Time  Nick       Message
14:31 ANAND      Hello everyone, I'd like to know if there's a specific issue preventing Voxel Area Entities from becoming a reality... :)
15:21 paramat    ANAND , there is not, as far as i know
15:22 ANAND      paramat, so we're just waiting for someone to implement it?
15:35 celeron55  well, nobody has tried, so we don't know
15:36 celeron55  there certainly are many implementation options, some more hacky than others, and no choice has been made there either
15:36 celeron55  and some being more difficult for mods than others
15:43 rubenwardy it's difficult
15:47 ANAND      And I'm guessing lua's a strict no-no?
15:48 ANAND      Our choices might be limited to C++ only
15:49 rubenwardy lol
15:49 rubenwardy doing it in Lua is a baaaadddd idea
15:49 ANAND      for obvious reasons :P
15:49 ANAND      C++ Master Race :D
15:51 ANAND      I'm tempted to have a go at it, after my exams are done with
15:51 ANAND      I also need to get more "intimate" with the Minetest architecture
15:52 rubenwardy good luck with that
15:52 rubenwardy maybe try something less ambitious first
15:52 ANAND      ty
15:52 ANAND      Ik
15:52 ANAND      That project's for later
16:06 ANAND      Is it possible to add a custom inventory to players?
16:06 ANAND      And how do I show a single (detached) inventory slot in a formspec?
16:06 rubenwardy modding quesitons -> #minetest
16:07 ANAND      oki
16:44 rubenwardy what are we waiting for before releasing 0.5.0?
16:44 Krock      some more segfault fixes
16:44 rubenwardy I don't think that mod sending needs to be in 0.5.0, but any compatiblity breaking things for it do
16:45 Krock      we can start talkinga bout 0.5.0 after 0.4.17
16:45 rubenwardy also, can we start using more smart pointers?
16:45 rubenwardy sure
16:45 rubenwardy unique_ptr guarantees you don't miss a delete, and makes it clear that a class owns that obj
16:45 rubenwardy and you can still use unowned pointers
16:47 rubenwardy my exams are done by next wednesday
16:49 sofar      nice
16:50 paramat    wooo
16:51 paramat    erm, securing builtin against CSM needs doing for 0.5
16:51 rubenwardy ah yes
16:52 paramat    (i think)
16:53 nerzhul    yes, where is the 0.4.17 atm ? what are we waiting ? my patches on backport branch ?
16:53 rubenwardy just the item crash I think
16:54 paramat    the fix is in
16:54 paramat    i thought we were waiting on android C++03 issues (?)
16:54 rubenwardy ah that too
16:55 paramat    at some point could you test the item crashfix on your server? i couldn't reproduce the crash oddly
16:56 rubenwardy doing it now
16:56 rubenwardy CTF is mostly ignore
17:04 entuland   sorry for the dumb question but I'm not able to expand CSM nor CTF in order to follow the discussion, could anyone expand them?
17:06 ANAND      CSM = client side mods
17:06 ANAND      CTF = capture the flag
17:06 ANAND      rubenwardy's server ^
17:06 entuland   thank you ANAND :)
17:07 ANAND      :)
17:39 paramat    capture the mod
18:57 Krock      paramat, #7345 How is this a blocker? The usual gameplay is still possible, so it's a regular Audiovisual bug.
18:57 ShadowBot  https://github.com/minetest/minetest/issues/7345 -- 'Plantlike_rooted' drawtype black when smooth lighting disabled
19:01 paramat    ok :) i was unsure too
19:02 paramat    well, it seems a blocker, but i also was unsure if that label was too overpowered
19:02 paramat    because then most bugs would become 'blockers'
19:03 paramat    feel free to remove label
19:07 Krock      Blockers and High Priority issues are meant to add to be added to issues which prevent from playing in certain circumstances
19:07 Krock      or they corrupt data in any way
19:07 paramat    i thought blocker was a 'blocker' for release?
19:08 Krock      hmm. Will look whether there's something in the wiki
19:09 paramat    i doubt it :)
20:47 nerzhul    Krock interesting cleanup, i'm reviewing it
20:47 Krock      nerzhul, mainly created it to make the HUD id=0 issue easier to solve :3
20:48 Krock      thanks for the time :)
20:48 nerzhul    seems there is only one minor change
20:48 nerzhul    (to perform)