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15:25 |
Calinou |
I'm getting this when trying to fetch Gauges 1.0.3 on ContentDB: 'fatal: update_ref failed for ref 'HEAD': cannot update ref 'refs/heads/master': trying to write non-commit object 8588d63cc6abd8f15e9f7b72696b1ed543b70561 to branch 'refs/heads/master'' |
15:26 |
rubenwardy |
is there a master branch? |
15:26 |
Calinou |
yes, I created the v1.0.3 tag and pushed it too |
15:26 |
Calinou |
I also set up the webhook, but did so after pushing the tag so it won't apply for now |
15:27 |
rubenwardy |
did you give an explicit commit when creating the release? |
15:27 |
Calinou |
no, just v1.0.3, but I think it worked last time when I used a tag |
15:27 |
rubenwardy |
hmm |
15:28 |
rubenwardy |
there is no 8588d63cc6abd8f15e9f7b72696b1ed543b70561, so I have no idea where that came from |
15:28 |
Calinou |
I ended up entering the commit hash and it worked |
15:28 |
Calinou |
interestingly, the folder structure is different from 1.0.2 |
15:28 |
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15:29 |
Calinou |
the ZIP has a different name, and contains the files directly instead of having a folder inside |
15:29 |
rubenwardy |
I create zip files using a different tool now |
15:29 |
Calinou |
(doesn't this break in-client installation?) |
15:29 |
Calinou |
the client code should be able to determine this automatically so both are supported, ideally |
15:29 |
rubenwardy |
the client code doesn't care about the zip name |
15:30 |
rubenwardy |
I don't think it even cares about the names of subdirectories |
15:30 |
Calinou |
but this one has no main subdirectory |
15:30 |
rubenwardy |
like, you could have sfdasd.zip/somewrongthing/init.lua, and it'll install to mods/correctmodname/init.lua |
15:30 |
Calinou |
it has a bunch of subdirectories and init.lua directly in the root |
15:30 |
rubenwardy |
the subdirectories from the repo? |
15:30 |
Calinou |
yes |
15:30 |
Calinou |
compare 1.0.3 to 1.0.2 on https://content.minetest.net/packages/Calinou/gauges/ |
15:31 |
rubenwardy |
well, the client code supports not having a superfluous subdirectory |
15:31 |
rubenwardy |
ContentDB used to use git archive to make zips, now it uses a library call git-archive-all in order to support submodules |
15:32 |
Calinou |
ok, good :) |
15:32 |
Calinou |
I was just wondering whether the client code supported this |
15:33 |
rubenwardy |
just tested, it does |
15:36 |
MinetestBot |
[git] Df458 -> minetest/minetest: Add animated_image[] formspec element (#9258) 7ce2178 https://git.io/Jvldm (2020-02-15T15:33:18Z) |
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18:48 |
An0n3m0us |
Hey guys; I'm looking for anyone's opinion on whether mtg should have doors that are made of different woods (they'll also have different textures of course). What do you think? |
18:49 |
An0n3m0us |
Secondly, do you think door icons should look like the one on the left in this picture: https://i.paste.pics/84382311f94fbf73e66349f1ecb5cfd5.png |
18:51 |
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19:39 |
whtemple1959 |
Hello, I need help understanding the Basic Robot programming. I have tested the chest mover 1 script from https://wiki.minetest.net/Mods/basic_robot#Chest-Mover1 and hanno Behrens farmer_01 script. both work perfectly on their own. here is the rub. My accountant brains thinks that combining the two scripts into should result in a robot getting seeds from a chest and then planting a field. But, I get an error #ROBOT |
19:39 |
whtemple1959 |
ERROR 84 attempt to call global "f" (a nil value) in the Hanno Behrens' script there is a line at line # 26 f=coroutine.wrap(function() and then at 59 num=f(). there is no "f" any where in either scripts. My question is what have I done wrong that the scripts do not function together? |
20:15 |
Hawk777 |
whtemple1959: it would be easier for us to figure out what’s going on if you post exactly your own script, rather than us having to try and reconstruct what you did. Could you post it somewhere (e.g. https://pastebin.com/)? |
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22:33 |
hisforever |
Hi I'm trying ot use tech pac, but its not shownin up |
22:49 |
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23:02 |
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23:02 |
BurningPrincess1 |
Would //set air or //deleteblocks be better to remove bulds flaoting in the air? |
23:03 |
BurningPrincess1 |
I thought //deleteblocks messed the database for the map up and could lead to it being ruined |
23:05 |
sfan5 |
not really |
23:06 |
sfan5 |
like the name says deleteblocks will delete the mapblocks and more importantly allow terrain to be regenerated (if you explore it again) |
23:06 |
sfan5 |
for removing buildings floating somewhere in the air the only relevant difference is the 16x16x16 granularity |
23:06 |
sfan5 |
basically you should just use //set air |
23:07 |
BurningPrincess1 |
Thank you. riff-IRC said that it can lead to shadows on the land below tho |
23:07 |
BurningPrincess1 |
sfan5, why should I use //set air? |
23:08 |
sfan5 |
because there is no reason to use //deleteblocks |
23:08 |
BurningPrincess1 |
sfan5, thank you |
23:08 |
sfan5 |
the shadow thing might happen but I don't know if shadows could not happen with deleteblocks |
23:09 |
BurningPrincess1 |
sfan5, never knew map blocks was 16x16 either |
23:11 |
BurningPrincess1 |
And are all areas (made on their own) within an area sub areas of that area or will I have to remove them one by one? |
23:16 |
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