Time |
Nick |
Message |
00:17 |
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00:22 |
rubenwardy |
Anyone know whether there's an API to go from MTS to Lua tableS? |
00:22 |
rubenwardy |
also, is there a tool for editing MTS? |
00:28 |
VanessaE |
not precisely, but WE can load and safe MTS, so you could load one, putter around building/digging as needed, then re-save the area as a plain .we file, which is a table |
00:28 |
VanessaE |
save* |
00:29 |
ChimneySwift |
aren't MTS just compressed Lua tables? |
00:30 |
rubenwardy |
I found it |
00:30 |
rubenwardy |
local schematic_in_lua = minetest.serialize_schematic("schematic.mts", "lua") |
00:31 |
rubenwardy |
ChimneySwift: MTS is a binary format, not sure how it works |
00:31 |
rubenwardy |
you generate it from a Lua table though |
00:31 |
ChimneySwift |
ah |
00:31 |
ChimneySwift |
interesting |
00:40 |
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01:10 |
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01:38 |
rubenwardy |
huh, swear you're supposed to be able to make readonly fields? https://i.rubenwardy.com/IEOLn.png |
01:40 |
rubenwardy |
field[0.3,0.6;3,1;;Name;government] |
02:16 |
rubenwardy |
well, used 2 labels and a box: https://i.rubenwardy.com/BRkR5.png |
03:17 |
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14:58 |
IcyDiamond |
https://forum.minetest.net/viewtopic.php?f=9&t=15448 |
14:58 |
IcyDiamond |
oh. |
15:04 |
IcyDiamond |
mobs redo apparently supports this |
15:07 |
IcyDiamond |
ahh thats awesome |
15:12 |
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17:05 |
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17:05 |
IhrFussel |
minetest.remove_node() calls all node callbacks correct? |
17:06 |
IhrFussel |
I mean all callbacks that are related to digging/removing |
17:06 |
sofar |
no |
17:06 |
sofar |
definitely not related to digging |
17:06 |
sofar |
it just calls the on_destruct() I think |
17:25 |
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17:36 |
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18:00 |
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18:12 |
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18:12 |
Krock |
hi tenplus1 who isn't ehre again |
18:13 |
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20:04 |
benrob0329 |
Opinions on tnt_stick shading (for improvement on the current texture) https://i.imgur.com/7CY1hBU.png |
20:14 |
Fixer |
benrob0329: can you post before version as well? |
20:14 |
benrob0329 |
Fixer, https://user-images.githubusercontent.com/3686677/40815446-7999b6f8-653e-11e8-879c-571df4e9dca3.png |
20:18 |
Fixer |
benrob0329: hard to say, change is subtle, depends on your tastes |
20:20 |
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20:45 |
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21:46 |
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21:56 |
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22:01 |
rud0lf |
SPOILERS |
22:01 |
rud0lf |
ugh |
22:01 |
rud0lf |
:P |
22:02 |
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22:12 |
Fixer |
n |
22:39 |
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22:55 |
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22:56 |
tumeninodes |
hmm, sure would be nice if we could use meshes as selection boxes.... (can we?) |
22:57 |
T4im |
no |
22:57 |
tumeninodes |
I wonder how difficult it would be to implement |
22:58 |
T4im |
collision detection uses simplified shapes for good reasons |
22:58 |
T4im |
performance that is |
22:58 |
tumeninodes |
yeh but, my angled doors look shit using them :P who cares about silly performance..., when you can have angled doors? |
22:58 |
T4im |
i mean, maybe you could make the selection boxes look like meshes |
22:59 |
T4im |
visually that is |
22:59 |
tumeninodes |
my thought was to use the same mesh for those doors, and simply set a blank.png to them to use as the selboxes |
22:59 |
T4im |
do you just mean for displaying the selection boxes or for tracing against them? |
23:00 |
tumeninodes |
displaying it |
23:00 |
T4im |
ah, ok; yea, maybe |
23:00 |
tumeninodes |
will take an engine change though |
23:01 |
tumeninodes |
would be a tough one to suggest as it would be such a specific and rare use-case |
23:02 |
T4im |
i mean; what you could maybe do is some kind of mesh outline instead of a wireframe to highlight |
23:02 |
tumeninodes |
such as for angled doors or other none-cubic objects which do not follow the status quo |
23:02 |
tumeninodes |
that's what I was thinking |
23:03 |
tumeninodes |
but, would need to figure how to make the outline work in step with the crosshair /camera |
23:07 |
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23:31 |
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