Time |
Nick |
Message |
00:24 |
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Tmanyo joined #minetest-dev |
00:37 |
paramat |
hmm no idea :] depends on your interests and abilities, lots of issues to choose from |
00:45 |
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00:46 |
paramat |
another label to look for in issues is 'blocker', those are blockers for next release |
00:48 |
paramat |
+1 for the PR |
00:49 |
QwertyCool |
can you define blocker without using the word blocker :$ |
00:49 |
QwertyCool |
please |
00:51 |
rubenwardy |
they're issues that need to be fixed before we can release the next version |
00:51 |
rubenwardy |
ie: they block the release |
00:51 |
rubenwardy |
they're a blocker |
00:52 |
paramat |
yes i was a little unclear |
01:09 |
QwertyCool |
gotcha thanks |
01:28 |
QwertyCool |
does the api know the name of the mod calling it |
01:34 |
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02:33 |
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04:28 |
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06:09 |
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07:25 |
nerzhul |
merging #6977 |
07:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/6977 -- Unhelpful minetest.set/add_node error message |
07:26 |
nerzhul |
or not |
07:26 |
nerzhul |
i missed the valid rubenwardy comment, not merged :) |
07:35 |
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14:24 |
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15:00 |
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15:03 |
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15:44 |
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17:20 |
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18:22 |
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18:28 |
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19:06 |
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19:13 |
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19:36 |
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19:38 |
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19:48 |
paramat |
#7024 do you prefer falling node entities to be deleted on contact with ignore or on contact with unloaded nodes 16 nodes lower? i guess it doesn't make much difference and ignore is more consistent |
19:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/7024 -- Falling.lua: Delete falling nodes in 'ignore' (or unloaded areas) by paramat |
19:51 |
paramat |
i might start work on custom defined air nodes for biomes soon, as planned by hmmmm and me |
19:51 |
sfan5 |
maybe we should add berries before we add space |
19:51 |
sfan5 |
just saying |
19:51 |
rubenwardy |
berries are already possible, custom air nodes aren't |
19:52 |
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19:52 |
sfan5 |
🤔 |
19:52 |
rubenwardy |
at least not with the builtin mapgen |
20:00 |
Shara |
Maybe underground should be before space... |
20:01 |
Shara |
Players can already go down after all. |
20:09 |
paramat |
hm i'll go with ignore for falling nodes, otherwise you can see them travel 16 nodes beyond world edge which is inconsistent, so 7024 is ready |
20:09 |
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20:10 |
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20:11 |
paramat |
for MTG underground comes first, engine is not ready for space yet |
20:12 |
QwertyCool |
sfan5 would it be possible to get a copy of your win32, and win64 binaries? realized the scaling issues im having with client were me missing gettext from compile, but now that i add it I'm facing new issues with the compiler. |
20:12 |
paramat |
i'll merge marram grass and kelp in 1-2 hours |
20:17 |
VanessaE |
paramat (et. al), is there any remaining interest in merging my unified dyes into mtg, assuming I activate the colored itemstacks handling (perhaps with a rewrite so that it can just replace default dyes entirely)? |
20:17 |
sfan5 |
QwertyCool: just download the official binaries, i build those |
20:17 |
sfan5 |
built* |
20:19 |
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20:22 |
paramat |
lol just saw the berries request |
20:24 |
paramat |
VanessaE no interest from me, we're actually planning to sort out dyes, if anything simplify |
20:24 |
VanessaE |
ok. |
20:25 |
rubenwardy |
I don't think there should be too many dyes in MTG |
20:25 |
rubenwardy |
like, 16 most maybe |
20:25 |
rubenwardy |
then again dyes bore me so I'll butt out of it |
20:25 |
VanessaE |
just wondered, there was interest at one time. |
20:26 |
rubenwardy |
I'm not familiar with unified dyes |
20:27 |
VanessaE |
in this context, it's main purpose would be to make its standard palettes for hardware coloring a part of mtg. |
20:27 |
Shara |
MTG handles the dyes it already has amazingly poorly... I don't think it needs even more of them. |
20:29 |
paramat |
unified dyes seems too complex for MTG, and will make other stuff more complex, i think it deserves to be a specialist optional mod |
20:30 |
VanessaE |
I'll grant you that |
20:30 |
VanessaE |
but it's only as complex as the modders who use it choose it to be. one doesn't have to use anything more than just the palette files, for example |
20:34 |
VanessaE |
just wondered. just changes how I'll proceed is all. |
20:57 |
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20:58 |
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21:17 |
paramat |
#6971 is a 1 line PR tested by 2 android users, anyone else approve? |
21:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/6971 -- Include alpha channel reference in MaterialTypeParam by stujones11 |
21:23 |
QwertyCool |
are you referring to the binaris downloads on the wiki compiling page? |
21:23 |
QwertyCool |
i beleive it only has the 32 bit version |
21:23 |
QwertyCool |
and it doens't include gettext afaik |
21:24 |
sfan5 |
minetest.net/downloads/ |
21:28 |
QwertyCool |
the compiling binaries are somewhere on that pabge? just take them out of the portable download or? |
21:28 |
sfan5 |
i'm not sure what kind of binaries you want |
21:29 |
QwertyCool |
the includes/dlls/libs/etc for building with cmake |
21:30 |
sfan5 |
oh |
21:30 |
sfan5 |
look into the buildwin*.sh scripts |
21:30 |
sfan5 |
but note you can't use those with MSVC |
21:31 |
QwertyCool |
how do you build your windows versions? mingw? |
21:31 |
sfan5 |
yes |
21:33 |
QwertyCool |
do still use cmake configure and generate ? |
21:34 |
sfan5 |
yes? |
21:38 |
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21:49 |
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22:25 |
paramat |
rubenwardy shall we merge game#1229 or do you still want to test first? |
22:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1229 -- Bones: Iterate player inventory lists dynamically. by t4im |
22:29 |
paramat |
well i guess it should wait if untested |
22:29 |
paramat |
will merge game#2027 game#2041 now |
22:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2027 -- Add marram grass for coastal sand dunes by paramat |
22:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2041 -- Adjust kelp placement and add selection box by Ezhh |
22:49 |
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22:56 |
paramat |
merging |
23:01 |
paramat |
done |
23:12 |
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