Time |
Nick |
Message |
00:01 |
|
ssieb joined #minetest-hub |
00:28 |
|
paramat joined #minetest-hub |
00:32 |
paramat |
aerozoic https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0 has a section detailing breaking changes, upgrading to 5.0.0 only needs some minor mod fixes, many mods already have 5.0.0 versions |
00:34 |
paramat |
guidance for updating the player db would be useful, not sure if there is any or where |
00:36 |
aerozoic |
oh the player db thing was a 4.16 change, that's why i missed it XD |
00:36 |
paramat |
auth db? i thought that was 5.0.0 |
00:39 |
aerozoic |
wait no, all i see about databases is the 4.15>4.16 notes. My server has always used sqlite playerDB. So idk what affect 5.0 has on that. |
00:42 |
aerozoic |
a new auth feature was added in 5.0 but i assume that only applies to accessing the DB with a DB viewer? |
00:47 |
paramat |
not sure i don't understand it =) |
00:59 |
aerozoic |
i'll just worry about fixin the mods for now :) |
01:00 |
paramat |
yes that's all that's essential |
01:21 |
|
Miner_48er joined #minetest-hub |
01:41 |
|
ssieb joined #minetest-hub |
01:42 |
|
kaeza joined #minetest-hub |
02:02 |
ANAND |
I wonder why #6114 was revived after all these months... |
02:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/6114 -- Detection of dirty clients |
02:08 |
paramat |
so i unrevived it =) |
02:11 |
ANAND |
Yea, noticed :) |
02:12 |
ANAND |
It just becomes an endless argument after some time, no point in letting it go on. |
02:14 |
Emerald2 |
Bah. What's with people who think the devs are being lazy or not listening to the community or whatever? |
02:14 |
Emerald2 |
How about more appreciation of the amount of time and effort that goes into minetest? |
02:16 |
Emerald2 |
Devs, you're awesome. Seriously. |
02:18 |
benrob0329 |
^ this |
02:26 |
paramat |
thank you ;) |
02:31 |
ANAND |
Ha :) |
02:33 |
ANAND |
It's obvious not everyone has the same amount of time to spare. We can't blame the MT devs for not working on MT all the time - they're doing the best they can in the limited time they get. |
02:33 |
ANAND |
5.0.0 is the proof of the pudding, so to say - it took a while, but it has been released. |
02:48 |
aerozoic |
there seriously needs to be a guide on properly updating from one tag to the next |
03:03 |
aerozoic |
finally found it, for future reference: git fetch --depth=1 origin tag <new tag>; git checkout <new tag> |
03:09 |
aerozoic |
and recompile |
03:52 |
|
paramat joined #minetest-hub |
03:56 |
sofar |
aerozoic: "git pull" also does it |
03:56 |
sofar |
unless you checked out a specific tag and were on a detached head |
03:57 |
sofar |
--depth 1 only makes sense if you use git submodules, which minetest doesn't |
03:57 |
sofar |
`git fetch origin; git checkout $releasetag` would be enough |
03:57 |
aerozoic |
yes, i followed the instructions in the readme which says to use --depth 1 |
03:57 |
aerozoic |
not doing --depth 1 will trigger a huge download |
03:59 |
sofar |
why not just download the 5.0.0 source tarball from zip? |
04:02 |
aerozoic |
that seems much more complicated |
04:03 |
sofar |
lol |
04:54 |
ANAND |
Minetest could use of sub-modules for embedding MTG |
04:54 |
ANAND |
make use of* |
05:44 |
luk3yx |
Submodules are nice until... well... people like me try to use them |
05:50 |
ANAND |
CTF (ab)uses sub-modules for linking to 3 other repos |
05:50 |
ANAND |
Cloners just need to remember to use --recursive |
05:51 |
ANAND |
or --depth |
05:51 |
ANAND |
It's not very difficult, IMO |
05:59 |
sofar |
git submodules are an abomination and should be outlawed |
06:00 |
ANAND |
lol :) |
07:21 |
luk3yx |
Yay, I got hidden players working |
07:22 |
luk3yx |
Sorry if the code quality is bad, I don't know much C++. |
07:47 |
|
CWz_ joined #minetest-hub |
08:29 |
|
Unarelith_ joined #minetest-hub |
10:25 |
|
tenplus1 joined #minetest-hub |
10:25 |
tenplus1 |
hi folks :) |
10:25 |
tenplus1 |
Ethereal NG updated to detect and use Mt5.0's new decorations/permafrost |
10:31 |
tenplus1 |
Does anyone here use an alternative to Facebook ??? |
10:45 |
IhrFussel |
Question: Is stuff like 'getpos' 'setpos' 'moveto' still only deprecated in 5.X or will it throw errors now? |
10:45 |
tenplus1 |
lemmie quickly check... |
10:46 |
tenplus1 |
I see no reference to it in lua apart from the minimal game |
10:46 |
tenplus1 |
so I assume it'll throw an error |
10:46 |
IhrFussel |
Oh and hi tenplus1 =) |
10:46 |
tenplus1 |
:P |
10:46 |
IhrFussel |
I hope not, that would break most old mods |
10:47 |
tenplus1 |
0.4.16 and above use get_pos set_pos etc. |
10:47 |
IhrFussel |
Yes but getpos, setpos etc are still accepted |
10:47 |
tenplus1 |
all of my mods use it and worked ok in 0.4.16 and pver |
10:47 |
tenplus1 |
time to change the code I think to the newer function |
10:47 |
IhrFussel |
in 0.4.17.1* |
10:48 |
tenplus1 |
modders have had 2 versions to change the commands before proper deprecation |
10:49 |
IhrFussel |
Modders often give up on their projects and move on or leave the MT community |
10:49 |
tenplus1 |
those mods can be taken over or forked to fix |
10:49 |
tenplus1 |
which mods have you noticed still use older functions ? |
10:50 |
IhrFussel |
If someone has the required know-how and is interested in maintaining them ... some of mine are really old and I can't even find them anymore via google |
10:50 |
IhrFussel |
Or maybe it was renamed |
10:51 |
tenplus1 |
why not create a thread in forum "converting new mods to 5.0" and add them as an attached zip :) will convert them |
10:51 |
tenplus1 |
and players can also find them to re-download and use |
10:52 |
IhrFussel |
Quite a few... now I also need to say that I don't have a script that updates them all cause I modified a lot for my custom gameplay on the server... so a simple update won't work... When I see a major update for a mod I use I try to apply the changes manually via copy&paste or if the modification I made isn't too much of a hassle I update the entire mod and re-modify the parts later again |
10:52 |
tenplus1 |
er... "converting OLD mods to 5.0" even :D |
11:03 |
tenplus1 |
before long most of the older mods that are used will be updated for 5.0 since it's the new base |
11:17 |
ANAND |
IhrFussel: They're only deprecated |
11:17 |
ANAND |
They won't throw errors |
11:17 |
tenplus1 |
o/ anand |
11:17 |
ANAND |
Hi! :) |
11:18 |
IhrFussel |
Hello ANAND and thanks for checking^^ |
11:18 |
ANAND |
CTF uses shooter mod, which still uses deprecated methods like setvelocity and setacceleration |
11:18 |
ANAND |
It spams a metric ton of warnings, but that's it :) |
11:18 |
tenplus1 |
is the mod customized in any way anand ? |
11:18 |
ANAND |
shooter? |
11:18 |
tenplus1 |
yeah |
11:19 |
ANAND |
Yea, things like grenades have been tweaked |
11:19 |
tenplus1 |
ahh, looks a good mod [simple_shooter] |
11:21 |
ANAND |
Oh and crossbow damage numbers have been tweaked as well |
11:21 |
tenplus1 |
am sure stujones will redo the mod so that it uses 5.0's new features |
11:22 |
ANAND |
I think he's already in the process |
11:22 |
ANAND |
He's also planning to use raycast instead of custom calculations |
11:22 |
tenplus1 |
yeah, gotta look into raycasting as well for my own mods |
11:22 |
ANAND |
I'm the happiest person if he does that - those custom calculations make zero sense to me :) |
11:23 |
ANAND |
Here's a list of commits to shooter after it was added to CTF - https://github.com/MT-CTF/capturetheflag/commits/master/mods/shooter |
11:23 |
ANAND |
and then: https://github.com/MT-CTF/capturetheflag/commits/master/mods/pvp/shooter |
11:24 |
ANAND |
The history has been split into two because shooter was moved into a "pvp" modpack |
11:24 |
tenplus1 |
that confuses things a tad |
11:24 |
tenplus1 |
lol |
11:25 |
ANAND |
True |
11:25 |
tenplus1 |
am sure we'll see many new releases appearing soon |
11:25 |
ANAND |
For sure |
11:25 |
tenplus1 |
time for noms :) back laters o/ |
11:25 |
|
tenplus1 left #minetest-hub |
11:26 |
ANAND |
bai o/ |
11:29 |
|
Fixer joined #minetest-hub |
11:58 |
|
atorian37 joined #minetest-hub |
12:28 |
|
calcul0n joined #minetest-hub |
12:59 |
|
CWz joined #minetest-hub |
13:32 |
|
aerozoic joined #minetest-hub |
13:35 |
Fixer |
the actual fuck, stop this fucking captcha |
14:04 |
scr267 |
Is there a way to rotate debug.txt without having to restart the minetest server? Other processes will usually use things like kill -s HUP, but in this case it 'kills' minetest |
14:04 |
scr267 |
Sorry I probably posted this in the wrong channel :-( |
14:13 |
|
scr267 joined #minetest-hub |
14:21 |
nerzhul |
scr267 if you are on unix just use logrotate standard tool with copytruncate rule |
14:21 |
nerzhul |
it will copy the file to another and empty the minetest file |
14:21 |
nerzhul |
it should work properly |
14:22 |
scr267 |
nerzhul, yeah the problem is that I'm getting a bunch of extra fluff in my log file: "Mod performs HTTP request with URL" |
14:22 |
scr267 |
I'm running a sed -i '/Mod performs HTTP request with URL/d' ...debug.txt |
14:22 |
scr267 |
and I think at that point minetest loses its lock on the file and does not reconnect to it |
14:23 |
scr267 |
but you are right, I'll probably do it with some other process. |
14:23 |
scr267 |
when I do a backup of the site/db and mods (each night) I'll run the sed when the server is down temporarily. |
14:23 |
scr267 |
Otherwise I don't know how to get rid of that message flooding my debug.txt file |
14:24 |
benrob0329 |
scr267: couldn't you run sed on the file logrotate spits out? |
14:25 |
scr267 |
benrob0329, I suppose so but logrotate gzips it and it just gets a bit messier... but yes I certainly could. :) |
15:09 |
|
epod joined #minetest-hub |
15:11 |
Wayward_One |
Hi all :) |
15:12 |
ANAND |
Hello Wayward_One :) |
15:13 |
ANAND |
I don't see you around much these days. Gotten busy, eh? |
15:25 |
Wayward_One |
lol yeah, all sorts of busy :P |
15:43 |
ANAND |
Heh, me too :) |
15:52 |
ANAND |
Does on_player_receive_fields get triggered for text inputs in fields? |
15:55 |
calcul0n |
only when you press enter or some button |
15:55 |
calcul0n |
iirc |
15:58 |
ANAND |
I see... not when typing? |
15:59 |
calcul0n |
nope |
16:00 |
ANAND |
The formspecs section of lua_api.txt warn readers to not use field names starting with key_ as that's used by the engine to pass keypress events, but there's no mention of keypresses in the on_player_receive_fields section. |
16:01 |
ANAND |
I'll use dump to see what fields are actually sent, and when... |
16:11 |
|
Megaf joined #minetest-hub |
16:20 |
benrob0329 |
Hello Megaf |
16:30 |
ANAND |
As expected, on_player_receive_fields callbacks aren't run when typing. |
16:32 |
ANAND |
:( |
16:47 |
Megaf |
o/ |
17:27 |
rubenwardy |
https://i.rubenwardy.com/WcGJM.png |
17:27 |
rubenwardy |
Calinou: ZOINK |
17:27 |
rubenwardy |
ish |
17:42 |
rubenwardy |
ZOMG PONIES* |
17:45 |
benrob0329 |
rubenwardy: completely reinvented CSS yet? :P |
17:46 |
rubenwardy |
:D |
17:46 |
rubenwardy |
not quite |
17:46 |
rubenwardy |
I don't think I will |
17:46 |
rubenwardy |
CSS isn't really appopriate for us, anyway |
17:46 |
rubenwardy |
as formspecs can't have children |
17:46 |
rubenwardy |
so sad |
17:48 |
|
Peppy_ joined #minetest-hub |
17:49 |
|
Peppy_ joined #minetest-hub |
17:50 |
|
ssieb joined #minetest-hub |
17:53 |
|
Peppy joined #minetest-hub |
18:07 |
|
Unarelith joined #minetest-hub |
18:30 |
|
tenplus1 joined #minetest-hub |
18:31 |
tenplus1 |
hi folks :) |
18:31 |
rubenwardy |
hey tenplus1 |
18:31 |
tenplus1 |
hi ruben :P |
18:31 |
tenplus1 |
hows things |
18:32 |
rubenwardy |
good, good |
18:33 |
tenplus1 |
glad to hear |
18:33 |
tenplus1 |
been a quiet day so far |
18:34 |
tenplus1 |
tweaking as always :P |
18:36 |
* rubenwardy |
shuts down CTF4 |
18:36 |
rubenwardy |
tenplus1: good to hear |
18:37 |
tenplus1 |
always a sad day when a server is lost |
18:37 |
rubenwardy |
CTF5 is still online |
18:38 |
tenplus1 |
shooter mod needs some love for the ctf servers |
18:38 |
rubenwardy |
yeah |
18:39 |
rubenwardy |
ANAND is making a gun mod which looks like it could turn out better |
18:39 |
tenplus1 |
ooh nice |
18:39 |
rubenwardy |
heard that shooter is being updated to use raycast as well |
18:39 |
rubenwardy |
so lots of competition |
18:39 |
rubenwardy |
raycast is awesome for gun mods |
18:39 |
tenplus1 |
ehehe, all we use is bows so far :D |
18:39 |
tenplus1 |
really need to check out raycasting tho |
18:41 |
tenplus1 |
was thinking of making an Ethereal Lite mod that shoehorns it's custom biomes into v7 biomes for 5.0 |
18:44 |
sofar |
how busy was ctf4 until today? |
18:45 |
tenplus1 |
ctf is usually popular |
18:46 |
rubenwardy |
https://i.rubenwardy.com/Vf3Ma.png |
18:46 |
rubenwardy |
green=4, orange=5 |
18:47 |
rubenwardy |
5.0.0 has fragmented players onto the two servers, essentially resulting in half the usual count on each |
18:47 |
sofar |
argh I turned colorblind |
18:47 |
tenplus1 |
does it look like many servers are upgrading ? |
18:48 |
sofar |
oh wait it's all green and nobody can see the difference in colors |
18:48 |
sofar |
50+ 5.0 servers atm |
18:48 |
tenplus1 |
nice... has the Box server switched over ? |
18:49 |
sofar |
I switched it relatively early |
18:49 |
sofar |
maybe 5-6 days after release |
18:49 |
rubenwardy |
there's a server running on the CTF4 port which just kicks joining players with plz update |
18:49 |
tenplus1 |
ahh, since it's a custom game you can control everything inside it easier |
18:49 |
sofar |
was a great move - we've never had this many players |
18:50 |
sofar |
I don't remember seeing 8 players online for several hours during both weekend days ever |
18:50 |
rubenwardy |
ITB has the benefit of most of its players being loyal |
18:50 |
rubenwardy |
oh nice |
18:50 |
tenplus1 |
we noticed that signs_lib text glows in the dark using 5.0 |
18:51 |
sofar |
even the daily average is now at ~2.4 |
18:51 |
sofar |
wild times |
18:51 |
tenplus1 |
cant remember but yesterday we had between 8 and 12 players on when we switched |
18:52 |
sofar |
how did that go? |
18:52 |
tenplus1 |
went well, initial upgrade worked fine, only issue was duingeon_loot trying to add lava bucket to chest when it was disabled in-game... easy fix |
18:52 |
sofar |
haha |
18:53 |
tenplus1 |
we replace quite a few mods with custom one's, those work great... and today I've updated ethereal to include new biomes/decor so that's tonight' update |
18:55 |
tenplus1 |
formspec bagkg4rounds have changed also so I may need to tinker with those for my mods |
18:57 |
rubenwardy |
any idea why this doesn't match? tail -n100000000 -f debug_2019_03_18_18_20_42.txt | grep -o "Player with the name \"([A-Za-z_-]+)\"" |
18:57 |
rubenwardy |
2019-03-18 18:35:52: ACTION[Server]: Server: Player with the name "franta" tried to connect from IP but it was disallowed for the following reason: YOUR CLIENT IS OUTDATED |
18:59 |
|
Megaf joined #minetest-hub |
18:59 |
sofar |
huh |
18:59 |
tenplus1 |
hi Megaf |
19:00 |
|
scr267 joined #minetest-hub |
19:00 |
tenplus1 |
wb scr |
19:00 |
Megaf |
hi tenplus1 |
19:00 |
VanessaE |
rubenwardy: use egrep. |
19:00 |
Megaf |
brb |
19:00 |
tenplus1 |
o/ Vanessa |
19:00 |
VanessaE |
hi |
19:01 |
sofar |
rubenwardy: remove (), they're sed things |
19:01 |
tenplus1 |
did you know sign text glows in the dark ? |
19:01 |
VanessaE |
rubenwardy: or grep -e -o ..... |
19:01 |
|
Megaf joined #minetest-hub |
19:01 |
rubenwardy |
Ohh right |
19:01 |
rubenwardy |
I added the () because I only wanted the name |
19:02 |
sofar |
just grep and sed it |
19:02 |
sofar |
or awk if you don't like grep+sed |
19:03 |
tenplus1 |
has anything changed with visual_scale for nodes ? |
19:03 |
tenplus1 |
I had a skull using 0.5 scale which is now huge |
19:06 |
sofar |
cool, but, intimidating :) |
19:06 |
sofar |
how large is it? 5 nodes? |
19:06 |
tenplus1 |
the skull ? it's suppose to be half a node in size (visual_scale = 0.5) |
19:07 |
tenplus1 |
but that doesnt work now, it's a full node |
19:10 |
VanessaE |
tenplus1: or more specifically, entities are lit up brighter than the rest of the world. you can see white text on a white sign for example. |
19:10 |
tenplus1 |
seems visual_scale only works for "plantlike", "signlike", "torchlike", "firelike", "mesh" nodes now... |
19:11 |
tenplus1 |
yeah Vanessa, when we punch signs they go neon and glow in the dark |
19:11 |
VanessaE |
heh |
19:11 |
VanessaE |
THAT isn't normal :) |
19:12 |
tenplus1 |
but fun :D |
19:14 |
tenplus1 |
so wait, how do I scale nodeboxes now ?!?! |
19:14 |
VanessaE |
very carefully :P |
19:14 |
tenplus1 |
it doesnt work at all |
19:15 |
VanessaE |
well visual scale only works on signlike and plantlike drawtypes I guess |
19:15 |
tenplus1 |
it DID work on nodeboxes in 0.4.17 |
19:15 |
VanessaE |
you sure? |
19:15 |
tenplus1 |
yup, 100% |
19:15 |
VanessaE |
huh. |
19:15 |
tenplus1 |
we have skulls all over on Xanadu... now they're huge things |
19:16 |
tenplus1 |
I can easily change node-box = {} numbers, but that throws off the textures |
19:18 |
tenplus1 |
hrm, seems this is an issue |
19:18 |
sofar |
oh, it's a nodebox drawtype? |
19:18 |
sofar |
then why not scale the nodeboxes? |
19:18 |
tenplus1 |
I did that, it throws off the textures for the skull |
19:19 |
tenplus1 |
if I make a half height nodebox using {-0.25,-0.25,-0.25,0.25,0.25,0.25} then it only shows half the texture on the node |
19:20 |
VanessaE |
I wonder if this is related to the nodebox texture rotation bug I filed recently. |
19:26 |
tenplus1 |
I cant see anything like that in the commits vanessa |
19:26 |
VanessaE |
*shrug* |
19:27 |
tenplus1 |
I'll add an issue and see what happens |
19:27 |
sofar |
well you'll have to scale the texture too, obviously |
19:27 |
sofar |
but really, why not meshnode it? |
19:28 |
sofar |
anything over 2 nodeboxes should be meshed ;) |
19:28 |
tenplus1 |
it was far easier simple resizing a node, it worked before |
19:28 |
tenplus1 |
making a meshnode for a half height node seems overkill |
19:29 |
tenplus1 |
we've kinda lost a really neat feature |
19:29 |
sofar |
well the reason I'm saying it is because I believe resizing nodeboxes is something that shouldn't have worked before either |
19:29 |
tenplus1 |
but it did, 0.4.17 allowed us to do so |
19:29 |
sofar |
it just seems wrong, and it has side effects that you relied on |
19:29 |
tenplus1 |
just a bug fix I suppose |
19:30 |
sofar |
but idk, maybe it was a dumb mistake and can be fixed |
19:30 |
tenplus1 |
I'll add an issue and hope paramat doesnt get pissed |
19:32 |
|
kaeza joined #minetest-hub |
19:33 |
tenplus1 |
o/ kaeza |
19:34 |
tenplus1 |
https://github.com/minetest/minetest/issues/8400 |
20:01 |
|
BuckarooBanzai joined #minetest-hub |
20:01 |
BuckarooBanzai |
o/ |
20:01 |
tenplus1 |
hi BuckarooBanzai |
20:04 |
tenplus1 |
what's new with you dude ? |
20:05 |
BuckarooBanzai |
updated to v5.0, works really well :) |
20:05 |
tenplus1 |
kewl :P |
20:05 |
BuckarooBanzai |
i like the update... |
20:05 |
tenplus1 |
players seemn to like the binoculars :D |
20:06 |
BuckarooBanzai |
whats new on your front? |
20:06 |
tenplus1 |
same, upgraded to 5.0 and tweaked mods to suit :) |
20:07 |
tenplus1 |
players checking for bugs and letting me know :D |
20:08 |
Calinou |
rubenwardy: this is the second time I expect actual ponies :'( |
20:08 |
BuckarooBanzai |
i had surprisingly few bugs, just 3d-armor and skinsdb update, other than that no issues (for now...) |
20:08 |
tenplus1 |
hi Calinou |
20:08 |
Calinou |
anyway, nice :) Rounded corners would be nice to have, but it'd be more work with antialiasing |
20:09 |
tenplus1 |
with us it was dungeon_loot glitch, beds formspec and nodebox visual_scale |
20:09 |
BuckarooBanzai |
Calinou: the technic cnc can make rounded corners... |
20:09 |
tenplus1 |
lol |
20:09 |
Calinou |
what I meant is rounded corners in GUIs |
20:09 |
rubenwardy |
:D |
20:10 |
rubenwardy |
it's possible with an image background |
20:10 |
rubenwardy |
I would like to make it support it builtin though |
20:10 |
tenplus1 |
yeah, made the book look like an actual parchment one time :) was funny |
20:10 |
rubenwardy |
hmm |
20:10 |
rubenwardy |
9-slice support would be good too |
20:10 |
tenplus1 |
9-slice ? |
20:11 |
BuckarooBanzai |
Calinou: oh, sorry :P |
20:11 |
rubenwardy |
tenplus1: https://answers.unity.com/storage/temp/38655-captura+de+tela+2015-01-12+11.43.33.png |
20:11 |
rubenwardy |
when you make a GUI element using 9 images |
20:11 |
rubenwardy |
4 for each corner |
20:11 |
rubenwardy |
4 for each side |
20:11 |
rubenwardy |
one for the middle |
20:11 |
Calinou |
I exploited this in a Godot game to make light beams that can be arbitrarily stretched without distortion |
20:11 |
tenplus1 |
ohhh yeah... I used that technique in AMOS gui's |
20:12 |
rubenwardy |
the middle is then repeated when scaling |
20:12 |
rubenwardy |
it allows you to have variable size elements without stretching the edges |
20:13 |
tenplus1 |
would be handy to have "entity_image[x,y;w,h;obj;texture;x,y,z]" :))) |
20:14 |
rubenwardy |
what would that do? |
20:14 |
tenplus1 |
add an entity in formspec, or at least an image of an entity |
20:14 |
rubenwardy |
for armor, I gues? |
20:14 |
tenplus1 |
then you could rotate and show things like armor... yeh |
20:15 |
tenplus1 |
but also handy for things like instruction books you can read etc or adventures |
20:16 |
tenplus1 |
can formspec handle .png animations ? |
20:17 |
VanessaE |
nope. |
20:17 |
VanessaE |
but you can fake it |
20:17 |
tenplus1 |
constantlyupdating formspec ? |
20:17 |
VanessaE |
(see my minislots mod) |
20:17 |
VanessaE |
yup |
20:17 |
tenplus1 |
heh yeah, saw dat :D |
20:17 |
tenplus1 |
lost all my wages to those |
20:18 |
* tenplus1 |
is poor now |
20:18 |
VanessaE |
lol |
20:18 |
tenplus1 |
but yeah, png animations would be amazing for things like particle effects and formspecs |
20:22 |
|
scr267 joined #minetest-hub |
20:22 |
tenplus1 |
wb |
20:34 |
sfan5 |
tenplus1: you mentioned the "scaling" bug with nodeboxes, what is some easy way to reproduce it? |
20:34 |
tenplus1 |
make a node with the type "nodebox" and set visual_scale = 0.5 |
20:34 |
tenplus1 |
it shoudl have given a half sized node, but in 5.0 it's full sized |
20:34 |
tenplus1 |
this worked fine in 0.4.16 and 0.4.17 |
20:35 |
sfan5 |
ok, thanks |
20:35 |
tenplus1 |
also hi |
20:35 |
rubenwardy |
https://i.rubenwardy.com/7E432.png |
20:35 |
tenplus1 |
o.O what's that ruben ? |
20:36 |
rubenwardy |
a domain name |
20:36 |
rubenwardy |
how about: now |
20:36 |
tenplus1 |
lolol |
20:36 |
rubenwardy |
*no |
20:36 |
VanessaE |
it's almost worth the price ;) |
20:37 |
tenplus1 |
sfan5: this is my actual code that worked before: https://pastebin.com/63w7iQhJ |
20:57 |
tenplus1 |
nite all o/ |
20:57 |
|
tenplus1 left #minetest-hub |
21:23 |
|
diemartin joined #minetest-hub |
21:24 |
|
Unarelith joined #minetest-hub |