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IRC log for #minetest, 2018-09-03

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All times shown according to UTC.

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01:02 Silversword Αllɑh is doing
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01:03 Tabmow Aⅼlah ⅰѕ ԁοіng
01:03 Tabmow ѕᥙn is ᥒഠt doing Αllаh is doing
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01:10 Ritche15 Aⅼlah іѕ doiᥒg
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01:14 IhrFussel Helenah: I hope you are aware that every Minetest server logs PMs by default...it's up to the server owner to read them or respect privacy (unless you are in Germany where it's unlawful to read foreign PMs outside of critical situations)
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02:35 MinetestBot [git] 12Me21 -> minetest/minetest_game: Stairs: Safer slab name check aafe31c https://git.io/fA8v1 (2018-09-03T02:34:56Z)
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05:17 norkle hi all!
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06:10 tsglove22 Allah iѕ doіng
06:15 aidalgol Well it's lame spam, but it's less obnoxious than the last wave of spammers.
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10:34 of Ꭺlⅼah is dοіng
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11:26 tesu14 Allɑһ ⅰs dоiᥒɡ
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12:02 varesa24 Alⅼɑһ is dοiᥒɡ
12:02 varesa24 sᥙᥒ iѕ nоt dⲟіnɡ Allah іs ⅾഠіnɡ
12:02 varesa24 moon ⅰѕ not dⲟіng Aⅼⅼah is dоing
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12:30 ChimneySwift I wonder if they're bots or just really sad people with too much time to waste
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12:42 ErrantEgo14 Aⅼⅼah iѕ ԁoing
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12:49 progysm "Just do it"
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13:05 Ingar my arm build does not like luajit
13:06 Ingar (or the other way around)
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15:40 nortoh21 Аllaһ іѕ dοiᥒɡ
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15:45 ANAND I see... what are you doing then? :D
15:45 deltasquared hmm, what's the name of that fancy new ray trace type thing in 5.0, I can't find it in the diff log from 0.4.17.1 to HEAD (pulled earlier today)
15:46 ANAND Raycast
15:46 ANAND or minetest.raycast
15:46 deltasquared oh, ray *cast*
15:46 deltasquared that'd be why I didn't get it
15:46 deltasquared I was searching for raytrace heh
15:46 ANAND https://github.com/minetest/minetest/blob/a4f41e7bfc6c2d823eab1465258617cb033a452c/doc/lua_api.txt#L5336
15:47 ANAND sfan5, it'd be very useful if !api takes one string actually returns a link to a heading containing that string
15:48 ANAND e.g. !api Raycast would return the link above
15:48 sfan5 i'm too lazy for that
15:48 sfan5 PRs are welcome :)
15:48 deltasquared ANAND: I've found it now in my copy now I know what it's actually called, but cheers
15:49 ANAND lol
15:52 deltasquared now the other useful thing here which we /don't/ have yet to my knowledge is proper collision callbacks... my current hack of detecting an abrupt stop in get_velocity() (i.e. if one of .x/.y/.z suddenly reads zero) tends to raise false positives in 0.4.17. I wonder if that was fixed too
15:56 deltasquared that said, the mentioned false positive aside, I guess detecting deceleration (as measured from get_velocity()) would be more physically accurate for some things.
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18:19 naos26 Aⅼⅼah is ԁoіnɡ
18:19 naos26 ѕuᥒ iѕ ᥒⲟt dοinɡ Aⅼⅼɑһ is dοiᥒɡ
18:19 naos26 mοoᥒ іs nⲟt doiᥒg Allɑh iѕ ԁоіnɡ
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18:59 piesquared Is there anyone here that knows how digilines and luacontrollers work? I need some help.l.
18:59 piesquared *-l
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20:07 schurig`` Lua controllers are simple, I once used one
20:07 schurig`` haven't found terribly many uses for it
20:08 schurig`` what is confusing you at http://mesecons.net/luacontroller/ ???  Because this is what I used to learn about the lua controller
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21:06 Ingar I'm building on msys2 and I run into a cmake error.  src/CMakeLists.txt:833 and :836, GETTEXT_DLL and GETTEXT_ICONV_DLL are the path where the DLL is and the install line fails because it expects the DLL.
21:07 Ingar why do I always run into funky shit like this :D
21:10 Ingar # to the rescue
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21:26 Ingar make[2]: *** No rule to make target '../src/../../zlib125dll/dll32/zlibwapi.lib', needed by '../bin/minetest.exe'.  Stop.
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22:53 sur3 hi i get an error when i use setpos on an offline player, shouldnt that work anyway?
22:54 calcul0n nope, when a player is offline the player object is not usable
22:55 sur3 is there an other way then to set the position of an offline player?
22:56 calcul0n well, i'd say store that in some file and fix it when he comes back
22:56 Shara sur3: do it via register_on_joinplayer?
22:57 sur3 yeah that would be possible, but the game must store the position of players even if they are offline somewhere, isnt that data accessible from lua?
22:59 sur3 I mean set_player_privs seems to work for offline players for example..
22:59 calcul0n it's stored in a per-player file in ~/.minetest/players, maybe you can just parse that
23:00 calcul0n not sure you're allowed to open it from a mod though
23:03 calcul0n also not sure it's a good idea :p
23:03 sur3 yeah probably not because there seem to be other player data backends than files as well ^^
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23:24 this Αⅼlɑһ ⅰѕ ⅾoⅰᥒɡ
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