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IRC log for #minetest, 2019-08-31

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All times shown according to UTC.

Time Nick Message
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00:47 Wuzzy hey I am adding a node that is a wallmounted nodebox..
00:48 Wuzzy however, it seems the textures are always rotated when i place the node at the wall... how do i disable this behaviour?
00:48 Wuzzy can I force to disable texture rotation for wallmounted nodes?
00:49 Wuzzy what i mean with "rotated textures" ...
00:49 Wuzzy the top texture will be on the left side if node is placed at a wall instead of the floor
00:51 Wuzzy align_style doesnt seem to work as well
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12:47 MinetestBot [git] DS-Minetest -> minetest/minetest: Document world format version 28 (private nodemeta) (#8857) 0492565 https://git.io/fjpJw (2019-08-31T12:47:12Z)
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13:15 aldum is there a way I can make the collisionboxes show up for debug purposes?
13:16 nepugia Of nodes? i think one of the f keys did that, the one that also has the debug info overla
13:17 aldum that shows wireframes, but that seems to be the nodebox
13:21 Krock write a mod that overrides the nodeboxes with collision boxes
13:21 aldum interesting
13:21 Krock the wireframe only shows the vertices borders
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16:47 Soni I'm making a DAW. how do I do mixing on the client? how do I do streaming sounds? how do I export the audio?
16:50 Krock do you want streams in Minetest?
16:51 Krock yes? requires C++ code changes to implement that
16:51 Krock why? because all media is sent from the server to the client on join
16:51 Krock and mixing must be done by piping the stream through some audio processor
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16:52 Niwla https://forum.minetest.net/viewtopic.php?f=47&t=23190&p=355811#p355811
16:52 Niwla anyone is interested in this cool mod?
16:53 Krock use simple_protection (shameless self-advertising)
16:53 Soni why can't we just have client mods
16:53 Soni literally everyone else has them
16:54 Krock there are client mods
16:54 Soni some even push the whole mod to the client
16:54 Soni (similar to browsers, but with only a fraction of the sandboxing)
16:54 Krock but the client mods have such a poor API right now that it hardly will be possible to use it for anything else than chatting or utils
16:55 Krock FYI: there's yet no audio stuff exposed to the Lua API.
16:56 Soni do we have files?
16:56 Soni or DLLs?
16:56 Soni yes I think native modules would be easier than doing it with a filesystem
16:57 Krock OpenAL, libogg and libvorbis are dynamically linked to Minetest, if they're enabled in the build options
16:59 Soni well, it's a DAW, I don't need OpenAL
17:00 Soni I just need an audio output, raw ALSA will do
17:00 Krock good luck with ALSA on Windows and MacOS
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17:07 MinetestBot [git] ClobberXD -> minetest/minetest: particles.cpp: Fix code-style 095f26a https://git.io/fjpIq (2019-08-31T17:05:53Z)
17:07 MinetestBot [git] ClobberXD -> minetest/minetest: clientobject.h: Fix code-style 96762af https://git.io/fjpIm (2019-08-31T17:05:53Z)
17:07 MinetestBot [git] pgimeno@users.noreply.notabug.org -> minetest/minetest: Fix rotation of attached particlespawner 9543b84 https://git.io/fjpIY (2019-08-31T17:05:53Z)
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17:42 Soni Windows and MacOS, meet garbage can
17:43 Soni as long as it works on FreeBSD I don't care
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18:46 MinetestBot [git] paramat -> minetest/minetest_game: Creative: Override the hand instead of re-registering e8097c9 https://git.io/fjpLw (2019-08-31T18:44:17Z)
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21:05 fruitsnack hello, is there more documentation (apart from the engine code, haha) on how does minetest.emerge_area() works?
21:06 fruitsnack Does the area stay loaded, should I unload it like with forceload?
21:07 sfan5 no that only applies if you use minetest.forceload_block()
21:07 sfan5 the area will stay loaded as long as the engine deems it useful
21:08 fruitsnack so, if there are no players it'll be unloaded?
21:08 fruitsnack Or other factors (like forceloaded block, etc)
21:10 sfan5 yeah
21:10 fruitsnack I suppose I should use minetest.emerge_area callback input to actually do some operations (I need to check mapblocks for some nodes)
21:22 Krock you can also use vmanip to forceload the block for a short time
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