Time |
Nick |
Message |
00:00 |
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00:02 |
paramat |
merged 6134 |
00:08 |
paramat |
merging game 1828 |
00:11 |
paramat |
done |
00:16 |
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00:40 |
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01:05 |
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01:33 |
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01:57 |
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02:00 |
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02:41 |
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03:02 |
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03:45 |
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04:15 |
Hijiri |
is player object origin finally being changed to 0? |
04:20 |
elinor |
If you run a public server, you probably want to fix this before the next release: https://github.com/minetest/minetest_game/issues/1839. A temporary fix is modifying allow_take in games/minetest_game/mods/creative/inventory.lua to https://clbin.com/ZBIBD. |
05:11 |
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05:51 |
Hijiri |
elinor: you know both 0 and -1 are truthy values in Lua? |
05:51 |
elinor |
Yes? |
05:51 |
Hijiri |
what is the point of returning -1 and 0 in different branches then? |
05:51 |
Hijiri |
oh |
05:52 |
Hijiri |
nevermind, I though allow_take returned a boolean |
05:52 |
Hijiri |
why is it a temporary solution though (and not a permanent one) |
05:52 |
Hijiri |
oh, you mean as not in the upstream code |
05:52 |
Hijiri |
okay, nevermind |
06:42 |
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07:22 |
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07:38 |
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07:44 |
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08:12 |
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08:16 |
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08:54 |
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08:56 |
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10:16 |
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10:22 |
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10:24 |
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10:33 |
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11:14 |
karamel |
Hello, I'm thinking about a mod lib to add onmove listeners. I see that some mods like trail uses a look to check pos and if changed trigger something. Is there a way to observe item (and players) positions more elegantly yet? |
11:16 |
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11:48 |
Fixer |
https://github.com/minetest/minetest_game/issues/1839 niiiiice |
11:54 |
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12:21 |
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12:27 |
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12:29 |
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12:44 |
karamel |
Answered myself with issue 247 and walkover mod |
13:34 |
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13:46 |
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13:49 |
Krock |
merging game#1838 in 10 mins |
13:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1838 -- Correct farming/stairs dependency by Ezhh |
14:00 |
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14:02 |
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14:02 |
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14:27 |
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14:29 |
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14:53 |
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15:00 |
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15:02 |
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15:07 |
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15:27 |
Krock |
game#1840 needs review |
15:27 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1840 -- Creative: Prevent unauthorized item access by SmallJoker |
15:34 |
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15:56 |
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16:03 |
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16:29 |
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16:54 |
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16:55 |
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17:03 |
paramat |
Krock rubenwardy sfan5 please could you consider game#1834 ? |
17:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1834 -- Improve descriptions by Ezhh |
17:07 |
Krock |
This makes the node handling much more complicated. "Sandstone Block" (as example) is descriptive enough |
17:20 |
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17:24 |
paramat |
what type of node handling? |
17:33 |
Krock |
speaking of ingame: everybody will call it a sandstone block, because they already know what it is |
17:36 |
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17:37 |
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17:43 |
paramat |
yeah, but that doesn't stop us making the desciption more descriptive and non-ambiguous |
17:49 |
Krock |
IMO, this makes names unnecessary long for no real profit. But seeing more opinions about this topic would be great |
17:50 |
paramat |
Krock nerzhul nore rubenwardy sfan5 ShadowBot sofar 'meeting' in 10 mins if anyone's around |
17:50 |
Krock |
oh right. it's saturday again. |
17:50 |
paramat |
descriptions are harmless, and the advantage is being descriptive and non-generic |
17:51 |
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17:54 |
paramat |
but yeah, the non-stone changes are the more useful |
17:55 |
rubenwardy |
heh, I'm not so keen on grey as a prefix |
17:56 |
rubenwardy |
sandstone is fine already |
17:56 |
rubenwardy |
what stone is default:stone closest to? |
17:56 |
rubenwardy |
it looks like black granite |
18:03 |
paramat |
could you add your opinions to game#1235 ? there's discussion but no coding, shall we close it? |
18:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1235 -- Character model: use latest Minecraft skin format |
18:04 |
paramat |
i think game#1782 could be closed |
18:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1782 -- Experience factor |
18:06 |
paramat |
seems a specialist thing for optional mods |
18:08 |
Krock |
the model we have right now is good enough IMO |
18:08 |
Krock |
closing 1782 |
18:08 |
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18:11 |
paramat |
yeah body layers can be done by changing textures, really not sure it's worth coding full body overlays into MTGame |
18:11 |
Krock |
rubenwardy, what exactly do you suggest here? https://github.com/minetest/minetest_game/pull/1840#discussion_r128900593 |
18:11 |
juhdanad |
Hi everybody! |
18:11 |
Krock |
o/ juhdanad |
18:12 |
rubenwardy |
lool, Krock |
18:12 |
rubenwardy |
this is why you check what you type on your phone |
18:12 |
rubenwardy |
updated |
18:12 |
Krock |
xD already expected such kind of explanation |
18:13 |
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18:14 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1834 -- Improve descriptions by Ezhh |
18:14 |
Krock |
corrected the style. merge now? |
18:15 |
rubenwardy |
yeah, go ahead |
18:15 |
Krock |
(for the case anyone's preparing a push) |
18:43 |
Raven262 |
Guys, can you tell me if allfaces drawtype *really* must not support different textures on each face? |
18:46 |
paramat |
i suspect different textures per face are fine |
18:46 |
paramat |
can't think why not |
18:47 |
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18:47 |
Raven262 |
I thought there is some kind of limitation in the engine. |
18:47 |
paramat |
not that i know of (might be wrong) |
18:49 |
juhdanad |
There is a limitation, only the first texture is used. |
18:50 |
paramat |
any idea why? |
18:50 |
juhdanad |
There is no reasin, it is just that way. |
18:50 |
juhdanad |
*reason |
18:50 |
paramat |
yeah thought so |
18:51 |
juhdanad |
same for glasslike and fencelike nodes. |
18:51 |
paramat |
it was made for leaves i guess which usuaaly have just 1 texture |
18:51 |
paramat |
*usually |
18:52 |
Raven262 |
Well, it was kind of limiting me more than a few times when making "stainglass" like nodes. |
18:52 |
Raven262 |
I don't think that was thought of when creating the drawtype :P |
18:58 |
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18:59 |
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19:04 |
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19:45 |
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19:53 |
paramat |
Krock rubenwardy so for game#1834 you prefer no changes to stone and sandstone? same opinion for 'sand' -> 'golden sand'? but all else is good (appletree woods flowers vessels)? |
19:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1834 -- Improve descriptions by Ezhh |
19:54 |
Krock |
yes |
20:01 |
paramat |
ok |
20:01 |
paramat |
that seems reasonable to me too |
20:41 |
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20:47 |
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21:42 |
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21:47 |
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21:50 |
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22:26 |
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23:00 |
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23:11 |
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23:12 |
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23:20 |
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23:20 |
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