Time Nick Message 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 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 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 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 18:12 Krock hi tenplus1 who isn't ehre again 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 22:01 rud0lf SPOILERS 22:01 rud0lf ugh 22:01 rud0lf :P 22:12 Fixer n 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