Time |
Nick |
Message |
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04:29 |
paramat |
sofar #6696 see my tests |
04:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/6696 -- Update light decoding table size by numberZero |
04:30 |
sofar |
yeah, I just read |
04:30 |
sofar |
idk, I feel it's slightly better (once the plant thing is fixed) |
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08:04 |
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08:07 |
nerzhul |
merging #6744 |
08:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/6744 -- Use std::vector instead of dynamic C-Array by adrido |
08:08 |
paramat |
good |
08:09 |
nerzhul |
paramat, for #6738 the byteflag order is not very important it's just taste |
08:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6738 -- CSM fixes: load mods after flavours & add flavour to block mod loading by nerzhul |
08:14 |
paramat |
it bothers me because it's sloppy =) |
08:15 |
paramat |
sofar #3631 can be merged if rebased |
08:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/3631 -- Wear out tools when player punches object or player. by sofar |
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11:45 |
paramat |
Thomas-S i'm completely neutral on #5592 can't decide if it's ok as it is or if the functionality should be connected-nodebox only. so i'm hoping for more dev input |
11:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/5592 -- [WIP] Allow "drawtype:<lua drawtype name>" in getIds() by Thomas--S |
11:53 |
Krock |
a few code style issues |
12:05 |
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13:12 |
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13:13 |
paramat |
Thomas-S it's ok for you to chat here about a PR, it's dev stuff |
13:20 |
ashtrayoz |
#6764 can probably have a <trivial> tag put on it. |
13:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/6764 -- Fix minor typo in lua_api.txt. by ashtrayoz |
13:24 |
ashtrayoz |
ty |
13:24 |
paramat |
yes, that can be merged anytime |
13:24 |
Krock |
4 commits for one line? duh |
13:24 |
ashtrayoz |
Hey, I have no idea about git :-) |
13:25 |
ashtrayoz |
I can code sh around RCS to do some interesting stuff, but I have never found the time to understand git. |
13:25 |
paramat |
anyone for #6696 ? see my tests and screenshots, it's good, now shadows match the shape of the object |
13:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/6696 -- Update light decoding table size by numberZero |
13:26 |
ashtrayoz |
Some of those commits are to remove changes from #6604. IMO those changes should go in, but that is mixing up different issues. |
13:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/6604 -- Preserve node metadata as item metadata. by ashtrayoz |
13:26 |
ashtrayoz |
So I am willing to do four commits to make it easy for everyone else to single-click-merge :-) |
13:27 |
Krock |
paramat, honestly I don't see the point in altering the light table again |
13:27 |
paramat |
#6702 needs a +1, very simple PR |
13:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/6702 -- Adjusted the debug info according to issue #6701 by ThomasMonroe314 |
13:28 |
Krock |
way better than the current one in master. |
13:34 |
paramat |
Krock the light curve change is to not have 14 and 15 equal brightness, but to have 15 part of the curve. currently the curve is applied to 0-14 with both 14 and 15 being maximum, this causes weaker shadows and means a 5x5 tree casts a 3x3 shadow |
13:35 |
paramat |
what it does isn't well explained anywhere |
13:37 |
jas_ |
more sound stuff! |
13:37 |
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13:39 |
paramat |
+1 for #5552 any objections? |
13:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5552 -- Damage: Remove damage ignore timer by SmallJoker |
13:40 |
sfan5 |
fine by me |
13:40 |
sfan5 |
though the spawn finding code should definitely be fixed not to spawn your midair |
13:44 |
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13:44 |
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13:48 |
paramat |
hmm it's not really an issue, spawning above a deep tunnel only happens very rarely and the spawn search only affects singleplayer games. in multiplayer an admin will have already set up a fixed spawn point because terrain can be changed and built on (so the spawn search would not be safe anyway) |
13:49 |
paramat |
however, if necessary i know how to avoid spawning near tunnels |
13:49 |
paramat |
so could do that later |
13:51 |
paramat |
good that can be merged |
13:59 |
paramat |
i'll merge #5552 #6702 #6764 in 10 mins |
13:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/5552 -- Damage: Remove damage ignore timer by SmallJoker |
13:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/6702 -- Adjusted the debug info according to issue #6701 by ThomasMonroe314 |
13:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/6764 -- Fix minor typo in lua_api.txt. by ashtrayoz |
14:03 |
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14:20 |
paramat |
merging in a moment |
14:37 |
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14:39 |
paramat |
merged |
15:42 |
Thomas-S |
#5592 and #5642 and should be ready for review now. Thanks in advance for your efforts! |
15:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5592 -- Allow "drawtype:<lua drawtype name>" in getIds() by Thomas--S |
15:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5642 -- Connected Nodeboxes: Add `disconnected` boxes by Thomas--S |
16:03 |
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16:09 |
nerzhul |
paramat, i pushed the byteflag for LOAD_CLIENT_MODS to 1 (i inverted it with node lookups) |
16:10 |
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16:18 |
paramat |
nice thanks |
16:37 |
nerzhul |
paramat, if you can review/approve i will mege |
16:37 |
nerzhul |
merge* |
16:48 |
Fixer |
technical question, it is possible to use scrollwheel to do some action in formspecs? say scrolling turns pages in creative inventory |
16:55 |
Krock |
I don't think so. Only mouse buttons, ESC and Enter cause a "formspec interact signal" |
16:59 |
Fixer |
reproduced a bug with black stair, trying to find that issue |
17:00 |
Fixer |
https://i.imgur.com/4A8p4TG.png |
17:11 |
Fixer |
https://github.com/minetest/minetest_game/issues/1959#issuecomment-350562360 |
17:21 |
Krock |
the other issue was opened today a year ago. nice timing |
17:22 |
Fixer |
lol |
17:23 |
Krock |
but it doesn't seem to be the very same issue, as Wuzzy described in the engine issue that leaf nodes are affected, but not nodeboxes |
17:24 |
Krock |
the render engine has been changed a few times this year, so I believe these bugs have the same root |
17:28 |
Fixer |
Krock: slot position is also important, will post a gif |
17:29 |
Fixer |
added |
17:34 |
Fixer |
I have not closed the game, it is in bug state, post your ideas on what to check. |
17:40 |
Thomas-S |
*The following idea is only based on smattering and speculation* As far as I know, those images in the inventories are rendered similiar to mesh nodes. Maybe the light level gets set to zero somehow? |
17:41 |
Fixer |
hmm, i've potential took that block from creative during night |
17:42 |
Fixer |
but i also took other blocks during night |
17:43 |
Thomas-S |
I think my idea was based on this commit: https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a |
18:07 |
rubenwardy |
Fixer, do you play with shaders on or off? |
18:07 |
rubenwardy |
Guessing off |
18:07 |
Fixer |
off |
18:08 |
rubenwardy |
It would be good to see if anyone that uses shaders has reproduced this |
18:41 |
Thomas-S |
rubenwardy: I'm playing with "shaders" enabled in the settings. I didn't experience exactly the same thing, but the image buttons of unified_inventory showed very similiar black items. |
18:55 |
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19:18 |
rubenwardy |
game#1970 |
19:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1970 -- Potential copyright violation |
19:28 |
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