Time |
Nick |
Message |
00:49 |
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05:35 |
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05:40 |
ANAND |
Hello world! o/ |
07:24 |
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07:25 |
jas_ |
how about them mouse binds? |
07:34 |
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07:36 |
ANAND |
Hey jas_, I'm very busy with my exams until around the 15th of December. Will see what I can do after my exams are over. ;) |
07:38 |
jas_ |
sorry, a rather dark attempt at humor. i believe the fate of the PR is beyond your contributions. multiple devs expressed near-zero interest |
07:39 |
jas_ |
i've resolved myself to staying on an old version of minetest, i'm at peace with it LOL! |
07:39 |
jas_ |
thank you for the patch!!! |
07:39 |
jas_ |
:) |
07:39 |
ANAND |
lol |
07:40 |
ANAND |
near-zero != zero :) |
07:40 |
ANAND |
near-zero > 0, ofc :P |
07:55 |
jas_ |
yes you're right, it's a good point to point out |
07:58 |
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08:02 |
jas_ |
the one bit of interest i observed was rubenwardy when the original patch was submitted, and again when yours was. his was rather abstract, however, seeming to support the concept but not the patch |
08:03 |
jas_ |
i seem to recall him preferring to wait until a whole reworking of the substructure can be done. not sure what that means, maybe along the lines of abstracting actions such that any action may be bound to any key; i'd love to be able to define custom actions, and expose them to a keybind (if that makes sense) |
08:06 |
jas_ |
that's how it was in quake, anyway. you simply /bind <key> <action> and <action> may be user-defined. but i'm content with simply being able to rebind dig/place actions. by the way, i was thinking about "activate" for a word to replace "rightclick" since that's what on_secondary_use prints to the log |
08:07 |
jas_ |
but i digress, i haven't touched much minetest code lately. gonna start working on some CSM to learn more of that. i made a little patch that plays a jump sound in CSM, cuz there's a player:is_touching_ground() method which is really cool |
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