09:04 |
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09:04 |
tenplus1 |
hi folks |
09:04 |
tenplus1 |
is freeze final ? already |
09:05 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1543 |
09:22 |
nerzhul |
for core engine it's applied yes, for game i hope paramat did it |
09:23 |
tenplus1 |
nrz? are we talking the pull or something else ? |
09:24 |
nerzhul |
for the feature requests |
09:24 |
tenplus1 |
damn, so creative priv wont get into 0.4.16 :(( |
09:36 |
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10:04 |
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11:01 |
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11:38 |
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11:39 |
paramat |
#5798 is a bugfix that hopefully can be in release, fixes #5796, tested |
11:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5798 -- Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away by paramat |
11:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5796 -- Floating decorations in v6 at default settings (caused by mudflow?) |
11:40 |
paramat |
i'll update mtg settings later today |
11:52 |
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12:29 |
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13:04 |
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13:41 |
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13:46 |
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13:50 |
Zeno` |
#5800 |
13:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5800 -- Update credits by Zeno- |
13:51 |
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13:51 |
nerzhul |
wtf |
13:51 |
nerzhul |
better, move kahrl & est31 to previous developpers :) |
13:52 |
VanessaE |
actually, kahrl isn't quite dead yet |
13:52 |
nerzhul |
he is in the inactive team |
13:52 |
VanessaE |
he was last seen commenting on a minetest issue a few weeks ago |
13:52 |
kilbith |
it's about committing |
13:52 |
VanessaE |
I knos. |
13:52 |
VanessaE |
know* |
13:58 |
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14:01 |
Zeno` |
Sokomine does not belong in active contributers either |
14:02 |
Zeno` |
I dunno how she even got added (kwoleker added her) |
14:02 |
Zeno` |
kahrl... he should remain |
14:02 |
VanessaE |
kahrl has a special place imho |
14:02 |
Zeno` |
he does often tell us stuff (although sometimes in PM) |
14:03 |
Zeno` |
he does more than people know |
14:03 |
Fixer |
i hope his returns to mt dev |
14:03 |
Fixer |
he* |
14:03 |
Sokomine |
Zeno`: that's right. i did change something regarding the plantlike drawtype in the past, but it was a very very small change and is nothing at all compared to the work of the real devs |
14:04 |
Zeno` |
but sokomine as a contributor is a bit dubious |
14:04 |
nerzhul |
i never see a kahrl message since... before previous release, but anyway if you want to kahrl. Please note i don't thanks him for the wchar_t mismatch :p |
14:04 |
Zeno` |
Sokomine, I'm not being nasty by the way |
14:04 |
Fixer |
thats ok, everyone leaves bugs |
14:05 |
Zeno` |
Sokomine, I'm just looking at total commits and when they were made. Do you consider yourself currently active? |
14:05 |
Sokomine |
Zeno`: don't worry. i don't see it that way. i was just trying to explain how i might have gotten in. i don't think my very very minor work is in any way comparable to the work of the other devs. that would be very unfair towards those that work as real devs here |
14:05 |
Zeno` |
Sokomine, I hate this job. So moving you to previous contribs would be ok? |
14:07 |
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14:07 |
Sokomine |
paramat was hoping to add me to the devs. but i havn't contributed much (just that very very minor point) and am not currently working in any way on the code. my current project is still extending my villages mod - in the form of citybuilder, as something where you can extend (another kind of) village manually. something like these citybuilder games in general. that's more than enough work :-) |
14:07 |
Zeno` |
yeah I know all the good work you've done which is why I hate this editing job |
14:07 |
Sokomine |
that would be ok, zeno. if i ever contribute more in the future (who knows what that might bring) it can be changed anyway |
14:08 |
Sokomine |
yes. but it's work on a mod. not so much on the code |
14:08 |
Zeno` |
of course it can be changed |
14:09 |
Sokomine |
don't worry about that, zeno. i know how much i've contributed to the code of mt engine - and that really isn't much and does not deserve me getting mentionned there. it would just be out of proportion |
14:09 |
Zeno` |
do you want me to add "listens to abba" to your name? |
14:09 |
Sokomine |
what is abba? |
14:09 |
Zeno` |
kinda like lego I think |
14:10 |
Sokomine |
hm. can't add that to my name as i've never heared of it |
14:10 |
Sokomine |
if you want to drop a hint you can add that i'm working on villages for mt. the current project is a conitunation/extension of that anyway |
14:11 |
Sokomine |
voxelmanip works nicely fast, and the citybuilding will happen mostly in singleplayer (no real point on servers), so there's no reason to put it into the engine |
14:11 |
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14:12 |
Sokomine |
but i won't mind beeing associated with "building with lego". loved doing that as a child. some people even say that mc (and mt is similar here) is a way for adults to get away with playing with lego :-) |
14:13 |
paramat |
game#1742 does anyone know where the deprecation messages for settings appear? can't find them |
14:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1742 -- Settings: Use new settings object by paramat |
14:13 |
Sokomine |
there might be some overlap with pathfinding and mobs in the future. i'm hoping to be able to cooperate with other modders in that regard and not to have to write the mobs myshelf. there are lots of mods out there who do similar things - but not yet all what i need/want |
14:18 |
Sokomine |
paramat: perhaps builtin/game/deprecated.lua ? it does mention deprectated settings and has a promising name. not sure if that's what you're looking for |
14:19 |
paramat |
thanks, but i mean, where are the messages printed when the old API is used, in terminal, in debug.txt? |
14:20 |
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14:20 |
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14:21 |
paramat |
the messages use 'core.log()' |
14:28 |
nerzhul |
Sokomine, i think city building in mapgen permit to have nice maps by default, with a very very good performance in mapgen (which is a bottle neck...), i think it can be done nicely having a core building module for mapgen and lua can register schematics associated to buildings |
14:29 |
nerzhul |
buildings, mines, huge ruins can be nice |
14:33 |
Sokomine |
nerzhul: well, it would be easier if the mod could just tell mapgen where to put which schematic without having to place it manually. but that's not all that needs to be done to create the villages. the terrain needs to be adjusted. having the flattening code inside the engine could be helpful |
14:33 |
paramat |
hmm indeed |
14:34 |
nerzhul |
Sokomine, i think it's better to have a more intelligent engine and reduce lua workload which is singlethreaded |
14:34 |
Sokomine |
it's very fast using voxelmanip. i even tried it on my 4 year old rather cheap smartphone - and it worked even there. so speed is less of a limit. still, copying data between engine and lua side does take some toll in regard to performance |
14:36 |
Sokomine |
when i last did some performance checks reading and writing the mapgen data took about as much or more time in many cases than the actual village creation, terrain adjustment and placement. so that seems to be the bottleneck. but not a very tight one |
14:36 |
Sokomine |
i do think that having flat land from time to time (maybe valleys, but far less extreme than valleys mapgen) could be helpful |
14:37 |
paramat |
i'm working on that |
14:37 |
paramat |
my intention for any new core mapgen is naturally occuring flat areas |
14:38 |
Sokomine |
ooh. that is very good to hear :-) you did help a lot with the terrain adjustment during the development. without yours, hmmms and nores work that would not have been possible |
14:39 |
Sokomine |
very glad to hear that. naturally occuring flat areas are those that make building for a lot of players a lot easier. many many of them first of all flatten the terrain. only very few adjust or even create their own terrain |
14:39 |
nerzhul |
paramat, do you think it's possible to have a sort of schematic interface permitting modder to put schematic with some conditions in the mapgen ? |
14:40 |
nerzhul |
Sokomine, the problems tend to be greater with high workload server, and i really want MT to handle 50 player without lag with a decent mod list (not too huge) for next release (0.5) |
14:41 |
Sokomine |
nerzhul: i think that ought to be relatively easy. after all mapgen already has some idea where it did place which structure. so telling it before creating a mapchunk where which schematic ought to be put in which way (including replacements for materials and rotation) ought to be doable. it could help other mods as well |
14:41 |
paramat |
yes probably possible, some of that may be beyond my coding ability though. the mapgen stuff i can do |
14:42 |
nerzhul |
Sokomine, the difficulty is some schematics can be on multiple mapblocks, but i can be very nice to have that |
14:42 |
nerzhul |
if we cannot do it in the first mapgen pass we can do it in second pass |
14:43 |
nerzhul |
emergethreads are there for improving mapgen workload and they tend to wait for lua on ServerThread too often |
14:43 |
Sokomine |
nerzhul: that's right. many players, many of them exploring new areas...that's expensive. but it does not need to be a problem. the villages are there to make singleplayer more alive, less empty. they're less needed on a server where there are already plenty of other players. those players need space to create their own constructions. they also need to meet each other frequently in order to be happy |
14:43 |
Sokomine |
, so they'll usually not explore new terrain all the time |
14:43 |
nerzhul |
Sokomine, villages tend to be in the adventure/rpg mode, and many servers owners like that in survival, imagine you go to a zombie city |
14:44 |
nerzhul |
and with friends you should attack the city of defend it against other zombies :) |
14:44 |
nerzhul |
i don't tell we should have corruscant mapgen :D |
14:44 |
nerzhul |
(but if somes wants, why not :p) |
14:45 |
paramat |
for MTG the only remaining issue is hopefully fixed by #5300 but that needs rebase and testing. < Fixer |
14:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/5300 -- Fix "breaking then right-clicking a chest causes a crash" in Minetest Game by presstabstart |
14:46 |
Sokomine |
nerzhul: there's some overlap with neighbouring mapchunks which covers quite a lot of schematics (but not all). schematics can't be too big in order to not to look too unnatural where they are placed. as long as the lua mod that tells mapgen what it wants where does keep consistency mapgen can disregard overlapping of anything that does not fit in |
14:46 |
Sokomine |
nerzhul: that won't make you explore huge areas of the world :-) you'd stay in/around your city and defend it from thosse hostile mobs :-) |
14:47 |
nerzhul |
yeah, but you can have villages, alone houses with a farmer for example, and that permit to create mines, huge mines with rails & carts too |
14:47 |
nerzhul |
it's nice :D |
14:47 |
nerzhul |
and real dungeons |
14:47 |
nerzhul |
it replace air, but can replace stone too :) |
14:49 |
nerzhul |
as a miner i really want to fall into a mine with rails and carts :D |
14:50 |
Sokomine |
nerzhul: i tried to develop a mines with shaft mod. it didn't turn out the way i wanted it. trouble is that what is of most intrest to me are entrances to mines - be they vertical or horizontal. all that depends heavily on the terrain. having a mine somewhere deep below and not connected to anything at all always seemed strange to me (same as the dungeons - i always wonder who built them and why and |
14:50 |
Sokomine |
how they did get in or out...) |
14:51 |
* paramat |
eats a coruscant |
14:52 |
Sokomine |
what kept me from developing that mines mod further was mostly a lack of understanding of the noise stuff. guess i really need to learn that one day. the villages store where they are and where each building is in a data strucutre. the mines...might work better if they use noise |
14:53 |
* Sokomine |
stares at paramat and wonders weather leo translated that unkown adjective correctly or not |
14:55 |
paramat |
well do ask me about noise, i am interested in a good mines mod |
14:56 |
nerzhul |
good mines mods => mapgen |
14:56 |
nerzhul |
register_biome_mine of a similar thing, with associated nodes for rails, wooden fences, carts :) |
15:01 |
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15:16 |
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15:23 |
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15:34 |
Sokomine |
paramat: the idea of my mod was to have vertical shafts in addition to the (pretty standard) horizontal tunnels. the main vertical shaft is marked with a tower consisting of fences, ropes and special rail-ladder-combinations. when a horizontal tunnel reaches the surface (because it was embedded in a hill or it hits a cliff from the inside), it becomes a mine entrance. mt has a very small-scale terra |
15:34 |
Sokomine |
in. it's sometimes tricky to decide when to build a bridge to cover the few nodes until the tunnel can continue on the other side of a small hole/cave or when to actually have an entrance |
15:35 |
Sokomine |
it also does not look well if the terrain is not steep enough |
15:38 |
Sokomine |
the first step would be to decide where to start the main shaft. such positions need to be known in order to be ready to generate something if the player approaches a potential tunnel from below or from the side. other mine creation mods don't have that problem as they don't care about entrances |
15:39 |
Sokomine |
and then there needs to be something roughly spheroid that limits the range of the mining operation, the extension to the sides. in a way that's like taking the village area to 3d |
15:42 |
Sokomine |
mapgen could come in by making sure that there's nice terrain where the mine is located (nice terrain: some high cliffs where a mine entrance does fit in; smooth flat hills are less suitable) |
15:53 |
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15:58 |
paramat |
well, best not alter mapgen for a mine, instead make a mine work with any terrain. this has similarities to my 'catacomb' mod, in that i want to create an entrance shaft from the surface |
16:00 |
Sokomine |
hmm. there are limits |
16:06 |
paramat |
yeah, a vertical shaft going up through crazy 3D noise mountains would not be good |
16:08 |
Sokomine |
the vertical shaft isn't such a big problem. the horizontal ones are - once they hit the surface |
16:09 |
Sokomine |
at the time of creation it just isn't really known if at that point the tunnel ought to end, have a bridge and continue on the other side, or become an entrance |
16:12 |
Sokomine |
paramat: http://www.picpaste.com/pics/screenshot_20170522_180115-ckt0hnaZ.1495469537.png does not look well. that is what is to be avoided when having tunnels on the surface |
16:16 |
Fixer |
paramat: i need his rebase first, so i can test that chest bug |
16:16 |
paramat |
yeah. tunnels can be kept below 'water level', this will stop them coming to the surface |
16:16 |
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16:17 |
Sokomine |
tunnels i'm satisfied with: http://www.picpaste.com/tunnel1-XxwTPA9Q.jpg http://www.picpaste.com/pics/tunnel2-FZfU8HcL.1495469757.jpg full tunnel network: http://www.picpaste.com/pics/tunnel3-Ec7aSuJn.1495469782.jpg or another nice tunnel: http://www.picpaste.com/pics/tunnel4-VjdBIg8b.1495469817.jpg |
16:17 |
paramat |
Fixer yes, but you could possibly test his old-engine branch with latest MTG, although that's not as reliable a test |
16:17 |
Sokomine |
paramat: but "below water" is not what i want |
16:19 |
paramat |
shall we move this to hub as is more a mod discussion? |
16:19 |
Fixer |
paramat: will wait rebase :) |
16:19 |
paramat |
Fixer yes that's best |
16:24 |
twoelk |
so any chance of a <massivetestingduringfeaturefreeze> public server? |
16:52 |
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16:56 |
Sokomine |
paramt: sure. let's talk on -hub |
17:15 |
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17:15 |
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17:15 |
Krock |
Zeno`, well done. |
17:27 |
Zeno` |
Krock, see latest comment |
17:28 |
Zeno` |
I changed it to specify which ABBA songs are good and which are not |
17:28 |
Krock |
nice pretext :P |
17:28 |
Zeno` |
it really is though |
17:28 |
Krock |
okay |
17:30 |
Zeno` |
did you really think the current PR would be approved and merged? :) |
17:30 |
Krock |
yes! 100% |
17:31 |
Zeno` |
darn |
17:31 |
Zeno` |
lol |
17:32 |
VanessaE |
man you guys have need a sense-of-humor transplant :) |
17:32 |
Krock |
and I need a "/s" transplant for my last message above |
17:32 |
VanessaE |
actually I'm talking about the comments in the "PR" :) |
17:33 |
Krock |
it's an actual PR, no need to add quotes |
17:34 |
VanessaE |
meanwhile, does anyone have any insight into #5799 ? |
17:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5799 -- Client timeouts during and after sign-in, after "connecting" phase is over. |
17:35 |
paramat |
Fixer #5801 is 5300 rebased |
17:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5801 -- Ensure node metadata is NULL after digging by paramat |
17:36 |
paramat |
about game#1742 to test i need to know where the deprecation messages appear 'core.log' but i can't see them in terminal or in verbose debug |
17:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1742 -- Settings: Use new settings object by paramat |
17:36 |
paramat |
bemusing |
17:36 |
paramat |
^ ShadowNinja |
17:36 |
Zeno` |
For anyone who doesn't understand the real reason for #5800 I'll explain tomorrow in PM to anyone who asks |
17:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/5800 -- Update credits by Zeno- |
17:37 |
Fixer |
paramat: okay |
17:40 |
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17:45 |
ShadowNinja |
paramat: See comment. |
17:48 |
nerzhul |
paramat, i should one thing. Translating mapgen settings to french is painful |
17:48 |
nerzhul |
:p |
17:52 |
nerzhul |
paramat, for #5801 please change that |
17:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5801 -- Ensure node metadata is NULL after digging by paramat |
17:52 |
nerzhul |
the asumption that handleDigging is false when on_punchnode can be false if a node is removed in a future usecase, just do meta = map.getNodeMetadata(nodepos) another time |
17:52 |
nerzhul |
to ensure updated meta is get (if modified by CSM, maybe that can happen) |
17:52 |
nerzhul |
(not atm but in the future) |
17:53 |
paramat |
thanks SN |
17:54 |
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17:54 |
paramat |
nerzhul thanks but i don't remotely understand this PR, and i see you have issues with it :] |
17:54 |
nerzhul |
i simplify it greatly |
17:55 |
nerzhul |
remove all diff, change meta = NULL to meta = map.getNodeMetadata(nodepos) and that's all |
17:55 |
nerzhul |
:p |
17:55 |
nerzhul |
if after we add meta local modifications on CSM it's ready :) or if we alter local meta for a reason |
17:56 |
paramat |
hang on, what you suggest is simple, i can code this |
17:56 |
blue-001 |
well adding support for csm writing to local meta wouldn't be hard |
17:56 |
blue-001 |
not sure if thats something we want to added through |
17:58 |
blue-001 |
note: current csm meta is a copy of the meta at the time the referance is created unlike server meta which afaik gets updated if the meta gets updated |
17:58 |
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17:58 |
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17:59 |
nerzhul |
blue-001, for this release it's too late |
17:59 |
nerzhul |
we are in feature freeze |
17:59 |
nerzhul |
oh ! |
17:59 |
nerzhul |
paramat, |
17:59 |
nerzhul |
better |
18:00 |
nerzhul |
drop the whole pr and move meta and the lower condition under the meta=null bloc |
18:01 |
nerzhul |
paramat, i'm editing your PR from github, if there are issues with spaces can you fix them locally ? |
18:02 |
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18:04 |
nerzhul |
rewrote #5801 |
18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5801 -- Ensure node metadata is NULL after digging by paramat |
18:04 |
nerzhul |
it's now impossible to have wrong meta in this code part :) |
18:04 |
nerzhul |
it's read after digging |
18:05 |
Krock |
no space issues as far I can see |
18:06 |
nerzhul |
yeah :) github should have enhanced this |
18:07 |
nerzhul |
this fixed the meta issues properly without adding any vicious bool |
18:07 |
nerzhul |
(just amend myself as commit author paramat as i rewrote all :p) |
18:10 |
nerzhul |
Fixer, can you test #5801 as i rewrote please ? |
18:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/5801 -- Read meta after node digging to ensure it is correct by paramat |
18:10 |
Fixer |
nerzhul: yes, in 1 hour i will test it |
18:14 |
paramat |
nerzhul thanks do take over, i don't know how to proceed if you take over so i'll leave it to you |
18:15 |
paramat |
yes make yourself author :] |
18:17 |
paramat |
and if good a new commit message of course |
18:20 |
paramat |
#5798 is updated as requested and retested |
18:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5798 -- Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away by paramat |
18:25 |
nerzhul |
"IME Accept" what is that ? many strings contain IME in translations |
18:26 |
sfan5 |
those are names of keyboard keys |
18:27 |
nerzhul |
key I key m and key E ? |
18:27 |
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18:27 |
sfan5 |
no a seperate key |
18:27 |
sfan5 |
just dont translate it |
18:28 |
nerzhul |
IME has no sense on french keyboard |
18:28 |
nerzhul |
what key is this ? |
18:29 |
* blue-001 |
has no idea |
18:29 |
blue-001 |
the keynames are a bit strange sometimes |
18:33 |
nerzhul |
paramat, i squashed #5801 |
18:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5801 -- Read meta after node digging to ensure it is correct by paramat |
18:35 |
sfan5 |
nerzhul: none, it doesnt exist on french keyboards |
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18:51 |
paramat |
ok |
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19:15 |
nerzhul |
sfan5, oh, and what is the interest on other keyboards ? |
19:15 |
sfan5 |
it's used by the IME like i said |
19:16 |
nerzhul |
what is IME ? |
19:17 |
sfan5 |
https://en.wikipedia.org/wiki/Input_method |
19:40 |
paramat |
feel free to merge #5798 and/or game#1742 i'm too tired to do so tonight |
19:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5798 -- Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away by paramat |
19:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1742 -- Settings: Use new settings object by paramat |
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20:15 |
nerzhul |
Fixer, did you tested ? |
20:15 |
Fixer |
nerzhul: yes, i've tried dozen of times, no luck crashing it |
20:16 |
Fixer |
nerzhul: wait a sec |
20:17 |
Fixer |
nerzhul: no crash, but i managed to put the side by its side and it does not have its inventory |
20:17 |
nerzhul |
no crash because it's fixed heh |
20:17 |
Fixer |
yes |
20:17 |
nerzhul |
meta is called after dig, cannot crash :) |
20:17 |
Fixer |
somehow managed to place it by its side |
20:18 |
Fixer |
when opening it https://i.imgur.com/19P8igC.png |
20:18 |
Fixer |
view of chest https://i.imgur.com/wFwoS3F.png |
20:18 |
VanessaE |
Fixer: I had that happen too |
20:18 |
VanessaE |
just fyi |
20:18 |
VanessaE |
wasn't sure why |
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