Time |
Nick |
Message |
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02:32 |
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02:38 |
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02:47 |
ashtrayoz3 |
#7231 has changed a bit. I have some suggested syntax at the bottom, would appreciate opinions from other people about what would work best. |
02:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/7231 -- Add "not tool" function to extended drop tables, document how extended drop tables work. by ashtrayoz |
03:16 |
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04:00 |
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05:02 |
ashtrayoz3 |
lua_api.txt says of minetest.get_node_drops: "**Note**: This will be removed or modified in a future version." |
05:02 |
ashtrayoz3 |
Anybody know why? |
06:31 |
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07:12 |
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07:28 |
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08:19 |
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08:19 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 0.4.16 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
09:24 |
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10:07 |
celeron55 |
maybe there could be a "ragdoll mode" or some such that the server could put the player into, and then set a speed, some deceleration value, an end condition and whatever |
10:07 |
celeron55 |
basically knockback but you could use it for other things |
10:08 |
celeron55 |
of course a hacked client can do anything, that's nothing new and doesn't differ at all from what hacked clients can do now |
10:35 |
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10:42 |
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10:46 |
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10:55 |
Fixer |
knockback like on everything? carts? boats? etc |
11:00 |
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11:07 |
shivajiva |
that's an interesting concept, it was specifically players we were talking about Fixer |
11:21 |
rdococ |
I like the idea of the ragdoll mode |
12:11 |
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12:23 |
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12:44 |
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13:00 |
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13:02 |
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13:07 |
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13:50 |
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13:55 |
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13:57 |
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14:12 |
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14:19 |
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14:56 |
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14:59 |
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15:05 |
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15:18 |
p_gimeno |
<JDCodeIt> 0.5.0 changed the way minetest looks for mods to load on the server. Used to be that you put a line in world.mt - what is the new mechanism? |
15:19 |
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15:19 |
p_gimeno |
if #6898 is accepted, it will be the same thing, but instead of load_mod_xxx = true, you would write load_mod_xxx = path.to.mod |
15:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/6898 -- Allow distinguishing mods by modpack by pgimeno |
15:36 |
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15:50 |
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15:53 |
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16:08 |
JDCodeIt |
Working on #7235 some more today - generally, in the game-menu loop, it seems each new instance of Game is adding more stuff the the Irr::driver (kinda global), but maybe we aren't tracking them all. |
16:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/7235 -- Memory is not freed when exiting a world back to the main menu |
16:09 |
JDCodeIt |
I understand some things can't be removed from the driver, but maybe we should look at removing by material type removeShader(video::E_MATERIAL_TYPE) |
16:11 |
Fixer |
can someone review https://github.com/minetest/minetest/pull/6898 it has one approval already |
16:52 |
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17:06 |
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17:43 |
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18:53 |
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19:52 |
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19:56 |
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20:05 |
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20:19 |
paramat |
was the 'air_equivalent' nodedef ever used for anything in the past? |
20:22 |
paramat |
i'm now using it for #7241 |
20:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/7241 -- Biome API: Implement biome-defined air nodes by paramat |
20:23 |
paramat |
ok will merge #7234 in 15mins |
20:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/7234 -- FOV: Raise lower limit to avoid zoom-loading distant world by paramat |
20:49 |
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20:53 |
paramat |
merging 7234 |
20:57 |
paramat |
done |
21:55 |
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22:19 |
paramat |
ugh mgvalleys code is a horrible mess and is driving me crazy, no wonder hmmmm didn't like it, i might start cleaning it up and simplifying |
22:20 |
paramat |
good mapgen but the code should not have been allowed in that state |
22:21 |
paramat |
i've sorted out mgcarpathian now, that's in good shape |
22:36 |
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23:12 |
Gael-de-Sailly |
it seems that only duane is understanding this code |
23:14 |
Gael-de-Sailly |
I don't recognize my original Lua code |
23:16 |
paramat |
lol |
23:16 |
paramat |
he said it's copying your code, so it probably is |
23:17 |
paramat |
but i still haven't got my head around how it works with 3D noise, i just need to study it more |
23:18 |
Gael-de-Sailly |
he has split up the 2D and 3D components, and linked them in a way I have not fully understood yet |
23:26 |
paramat |
i'll also study your lua version |
23:28 |
Gael-de-Sailly |
it has not been updated since it has been merged in core |
23:37 |
paramat |
it has, but history only goes back a little way because files were moved around |
23:38 |
paramat |
so, if people want the new mapgen features to be usable in this mapgen it has to be aligned with the other mapgens, however i will keep the terrain and cave shapes unchanged |
23:40 |
paramat |
when i agreed to the merge i think i assumed duane would maintain it, but nooo :] of course it's me who maintains it |
23:41 |
rubenwardy |
there's a quote that's something like a pull request is a maintenance request |
23:42 |
Gael-de-Sailly |
indeed I've not even watched the last commits duane did in february/march 2016 |
23:42 |
rubenwardy |
you could kindly message him, asking if he'd want to maintain it |
23:42 |
rubenwardy |
this is why we could use a C ABI API |
23:43 |
rubenwardy |
so you can have C++ mapgens without merging into the engine |
23:43 |
Gael-de-Sailly |
I'd really like too, but my skills in C++ are not sufficient |