Time Nick Message 08:56 Krock Oh. Not much going on this Sunday morning :| 09:14 IcyDiamond o/ Krock 09:15 nerzhul hi Krock 09:15 nerzhul don't worry there are many PR to review :p 09:16 nerzhul question to -hub, what do you think about a meteo communication rendered by client only ? 09:16 nerzhul i thought about a protocol for this, and then we will need a client part (yeah client should think by itself sometimes, and it's less consuming than spamming particles server side :p) 09:17 nerzhul s/meteo/weather 09:18 IcyDiamond server should just say current weather and then client does the rest 09:18 IcyDiamond :P 09:18 nerzhul IcyDiamond it's the idea 09:19 nerzhul i'm not familiar with client about this, but i think we can do some software render (based on some current mods, but optimized, maybe), and maybe have shaders for this too if someone has skills 09:19 nerzhul you push an event to client to say the current weather and that's all 09:20 nerzhul maybe an optional texture to make it coherent with the global world theme 10:24 nerzhul IcyDiamond, the first PoC is here: #7519 10:24 nerzhul currently no rendering but server can send the state to the client 10:37 IcyDiamond Cool 11:03 ANAND Are the registered_on_* callbacks triggered in lua or in C++? 11:04 nerzhul it's the minetest.register_on_* lua call 11:04 ANAND Yes, but I'd like to know how they're actually executed 11:05 red-001 C++ 11:05 red-001 nothing stops Lua code from also calling them ofc 11:05 ANAND Ah, I see 11:06 red-001 see the (undocument?) `callback` function 11:07 red-001 oh 11:07 red-001 looks like it's documented correctly now 11:09 red-001 I guess I was wrong 11:09 ANAND Which callback function? 11:09 ANAND C++ or lua? 11:10 red-001 core.run_callbacks 11:10 red-001 it's what c++ calls 11:10 ANAND ah... 11:10 red-001 https://github.com/minetest/minetest/blob/eef62c82a2e58700fc1216b0b8c03e421bc77995/src/script/cpp_api/s_base.cpp#L232 11:10 red-001 https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L399 11:13 ANAND Where is this documented though? This seems to be a very useful function... 11:13 red-001 it's not 11:13 red-001 it's just in the right namespace 11:13 ANAND oh 11:13 nerzhul it's not, and only core can write on it 11:14 red-001 that's what through me off 11:14 red-001 nerzhul, don't think so? 11:14 red-001 it's in the main minetest namespace and registered from lua 11:14 nerzhul not sure, but only MT should write on the registered_* ref 11:15 red-001 not in some hidden Lua index like the unsecure environment 11:16 red-001 #7520 11:16 red-001 shadowbot would be useful here 11:17 red-001 ShadowBot, #7520 11:17 red-001 ShadowBot, title https://github.com/minetest/minetest/issues/7520 11:17 ANAND ShadowBot has been unvoiced 11:17 ANAND for some strange reason... 11:17 red-001 could an op voice it? 11:18 red-001 it's quite useful 11:18 ANAND true 11:18 red-001 unless that would break it or something 11:21 ANAND Looks like ShadowBot is supposed to be auto-OPed... 11:28 ANAND The minetest/core lua table is mapped to 'L' in C++, right? 11:30 sfan5 L is the lua state 11:31 ANAND Ahh... 11:44 tenplus1 hi folks :) 11:45 red-001 hello tenplus1 11:45 tenplus1 o/ red, hows things 11:59 tenplus1 hey Krock :P 11:59 Krock hi tenplus1 12:00 tenplus1 is there any reason the afteruse function for a tool does not work when using a custom on_use ? 12:00 tenplus1 or does it rely on the default on_use ? 12:11 Krock after_use depends on core.node_dig 12:11 Krock i.e. on_dig 12:11 Krock (of the node) 12:15 tenplus1 ahh, so it's only called for nodes, not for general usage ? 12:16 tenplus1 was attempting to get toolranks working for swords and mob attacks, looks like I'll have to do the changes myself then 12:17 IcyDiamond nodes really could use a neighbour update callback 12:17 tenplus1 hi diamond 12:17 IcyDiamond hi 12:17 tenplus1 also, neighbor update callback ? explain plz ? 12:47 red-001 minetest game has progressed nicely 12:48 red-001 looks so much nicer than 0.4.14 12:54 nerzhul red-001, in what ? (i'm generally on experimental to dev :p) 12:54 nerzhul s/experimental/minimal) 12:54 red-001 better biomes 12:55 rdococ there's no volcano biome yet 12:56 nerzhul volcano can be nice but it's not easy 12:56 nerzhul red-001 which biomes ? 12:56 red-001 underwater ones and better forest ones 12:56 red-001 maybe some other stuff 13:00 nerzhul oh it can be nice for underwater 13:00 Calinou https://github.com/flathub/net.minetest.Minetest/pull/4 13:00 Calinou did I post that here already? :P 13:00 Calinou I forgot 13:08 tenplus1 Mobs Redo API updated, now has toolranks support for swords 13:14 nerzhul hey guys, you want a rain preview ? :D 13:15 nerzhul https://www.youtube.com/watch?v=6Xe09W76EOw 13:19 nerzhul it's a pure client side rendering 13:20 tenplus1 nice, you using csm 13:20 nerzhul no 13:20 nerzhul CSM only know when weather is received from server 13:20 nerzhul but the server only send player:set_weather("rain") 13:20 nerzhul :p 13:20 tenplus1 ooh 13:20 nerzhul (in SSM side) 13:21 nerzhul and after 10° seconds: set_weather("normal") 13:21 nerzhul yeah it's simple, but it can be nice 13:21 tenplus1 :)) 13:21 nerzhul i need to handle many cases but it's the idea 13:21 nerzhul at least rain works :p 13:22 tenplus1 weather was always something we needed :) 13:22 nerzhul i know, and i was a little bit dev crazy today, i found an irrlicht example, tested it with unknown_node texture, now i need to tune it 13:24 nerzhul and it uses only irrlicht particles, you can imagine a shader for good machines :p 13:25 tenplus1 hardware particles... so not as laggy as addparticle(s) 13:25 nerzhul yes 13:25 tenplus1 sweet 13:26 nerzhul i add an intensity argument to tune the rain 13:28 Sokomine sounds very good. some rain now and then makes the game feel more realistic 13:28 tenplus1 yeah, sets a good ambience in teh world ripe for exploring :0 13:31 tenplus1 Toolranks updated with sword support for default and moreores 13:33 ANAND oh that looks very nice indeed, nerzhul! :) 13:37 longerstaff13 hi 13:37 ANAND o/ 13:37 nerzhul it's the beginning, and it's only rain :) 13:41 nerzhul https://www.youtube.com/watch?v=gji0v-pUO20&feature=youtu.be 13:41 nerzhul with intensity levels 13:44 nerzhul bon hesitate to vote on it #7519 13:47 nerzhul s/bon/don't/ 13:47 nerzhul https://github.com/minetest/minetest/pull/7519 (bot powa) 13:55 ANAND Nub question: If two PRs modify the same file, can one be merged without having to merge the other? 13:56 nerzhul yes 13:56 ANAND Cool :) 13:56 nerzhul the second will need to rebase 13:56 ANAND Ah.. 13:56 nerzhul (if there is a conflict) 13:57 ANAND So there's no need to rebase if both the PRs modify different parts of the same file? 13:59 nerzhul no, but it's not an expensive operation generally 14:01 ANAND I see... thanks :) 14:39 rdococ It'd be fun to have a game based on In Time. You have a set amount of time left to live, and when it runs out, all of your areas are cleared and you die, but you can trade time with other players, and generate time somehow. 14:54 nerzhul okay i think i have the good implementation for snow :D 15:00 nerzhul https://www.youtube.com/watch?v=wMsZP1DfNr4 15:01 nerzhul here is the video, i fixed the texture, but it's not perfeect, and i hope someone will find time to generate a good texture after merge :p 15:08 tenplus1 wow, getting better each step :D 15:09 nerzhul i'm trying to implement wind 15:14 tenplus1 Mobs_monster updated with ApireMints new spider model and textures :) 15:14 Krock oh nice, tenplus1. Logging deprecated function calls right now and you already seem to have updated your mods :D 15:15 tenplus1 I get there eventually :D 15:15 tenplus1 the new on_spawn function really saves registering separate models for each spider :) 15:15 Krock MTG also has some of these 15:16 Krock oh gosh! the boats mod only seems to know deprecated names 15:17 nerzhul haha 15:17 tenplus1 :P 15:18 Krock PR time for MTG again.. for once in a while 15:18 nerzhul don't forget builtin :D 15:19 Krock ouch 15:29 IhrFussel Hello guys, I need an offset for a text HUD that makes sure that no text is cut-off on the screen...I want the HUD to be displayed pretty close to the edge of the screen...right now I achive it using aligment x = -1 but that makes the HUD move a lot depending on what the text displays 15:29 IhrFussel Right edge of the screen* 15:31 IhrFussel The text length can be max 30 characters ... so maybe x=-(30*14)? 15:31 IhrFussel 14 is the default font size I think (not sure) 15:33 tenplus1 would be handy if hud and formspec text could select between fixed and variable as well as size 15:49 Krock error: The option --mirror mya not combined with Refspecs. 15:49 Krock > git push origin deprecated_fix .. what?? 15:52 IcyDiamond added a new machine to elepower, the solderer 15:54 IcyDiamond sodder 15:54 IcyDiamond :D 16:07 IcyDiamond https://i.lunasqu.ee/Screenshot_18-07-01-19:06:57.png automatic farm works pretty well :) 16:08 IcyDiamond https://i.lunasqu.ee/Screenshot_18-07-01-19:07:56.png been running for a while 16:08 tenplus1 kewl 16:08 IcyDiamond i think i should add a hoe to the planter so its not completely afk 16:10 IcyDiamond and the harvester is not completely afk either, when the sludge buffer fills up it wont run anymore 16:10 IcyDiamond so that has to be disposed of :P 16:11 tenplus1 automated to an extent :) but with repair/cleaning 16:11 IcyDiamond yep 16:12 IcyDiamond the planter can plant saplings too, so ill probably end up adding an axe slot to the harvester so it can chop trees too 16:24 IhrFussel Does font_size 15 for example mean that 1 character is 15 px wide? Or is that just the height? 16:25 tenplus1 height 16:25 tenplus1 font can have multiple widths depending on dfont 16:25 tenplus1 character 16:27 IhrFussel Ugh...I guess I will have to accept the "moving" HUD solution for now then 16:30 IhrFussel That seems to be the only method to make 100% sure that all players see the whole text...cause it's aligned to the left starting at pos x=1 offset x=-20 16:34 tenplus1 what is the text showing ? 16:35 IhrFussel Weekday, time and current event ... all 3 are essential on my server 16:36 tenplus1 o/ tumeni 16:36 tumeninodes \o hey ten 16:37 tumeninodes 34c here today :) 16:37 IhrFussel Until now they HUD was displayed at x ~ 0.85 which means on large screens it was not at the edge of the screen at all and possibly interrupted gameplay (who likes to have a text HUD near the middle of their view) 16:38 tenplus1 that's why I use x = 1.0 - (length of text) 16:43 IcyDiamond http://termbin.lunasqu.ee/ayer what 16:44 Krock IcyDiamond, omg! Minetest trojan! 16:44 IcyDiamond XD 16:46 tenplus1 hi srifqi 16:47 nerzhul okay for wind :d 16:49 nerzhul https://www.youtube.com/watch?v=w0FeV6S8Zxs 16:55 srifqi hi tenplus1 16:55 tenplus1 o/ 16:56 srifqi nerzhul: nice! 16:56 tenplus1 Xanadu updated with new farming, mobs, toolranks, tnt, creative changes 16:57 * srifqi hasn't tried anything about toolranks 16:57 tenplus1 ooh, 1.5 is pretty kewl nerzhul 17:01 nerzhul it's finished for snow, wind & rain, remaining types are storm and hug eclouds, but i think huge_clouds can be removed because we have a sky API 17:01 nerzhul for storm we should think about a storming rendering, and a flash is not suffcient :p 17:11 * rubenwardy sighs 17:11 rubenwardy just finished moving house 17:11 tenplus1 how'd it go ? 17:15 tumeninodes 0_0 I'm impressed rubenwardy..., houses are extremely heavy 17:16 tenplus1 did you use worldedit ? 17:16 tenplus1 :P 17:21 rubenwardy lol 17:21 rubenwardy my parents' car, actually 17:37 IcyDiamond you put your house on the car? impressive 17:38 rubenwardy ikr 17:39 rubenwardy I'm now on the train from Bristol to the city where my internship is 17:39 rubenwardy been a long weekend 17:39 rubenwardy ovens are a flippin' PITA to clean 17:39 IcyDiamond cool 18:20 IhrFussel Shouldn't I be able to stop the "HUD dancing" by adding a few spaces to the text so that it always has at least a certain length? 18:21 tenplus1 remember that font widths are variable, would work if it were fixed width 18:22 IhrFussel But the dancing only happens because the HUD is sometimes shorter other times longer...so the "end" of the HUD varies and makes the display jump from left <-> right 18:23 rubenwardy argh 18:24 rubenwardy the MMB table of contents is now longer than a few pages, the front page especially :( 18:26 Sokomine rubenwardy: is there a way to see the tags of the content db? so that users can search more specificly for something? 18:26 rubenwardy no 18:26 Sokomine especially those that are a) either new and clueless or b) search for something specific 18:26 rubenwardy tag filtering isn't yet implemented 18:26 tenplus1 o/ paramat 18:26 rubenwardy well, there's a page at /admin/tags/ which lists tags 18:27 rubenwardy but as the URL suggests, it's not user facing 18:27 Sokomine oh. that ought to. hope you can find the time for that soon. the db as such is very nice. but you also seem to be busy rl 18:27 rubenwardy it's an editor 18:27 rubenwardy there's an issue for this :) 18:27 Sokomine ah, good :-) 18:27 rubenwardy test: cdb#1 18:27 rubenwardy :( 18:28 Krock :'( 18:29 red-001 can someone voice shadowbot? 18:29 rubenwardy test: cdb#1 18:29 red-001 #1 18:29 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome 18:30 red-001 wtf lint https://travis-ci.org/minetest/minetest/jobs/398818706#L498 18:33 paramat ignore it, add to whitelist 18:35 nerzhul paramat, at a point i will finish by leave mt because of you, you know 18:35 tenplus1 o.O 18:36 Krock inb4 PR for LINT to finally offer more customization possibilities 18:36 red-001 inb4 change minetest code style 18:36 paramat erm, or add lint on/off lines 18:37 paramat whitelisting is just my preference and i am in the minority :) 18:43 CWz Hmm seems i need to make a mod that blocks message that cotain username between these two < > this an epidemic on bananaland 18:44 tenplus1 what's the problem with username ? 18:46 CWz the use exploit which makes it look like another player is talking 18:46 tenplus1 ohh, gotcha... kinda like using the admin /say command 18:46 CWz yep 18:52 tenplus1 ... /say *** Freddie_Mercury has joined the game. 18:53 nerzhul the new chat system in 5.0 will prevent this 18:54 tenplus1 colours in nametags ? 18:54 red-001 tenplus1, could work with colour stripping 18:54 red-001 otherwise the client can inject colour 18:55 red-001 CWz, just remove all duplicate spaces? 18:55 tenplus1 yeah, any more than 2 spaces should be stripped 18:55 red-001 I thought that was included in core 18:59 red-001 nerzhul, why is the chat timestamp sent to the client if it doesn't do anything with it? 19:08 tenplus1 does 0.5 allow you to paste text into chat in linux ? 19:10 Krock I still need to paste twice to get the right clipboard contents 19:10 Krock doubt that anything changed 19:10 tenplus1 bah 19:14 * CWz now to figure out how to revmove the spaces 19:15 nerzhul red-001 the idea was to format it on screen if needed 19:20 Krock nerzhul, however, these animations look very good 19:25 tenplus1 animation ? 19:26 tumeninodes hentai 19:27 tenplus1 o.O 19:27 tumeninodes :P 19:31 Krock tumeninodes, uh well not quite what I meant. It's the weather PR he was working on 19:31 tenplus1 olol, 1.5 looked good 19:35 nerzhul Krock, yeah but it's not so generic, then i closed it because it requires to rewrite a major part 19:38 nerzhul if i get time maybe i will try to have a generic API to use a such partilcle generator but not sure 19:43 tenplus1 particles need some lovin' so they dont lag servers :D 19:48 red-001 there is a PR to add a VM for particle spawners 19:49 nerzhul yes but it's not a particlespawner here 19:49 nerzhul it's more efficient for weather 19:50 nerzhul it's attached to player camera, and it spawn many particles, which can be enabled or disabled depending on player state 19:50 nerzhul + affected by wind 19:50 tenplus1 if players stand under shelter do particles still appear next to them or only outside / 19:51 nerzhul at the beginning it was only outside, but i didn't implemented it. it's not very difficult to verify, check the nodes over the player head and disable the particle effect if there other than air or ignore 19:52 tenplus1 kewlio :P 19:52 nerzhul but now the PR is closed because it's not generic => it's not mt 19:53 tenplus1 aww, how many weather mods are ppl making, this would have been very sueful 19:53 tenplus1 *useful 19:53 nerzhul my API was judged too high level, you must have shit low level api to do this, sorry :) 19:54 nerzhul when i get motivation i will rewrite is as a different thing, i think we need to keep a generic wind because all particles should be affected by it 19:54 nerzhul (if the final design is adopted) 19:55 tenplus1 20:00 IhrFussel Such an "check if above player is only air" check can be quite heavy depending on how high you check...what if the player is inside a cave with 30+ air nodes and then stone ceiling? 20:01 tenplus1 coudl check light level above player during daytime and if 15 then show particles :) less intensive 20:02 nerzhul Ihrfussel it's easy. iterate for the 100 or 200 nodes over player head, on first found = protected from rain 20:02 nerzhul no need to iterate over the whole list 20:03 IhrFussel Looping through 100-200 nodes each step/sec isn't that lightweight either I think...at least not in lua 20:03 nerzhul no need to check on each step and no need to do it on Lua, this should be done client side and optimized 20:04 tenplus1 the light check is a lot lighter cause if it's 15 during day then you know you're outside, node light levels are generally 14 and below 20:04 nerzhul just check it every 250 ms is sufficient 20:05 IhrFussel I thought you were talking about using a mod rather than coding it in c++ ... cause right now I use a weather mod and I had to reduce pretty much everything to stop the server from lagging 20:05 nerzhul i got an idea to make my API generic, but it will be experipmental and no time to code this evening, maybe tomorrow 20:05 nerzhul Ihrfussel hopefully no, it's not in Lua :p 20:06 nerzhul it's my weather PR 20:06 nerzhul https://github.com/minetest/minetest/pull/7519 20:06 nerzhul https://www.youtube.com/watch?v=w0FeV6S8Zxs 20:07 tenplus1 hi gary 20:07 red-001 Lua is somewhat needed for the level of customizability people want 20:07 garywhite hi 20:07 nerzhul yes, but we are too low level in many part 20:08 nerzhul then the server lags, whereas it can be blazing fast with the correct API level 20:08 nerzhul i know my weather is not generic, but at least it work as intended, and no lag, there is correct GPU offloading, it's nice 20:08 tenplus1 :PPP 20:08 nerzhul and there is customisable wind, & textures 20:08 nerzhul you can use rain with a custom texture and it will just work as you want 20:09 garywhite Is it true that now they're talking of making the next MT version 5.0? 20:09 nerzhul it's already the case garywhite 20:09 red-001 are those hardware particles? 20:09 tenplus1 5.0 is a silly version 20:09 nerzhul red-001 i think it is because i didn't hear my CPU fan :p 20:09 garywhite But 5.0 means that you already have 4 stable major versions behind it 20:09 tenplus1 exactly, should be 0.5 20:09 nerzhul we have 20:09 garywhite even 1.0 would be more suitable 20:10 nerzhul 0.1, 0.2, 0.3 and 0.4 20:10 nerzhul also 5.0.0 is the real version 20:10 nerzhul sorry guys but there is no discussion. All discussion has been done on github, voted and accepted. 20:10 IhrFussel The zero had to be dropped because we entered "patch" releases ... 0.4.17.1 0.4.17.2 etc 20:10 red-001 nerzhul, have you considered fixing that old PR for hardware particles? 20:10 nerzhul i don't want to use that PR 20:10 red-001 iirc it's issue was that they didn't seem to do gravity right 20:10 nerzhul unmaintanable diff, and i prefer to use my model if i wanted to be generic 20:11 nerzhul gravity is embedded in my thing, 20:11 nerzhul with the direction affector i use for wind 20:11 nerzhul we can plug a rotation affector too 20:11 nerzhul and any other custom affector we want to add (color affector for example) 20:12 tenplus1 will it need shaders enabled to work ? 20:12 nerzhul no 20:12 tenplus1 *phew* 20:12 nerzhul but my idea behind a high level weather was to permit switching between this render and a shader render 20:12 nerzhul shader render for rain & snow can be great 20:12 nerzhul with a generic API bye bye shaders for powerful GPUs 20:13 red-001 it's just not very generic 20:14 nerzhul yes, but it is a little bit 20:14 nerzhul it doesn't permit multiple weather at the same time 20:14 * tenplus1 has 20 pet spiders thanks to AspireMint... teh new models are very cute 20:14 nerzhul but you can already use rain, change the texture and the parameters of wind, rain 20:14 nerzhul the direction, 20:15 nerzhul then it's nearly generic, just there is the WEATHER name 20:15 nerzhul and it's a singleton model 20:15 red-001 what happened to the guy that was writing better pathfinding? 20:16 nerzhul maybe i can change that to make server register WEATHER (or any other name) models, when the client connects, he fetches the models, and then the weather API permits to enable/customize each "weather" 20:16 tenplus1 pathfinding needs a whitelist of nodes it can go through 20:16 nerzhul i think is algorithm was not good and the path throw him into lava 20:19 nerzhul i added notice on my PR permitting to modify it to make it generic , now i need to re-code the whole server -> client communication + make client part generic and more powerful 20:19 tenplus1 minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm, whitelist) 20:28 tenplus1 nite all o// 20:33 paramat we have caves in MT that are several hundred nodes high (and can be customised to be much larger), so the light check is the best way to know the player is under open sky, much more lightweight too 20:36 red-001 so many issues from LMD 20:36 red-001 or is it his brother? 20:37 paramat writes like LMD, KGM is crazy :) 20:38 red-001 paramat, is there a reason to mark feature requests as possible close just before a core dev doesn't want to implement it? 20:38 paramat do you mean very old requests with no interest? 20:39 paramat any with no core dev support for over 2 years are marked 'possible close' 20:39 paramat the intenetion is to bump them for some more attention from core devs 20:40 paramat i ask regularly that core devs look through these 20:41 paramat *intention 20:45 paramat the reason seems obvious 20:46 Sokomine how do i run mt in debug mode again? 21:00 red-001 https://itunes.apple.com/us/app/is-your-cat-plotting-to-kill-you/id1249158204?ls=1&mt=8 21:03 paramat compile with build type = debug 21:03 paramat cmake -DRUN_IN_PLACE=1 -DCMAKE_BUILD_TYPE=Debug 21:04 paramat however afterwards you must force a clean build and recompile as a release version 21:04 Sokomine ah. i might not have the debug compiled in 21:05 paramat debug has F5 info enabled by default 21:05 Sokomine the most recent version of mt crashes on me frequently just with Speicherzugriffsfehler (ram access error)...which isn't very helpful 21:05 paramat using 'gdb' too? 21:06 paramat recent MT does seem to crash a lot .. 21:06 Krock yes, please compile a debug build and run it using gdb to get the backtrace 21:07 Sokomine even with gdb right now, yes 21:09 Krock it gets more helpful when entering "bt" into the gdb command line 21:09 Sokomine error shown: https://pastebin.com/jR7HibT5 (quite short) 21:09 Krock https://github.com/minetest/minetest/blob/master/src/network/connection.h#L323 21:11 Sokomine i'll try that. compiling.... 21:26 rubenwardy Omfg 21:26 rubenwardy Why does LMD keep coming up with comedy gold 21:26 nerzhul ? 21:26 rubenwardy https://github.com/minetest/minetest/issues/7524#issuecomment-401633035 21:26 nerzhul oh yeah... 21:28 rubenwardy Anyone know a light web app which can serve a website based on a directory of music? 21:28 rubenwardy I want to have a place on my website to allow streaming and downloading zips of albums 21:28 rubenwardy Ideally with album art 21:29 rubenwardy Makes syncing with my phone easier 21:40 rubenwardy mega life hack: alias mt="cd ~/dev/minetest; atom ." 21:41 rubenwardy I now have this for all my main projects 21:50 tumeninodes haha, "mic drop" 22:03 BakerPrime Rubenwardy: Are Ya around tonight? 22:03 rubenwardy maybe 22:03 BakerPrime lol 22:03 rubenwardy :D 22:03 BakerPrime Stupid question, how do I USE the models from the Nodebox editor? 22:04 BakerPrime Do I copy-paste the coords into a "fixed" drawtype? 22:04 BakerPrime Or are there easier ways? 22:05 rubenwardy export to Lua gives you a node definition 22:06 BakerPrime Okay.... Lemme figure this out. Thanks! 22:06 BakerPrime I'll probably be back, though. >_> 22:06 BakerPrime :P 22:06 rubenwardy !mod draw 22:06 MinetestBot rubenwardy: Multinode-gates, drawbridges and garage doors [gates] by addi - https://forum.minetest.net/viewtopic.php?t=9897 22:06 rubenwardy oops 22:06 rubenwardy !book draw 22:06 MinetestBot rubenwardy: Node Drawtypes - https://rubenwardy.com/minetest_modding_book/en/chapters/node_drawtypes.html 22:08 rubenwardy #LMDforCoreDev 22:16 paramat lol 22:23 xerox123_ Heh 22:31 BakerPrime @rubenwardy: Okay, so I don't quite have it figured out, but I'm leaving in a few, so I'll have to figure it out another day. Cya'll! 22:31 BakerPrime AFK 23:44 * rubenwardy just made something in inkscape 23:44 rubenwardy new chapter sneak peak: https://i.rubenwardy.com/RrN85.svg 23:53 paramat hmm