Time Nick Message 00:04 rubenwardy what for? 00:35 frabbit rubenwardy: what do u mean with what for? 00:46 rubenwardy frabbit: are you talking about codes to verify the downloads? 00:46 rubenwardy they're downloaded over HTTPS 00:46 rubenwardy there's your cert 06:58 luvo about my yesterday problem I found a mod by BlockMan in GitHub (https://github.com/BlockMen/invtweak/) that maybe can help me find the way of comparing to itemstacks! I'll keep you posted 07:02 luvo yesterday, sfan5 was talking about this I think https://github.com/BlockMen/invtweak/blob/master/init.lua#L208: the get_wild_index method. I'll check more in-depth this time 08:15 MinetestBot oil_boi: May-13 21:30 UTC The pigs are getting more boar-like with each iteration. Love it! 08:15 oil_boi Thanks texmex, 22i has created all the mobs I want to use, and blockmen has a perfect ghost model so there is no longer any need to pull my hair out learning blender 08:17 oil_boi Also, I'd like to ask, does automatic_face_movement_dir use -math.pi to math.pi or 0 to math.pi*2 ? 08:24 oil_boi Oooh no, I just tested it, it's not looking good, it's -math.pi/2 to math.pi*1.5 08:39 oil_boi Easy fix body_yaw = self.object:get_yaw()-math.pi/2 08:57 oil_boi Also I found that set_bone_position with {x=0,y=0,z=0} or nil as the position completely destroys the local location of the bone :L 10:31 sfan5 !tell oil_boi you might wanna enable deprecated_lua_api_handling = log while developing, there's quite a few deprecated calls in Crafter that should be replaced 10:31 MinetestBot sfan5: I'll pass that on when oil_boi is around 10:53 MinetestBot oil_boi: May-15 10:31 UTC you might wanna enable deprecated_lua_api_handling = log while developing, there's quite a few deprecated calls in Crafter that should be replaced 10:55 oil_boi Ooo, thanks 11:17 oil_boi sfan5, I see in this line https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4767 it requires "name", what exactly is that referring to? 11:18 sfan5 e.g. minetest.get_mapgen_setting("mgv7_flags") 11:18 oil_boi Ahh, ty 11:19 oil_boi Aw man, still returns nil with https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4775 "mgv7_flags" 11:20 sfan5 you wouldn't use it with mgv7_flags 11:20 sfan5 but e.g. mgv7_np_dungeons 11:20 sfan5 (take a look into map_meta.txt) 11:23 oil_boi Holy crap we can directly access the mg settings now that's crazy 11:24 sfan5 btw 11:25 sfan5 https://user-images.githubusercontent.com/1042418/82045239-09700180-96af-11ea-9e6d-09d7a5b12841.png 11:25 sfan5 https://user-images.githubusercontent.com/1042418/82045242-0d038880-96af-11ea-8a7a-c8dde15680a2.png 11:25 sfan5 do you see a difference here and which do you prefer? 11:35 oil_boi Number 2 seems to have better color and shadows 11:37 sfan5 the colors are exactly the same but yeah I agree 11:38 oil_boi It looks more alive, also the saturation seems to look better even though the colors are exactly the same, shadows have that effect 11:38 oil_boi Is this an upcoming merge? 11:39 sfan5 just a different default value for a setting we've had since 2016 11:39 oil_boi How would I try this in my own client? 11:39 sfan5 ambient_occlusion_gamma = 1.4 11:43 oil_boi https://i.imgur.com/Z6MZL3J.png 0.25 https://i.imgur.com/rQpNIqt.png 1.4 11:45 oil_boi Err, 0.25 = default, this is 0.25 https://i.imgur.com/ikaJWNg.png 11:45 sfan5 0.25 is a bit extreme yeah 11:50 oil_boi It looks like an ENB 12:01 oil_boi Hopefully this gets rid of most of the deprecated calls and the Aether, Void, and Nether now have seeds that match the world generation, or completely random if fails 12:01 oil_boi https://github.com/oilboi/Crafter/commit/269bce7c4c3d21206f3d0ba51b3967338ad45e70 12:04 sfan5 with mob spawning disabled it gets a lot harder to find food 12:05 sfan5 or is that because I ran /clearobjects? 12:08 oil_boi No spawning is disabled currently, I'm completely rewriting everything in the api to make mobs actually intelligent and use pathfinding, also going to implement a global mob table so that spawning gets disabled once a certain amount of mobs are loaded based on the number of players currently in the game 12:09 oil_boi You gotta make a farm for now 12:16 sfan5 >stone how is made from stone not cobble 12:16 sfan5 ???? 12:16 sfan5 hoe* 12:22 oil_boi Whoops, welp that's fixed now 12:23 * oil_boi wonders if the hoes break too fast 12:24 oil_boi also sfan5 if you'd like to test the head tracking you can do /spawn creeper or /spawn pig or even /spawn phyg 12:25 sfan5 looks its working 12:25 sfan5 it walks in circles and directly looks at me for half the circle 12:25 oil_boi You might have to git pull and you must have the server privelage, they kinda just go in a circle for now 12:25 oil_boi W000 12:25 sfan5 you added mob spawners for dungeons yet? 12:29 luvo > it walks in circles and directly looks at me 12:29 luvo that's a little creepy 13:02 oil_boi sfan5 just wait until they have pathfinding, then you're really gonna think they're creepy 13:03 oil_boi Also no, I was trying to find a way to bake that into the engine dungeon spawning, maybe a decoration? 13:05 sfan5 not sure that would work 13:05 sfan5 https://github.com/minetest/minetest_game/blob/master/mods/dungeon_loot/mapgen.lua 13:13 luvo hahahahahaha 13:15 luvo I feel like a kid watching two adults talk 13:35 oil_boi Well good! Programming should be fun 13:42 luvo it is, for sure! 13:45 texmex oil_boi: You're adding uphill water streams now? :) 13:50 oil_boi texmex uphill waterstreams? 13:51 texmex Ah no, it was just https://i.imgur.com/ikaJWNg.png looking like it when in fact it was the rain. 13:52 oil_boi Hahaha, that might be possible actually 13:52 texmex Yes, just spawn some individual water nodes into stone, I guess. 13:53 texmex On that note, how do you feel about stream water eroding the top grass layer so that hills don't get overflown by water? 13:54 texmex Basically this thing http://g.recordit.co/zxJRNB8141.gif , instead of this thing https://i.imgur.com/MHkQcdo.jpg 13:55 luvo it looks interesting texmex 13:57 texmex I've always wanted a decorations-like node placement function but in 3D instead of topview 2D. Basically it would be nice to be able to "place water in stone, with air neighbour nodes in horizontal direction" and you'll target vertical surfaces etc. 13:57 texmex Would certainly be useful in this case, but other cases too ofc. 13:58 oil_boi That might eat up a bit of CPU, but I can try to make it efficient, how is that done? I couldn't find a way for a "on_construct workaround" to implement something like that for lava cooling 13:59 sfan5 on_flood exists, but it doesn't get called for air 14:00 sfan5 so what you *could* do is register an airlike node that is always placed above lava, this node will then have its on_flood called which you can use to implement lavacooling 14:00 sfan5 it's not a very good workaround tho 14:03 oil_boi I just wish there was a way to hook into the liquid flow algorithm, or to have it done in c++, so that when the liquid flows, it will call the on_flow function, but I do not know how that code works so I could be misinterpreting it 14:03 texmex The gif is made with this old geezer https://github.com/tacotexmex/floodables 14:04 texmex It makes the node floodable, which is of course destructive when applied to normal water but perhaps hill streams could be made of a special water node. 14:05 oil_boi Hmmm, very interesting implementation, what if the water itself was floodable? 14:06 ANAND I remember reading somewhere that setting liquids as floodable would cause issues 14:06 NetherEran imma try out quickly what actually happens 14:06 ANAND :D 14:07 texmex Remember safety glasses 14:08 luvo and mask... at least this days 14:09 texmex sfan5: Why even fake air? Why not just a certain logic when the on_flood runs? The on_flood doesn't even have to flood the floodable necessarily. 14:10 sfan5 on_flood of what exactly? it is only called when liquid replaces a node that is not air 14:14 oil_boi huh self.object:get_texture_mod() is a nil value 14:16 texmex Uh, right. Lava is liquid too xD 14:16 texmex Too slow in the head. 14:17 NetherEran ok I tried it 14:17 NetherEran I instantly caught fire 14:18 NetherEran Actually I didn't notice a difference 14:23 texmex Seems like on_flood calls are not executed when applied to liquids. 14:26 ANAND That's interesting 14:26 ANAND Here's the warning: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7182 14:26 ANAND Probably outdated 14:32 texmex Would be useful to be able to define what specific liquid a node was to be floodable by. 14:33 texmex …but that can probably be baked into the on_flood function itself. 14:33 ANAND Yeah 14:37 yrungr is it correct that a minetest server only runs on a single core, but can use threads? 14:40 sfan5 not exactly 14:40 sfan5 (depending on what exactly you mean by that terminology) 14:41 sfan5 The main business of a server happens in a single thread but Minetest makes use of multi-threading for e.g. map generation and loading the map from disk. 14:41 yrungr gotcha. 14:41 yrungr thanks sfan5. 14:46 oil_boi Oof oof oof 14:48 _Zaizen_ Hi everyone I'm having a little bit of troubles with entities. I want to be able to spawn an entity with some properties and after that spawn the same entity but this time i've changed some properties. the problem is that if i change the properties in the register entity it changes the properties of all enemies included the ones already spawned of that type. 14:48 _Zaizen_ Does anyuone have an idea on how to handle this problem? 14:51 NetherEran In the on_activate callback you can do a local props = self.object:get_properties() and change what you want to change. Then you can self.object:set_properties(props) to apply the changes. 14:53 _Zaizen_ Thanks for the suggestion, I will try this and see if it works for what I have to do. 15:09 Miniontoby hello 15:09 Miniontoby hows it going guys? 15:11 luvo_ Hello! 15:12 Miniontoby hey 15:12 Miniontoby https://forum.minetest.net/viewtopic.php?f=11&t=3905&p=372834#p372834 15:12 Miniontoby I need help 15:13 Miniontoby plz someone 15:14 Miniontoby who knows to what channel rubenwardy's servers are connected to 15:15 * ANAND hides 15:15 Miniontoby lol 15:15 oil_boi sfan5 I thought you'd like this https://youtu.be/H1E-CPS4X94?t=157 15:15 * Miniontoby will roll a dice 15:16 ANAND Ho ho ho, that's sweet! 15:17 Miniontoby wowo 15:17 sfan5 oil_boi: just like in the old days :D 15:18 * Miniontoby subscribed 15:18 ANAND > phyg 15:19 ANAND !! :O 15:19 Miniontoby back 15:19 * Miniontoby Gooit een dobbelsteen met 6 vlakken en krijgt 4 15:20 * Miniontoby roll a dice 15:20 * Miniontoby Rolls a 6 sided dice and gets 5 15:20 luvo_ lol, that creeper is a catapult 15:20 Miniontoby yes 15:20 Miniontoby lol 15:20 Miniontoby yes 15:20 oil_boi sfan5 Yeah :D I'm sure there's a way to create stages for the flashing to happen faster as it ticks down 15:20 Miniontoby a kind of like angrybirds 15:20 oil_boi luvo_ creeperpult! 15:20 Miniontoby lol 15:21 Miniontoby but can anyone help me with https://forum.minetest.net/viewtopic.php?f=11&t=3905&p=372834#p372834 15:21 Miniontoby I want to let it be working 15:21 Miniontoby it is on an rpi 15:22 Miniontoby I have my own local irc server 15:22 Miniontoby where I want it to be connected to 15:22 Miniontoby and if I buy a server then thats inpossible 15:23 Miniontoby lol 15:23 Miniontoby /cycle is funny 15:23 Miniontoby need to stop for now 15:24 oil_boi toby noooo it was right here https://github.com/minetest-mods/irc#installing 15:24 luvo_ too late... 15:24 luvo_ :( 15:26 _Zaizen_ NetherEran: unfortunately it doesn't work really well for what i'm doing because I need a timer on the entities so there is still the problem that when an entity change it's timer every timer change. 15:29 _Zaizen_ Oh, maybe I found the solution. 15:34 luvo__ oil_boi love the bounce of the arrow when it impacts with a node haha 15:39 oil_boi Thanks! I wish I could find an easy way to make it get stuck in the node, I'll have to look in my old code from mystic 15:40 luvo__ mystic was an old mod you did? 15:40 luvo__ is it the mod you talks in the video about "testing mod"? 15:45 oil_boi Yes it was this junk https://github.com/jordan4ibanez/Mystic 15:47 oil_boi I wonder if there is a way for me to hack in players skins downloading automatically when they join the game, I don't know if the game engine can dynamically load in textures though 15:49 luvo__ all I know is that unified_inventory lets you change your skin in-game (don't really now if that is what you are asking) 15:55 texmex oil_boi: If you’re pulling a texture defined with with only texture modifiers I don’t see why you wouldn’t be able. 15:57 luvo__ I just realized (re-reading the api) that what sfan5 told me about (get_wield_index) is a method for the user (hurray for me!), but I tried `get_wield_list`, `get_wielded_item` and `get_wielded_index`: the first two methos worked, but the index one, says "attempt to call method 'get_wielded_index' (a nil value)". Any idea why it is reporting me nil? (I'm using this in the `after_use` tool callback thanks in advance! 15:57 sfan5 I believe it's called get_wield_index instead 15:58 luvo__ yeah, nice re-reading, Luvo 15:58 luvo__ thank you again sfan5 15:58 luvo__ sorry for that 16:00 luvo__ like, I just wrote right at the start of the question 16:00 luvo__ smh 16:02 oil_boi texmex do you know of an example of this? 16:13 texmex oil_boi: https://forum.minetest.net/viewtopic.php?t=22867 16:17 texmex In the case we’re talking about it’s simpler on the MT side, instead a conversion from a PNG image to ”a crap-ton of texture modifiers” needs to happen in an external server component able to reply to HTTP calls from MT, sending the crap-long texture string back. (possibly compressed with minimum characters, then decompressed once inside MT) 16:45 oil_boi Oh thank you, let's see what I can do with that 17:15 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest_game: Carts: Reset player view and attachment table on death 13b787fcf https://git.io/JfRaZ (152020-05-15T17:04:38Z) 18:36 luvo__ I finally did what I wanted yay! Thank you very one! 18:37 luvo__ I finally did what I wanted yay! Thank you very one! 18:37 oil_boi You're welcome! Even though I didn't do anything 18:37 luvo__ hahahah 18:37 luvo__ oops, double message sorry 18:38 oil_boi ok texmex I will make the hud display the selected item, but WITH A TWIST https://youtu.be/4LGu1sOvxYs?t=63 18:40 luvo chan chan chaaaan 18:42 oil_boi yeee 19:42 luvo_ mmm... has http://git.minetest.org/minetest/minetest anything to do with this minetest? I mean, are you contributing there too? or is it other's people 19:42 Krock No, that's an unofficial fork 19:43 luvo_ thx! 19:44 sfan5 the person who manages that has a tendency to stalk and harass people so I recommend staying away 19:44 sfan5 it's also forked from an somewhat old version of Minetest 19:45 luvo_ thank you for the advice 19:46 luvo_ I just found voxelands and finished there 21:56 oil_boi texmex https://i.imgur.com/TlskMe8.png 21:58 texmex oil_boi: my boi oil coming through! 21:58 leo_rockway hello minetesters. 21:59 leo_rockway any chance that anybody would be willing to give this another look? It was opened 5 years ago and the last post is from 2 years ago: https://github.com/minetest/minetest/issues/2399 21:59 leo_rockway it's about liquid flow being unpredictable 22:01 oil_boi yeeee 22:02 oil_boi leo_rockway is there a space below that lava node? 22:02 leo_rockway oil_boi: I don't recall the specifics. All I know is that I have a Skyblock map and the cobble generator works one way, but not the other. 22:03 oil_boi What does that mean leo_rockway 22:03 oil_boi do you have a picture? 22:03 leo_rockway oil_boi: this comment from Wuzzy does: https://github.com/minetest/minetest/issues/2399#issuecomment-303485009 22:03 oil_boi oh THIS ISSUE 22:04 oil_boi oh god 22:04 leo_rockway yes, it's super old 22:04 leo_rockway it messes with me every time I try to make a cobble generator, that's why I bring it up. 22:05 leo_rockway oil_boi: thanks for the bump in the issue :D 22:07 oil_boi I figured it out, it's based on viscosity 22:07 leo_rockway oil_boi: you figured out as in you have a fix? 22:07 leo_rockway it out* 22:07 oil_boi No wait it's not 22:07 leo_rockway it would be weird if it were based on viscosity, because it works in 3 directions. 22:08 oil_boi That is very VERY weird, that is 2 nodes away will not flow over water, viscosity 7, but at 5 it will, water will flow over lava regardless of distance 22:08 oil_boi Also leo_rockway I will absolutely not have a fix haha 22:08 leo_rockway oh, so viscosity does make a difference then. 22:09 nephele oil_boi, damn, need to find a new dealer :P 22:09 leo_rockway oil_boi: man, I was going to say, ticket's open 5 years and you fix it in seconds! 22:09 oil_boi All I can do is show it in a video 22:09 leo_rockway that might not be a bad way to bump that issue. 22:10 leo_rockway if I try to run minetest and capture video at the same time my laptop turns into a toaster oven. 22:11 oil_boi No wait, it's actually working properly in my game with nether lava and main lava 22:11 oil_boi I forgot I restricted main lava flow to 3 nodes 22:11 oil_boi Also nephele the only thing I deal is bugs 22:12 nephele wait, you make the bugs in minetest? 22:12 oil_boi Maybe someone accidentally fixed in in 5.3 dev?? 22:12 oil_boi Oh yes 22:15 leo_rockway https://i.imgur.com/66gHvue.png 22:15 leo_rockway https://i.imgur.com/cc754Zk.png 22:15 leo_rockway same exact set up, just rotated 22:15 leo_rockway in the first one, water never flows and cobble is not generated. 22:16 leo_rockway I don't think I ever changed the flow of water or lava in my setup. 22:16 leo_rockway this is mineclone2, but I could replicate the same thing in minetest game. 22:17 leo_rockway in fact, I'll try and do that now. 22:19 leo_rockway from minetest game: https://i.imgur.com/U9YWZPz.png 22:20 leo_rockway same cobblestone generator setup, except in one water flows one way and in the other one the opposite way. One works, the other one doesn't. 22:26 oil_boi https://i.imgur.com/yBJRT4o.png 22:26 oil_boi Crafter has a tweaked config though 22:26 leo_rockway so the water is going sideways for you? 22:27 oil_boi dedicated_server_step = 0.01 22:27 oil_boi No it's meeting up normally 22:27 leo_rockway did you try rotating the same setup? 22:28 leo_rockway oh, and I see that the meat pops decrease from left to right in crafter. Mineclone2 needs that! 22:29 oil_boi Every direction, it's weird I can't replicate it https://imgur.com/a/tnbgZq0 22:29 oil_boi Also yes, symmetry is important! 22:31 oil_boi Also in this image, it's probably happening because it does a binary check in all directions +1x -1x, +1z -1z and it's breaking the loop after the first check fails, maybe 22:31 oil_boi https://user-images.githubusercontent.com/17685062/37201183-3a1709e8-2387-11e8-910b-73582f8a03ae.jpeg 22:32 leo_rockway it doesn't explain my image, though. 22:33 oil_boi Your image is probably the "politeness problem" one wants to flow before the other in code, therefore neither does, this is in combination with the 2 generals problem localized within memory space 22:34 oil_boi The only solution to fixing this code is that one must flow overriding the other on the loop that calculates new flowing nodes 22:34 leo_rockway I'm surprised it only happens in one direction. 22:34 oil_boi Oof, that was too much brame wurk 4 tday 22:35 leo_rockway it's Friday! 22:36 oil_boi Yes, that will happen, I have no idea how the flow code works, but if entities automatic_facedir_rotation or whatever the variable is ranges from -math.pi/2 to math.pi*1.5 then anything is possible 22:36 oil_boi Also my favorite part about that is if you set automatic_facedir_rotation to 0 then it's still turned 90 degrees to the right in code 22:37 oil_boi because math.pi/2 is 90 degrees in literal 22:37 leo_rockway this is why I'm not a programmer. This stuff does hurt my brain. 22:38 leo_rockway I can script admin stuff, I'm fine with that. 22:38 oil_boi Oh dude, it took me like 3 hours to translate the radians in degrees then work from there, f*** combining the yaw of the body with the yaw of the head while setting the head rotation and working around the set_bone_pos bug which breaks it's position in the animation 22:38 nephele if you wanna do movement in a 3d game you gotta expect some vector math :P 22:39 oil_boi Oh yes nephele I do, but not when a random issue like that is coming up, very blah 22:39 leo_rockway I dropped out of compsci and got a translator degree instead. 22:40 nephele I think i'll implement my focus code again as a csm, funnily enough i only wanted to get a bully-like aim thingy for fighting 22:40 nephele only figured out later that it is basically a literal aimbot haha 22:41 nephele ah, i remember why i didn't yet, i don't think csm has any call to set the camera angle :g 22:42 oil_boi csm is in the state the Minetest 0.4.8 was, but that will change, eventually, everyone is working very hard on it since it creates extreme amounts of aesthetic possibilities and creativity that cannot be achieved over packets through a network connection 22:45 nephele oil_boi, server send csms will be nice... can then finally remove all the useless formspec garbage i have and generate them locally :g (currently make formspecs for all machines that run in like the formspec string, like the mtg furnace does, but ideally i shouldn't need to :D) 22:46 oil_boi Oh you already can 22:46 nephele yeah, packaging is somewhat annoying though 22:46 oil_boi But it requires a bit of work 22:47 nephele I suppose i should just do a client-side part for the gamemode and tell people to install it or smth 22:47 oil_boi It honestly does not matter how annoying the packaging is, look at Windows 95, if your code is good enough, people will use it 22:48 nephele its orders of magnitude worse than garrys mod for instance, i certainly dont have the patience to manually manage activations of clientside mods for specific servers i want to play on 22:48 nephele i guess its fine for people that only ever play on one or two servers, but bah 22:48 nephele although i should probably start regardless, eventually it will be there and i would have a csm ready, then :P 22:50 oil_boi Eventually the csm will be exported to your client when you join the server, or join your singleplayer world, the csm currently is just a prototype, with csm downloaded automatically modding the code in memory will be so ultra extremely difficult a skilled hacker would have trouble modifying lua code in memory space 22:51 oil_boi So yes, you should practice on this CSM prototype, even if you have to make a server mod just to load textures 22:52 nephele Well, in gmod you only had to say "include these textures", which you already can by having them in the textures folder, so not much work there :P 22:54 oil_boi Yes, gmod is using source, which is an overhaul of quake with blink video and havock built on top of it with a lua api slapped on top of it, it was also developed by quite a few very well paid people that spent only their working hours creating it and directly being in communication with each other 22:54 nephele I know it's history, it's api for client / server mods was really nice though 22:54 oil_boi You are now on a project developed by ... 412 people, half of which do not come online anymore 22:55 nephele mods are simply both, with one part beeing on the server and one on the client, checkable by globals 22:55 nephele oil_boi, sure... i can still take it as a reference though 22:55 oil_boi Very true 22:55 nephele I think it did that part of its lua api really well, i do miss it a bit :P 22:55 oil_boi I think the problem with "include these textures" is the fact that someone could hack that to run "include this exe" 22:56 nephele almost had a working lock-less (in the gameplay sense of not taking away camera control) inventory system ... :( 22:56 oil_boi A lock-less inventory? 22:57 nephele I hoped the brackets explained what i ment :g 22:58 nephele gmod, or atleast the servers i played on, is generally still an fps shoort, interacting with inventories with your mouse can be quite bad since it takes away your movement controls and power to look around in that game.. i instead opted to use like the numpad and so to navigate it 22:58 oil_boi Oh that's quite easy to do 22:59 nephele I didn't claim it was hard 22:59 nephele Just that the pre-made UI thingies generally only did mouse control, and bad one at that, so had to make the inventory i wanted from primitives mostly so made a tiny layouting thing in lua 23:00 oil_boi You must simply make a hud that emulates an inventory, with specific slots creating sub elements, and you must get the last position of get_wield_index and then combine that with your modified hud, and then create a drop down reference for the client to utilize, and have a timer to timeout showing the hud 23:01 oil_boi I will make this in a little while 23:02 nephele I disagree with a timeout, and i have no idea what you mean with a drop down 23:02 nephele i will make this either way, i mostly have the code already :P 23:03 oil_boi https://screenshots.gamebanana.com/img/ss/guis/5a7078c8d049c.jpg 23:03 oil_boi This? 23:03 nephele Just a bit bumped that minetestes way to get keybindings is so awfully limited 23:03 nephele oil_boi: what do you mean? 23:04 oil_boi Or do you mean this? https://i.ytimg.com/vi/G78T31k8uqE/maxresdefault.jpg 23:04 nephele I honestly don't know what either of those should be 23:05 nephele I am talking about a HUD displaying inventories of items only while you look at it 23:05 nephele so you can interact with the keyboard while looking at them 23:05 oil_boi Then I have no idea what you mean ¯\_(ツ)_/¯ 23:06 nephele Well, the closest analogy i know is fallout4 quick-loot, if you know that 23:06 oil_boi YES 23:06 oil_boi Make that shit happen 23:07 oil_boi How about we do this 23:09 oil_boi nephele https://github.com/minetest/minetest/issues/9871 23:10 nephele I had a tiny ui layouting thingy for gmod, i think i can port it to minetest rather easily, should be able to make something like quickloot with that https://git.gryphno.de/neplevitan/glua-mod-ui/src/branch/master/lua/ui.lua 23:11 oil_boi How about you ping that or DM that to a core developer directly? I am just a simple api game dev 23:12 nephele ping what? 23:12 oil_boi A rather annoying one tbh hahaha, well do stuff like this: sfan5 23:13 sfan5 I can say one thing: that bug you opened is probably a duplicate 23:13 oil_boi See what I told you nephele? 23:13 nephele i think that more keybindings would be nice is known :D 23:13 oil_boi Very annoying not looking through duplicate problems 23:16 nephele I can't make duplicate tickets if i don't open tickets *taps forehead* 23:16 oil_boi Don't worry, I've done that for you :D 23:17 nephele Anyway, I'll work on this tommorow, feel free to ping me about that in case i forget (I think with the keys i can use currently i atleast have a basic one to make), should sleep now to try and maintain a normal sleepcycle :g 23:22 oil_boi Alright I'm done being a butthole 23:29 oil_boi Also definitely do not approve that as it allows access to creating keyloggers combined with the http modding api, so I will close it now 23:33 sfan5 >// if this node is not (yet) of a liquid type, choose the first liquid type we encounter 23:33 sfan5 ok who thought this was a good idea 23:34 sfan5 the reason that the lava refuses to flow that way is that the liquid code finds the water first and operates on the assumption that the water wants to flow there 23:34 oil_boi SO IT IS a 2 generals problem localized 23:35 oil_boi Also that's why my custom water flows properly? 23:35 sfan5 what exactly does "custom" mean? 23:35 oil_boi main:water not default:water 23:36 sfan5 doesn't make a difference 23:36 oil_boi Then why does it work?? 23:40 sfan5 ¯\_(ツ)_/¯ 23:41 oil_boi Does it make a specific call to namespace default:water or default:water_flow? 23:43 leo_rockway sfan5: this bug's lived for half of the life of minetest. It would be a great celebration and people will rejoice once it's fixed. 23:43 leo_rockway Minetest turns 10 years old in November, if I'm not mistaken. This bug was opened in 2015. 23:44 oil_boi If you guys want a real headache: https://github.com/minetest/minetest/issues/9872 23:44 oil_boi Just thought I'd add petrol to the inferno 23:45 leo_rockway but how viscous is that petrol, oil_boi ? 23:45 oil_boi As thick as the oil I'm made of yo 23:46 oil_boi I think I need to relearn cpp so I can create horrific monstrosities of merge requests that someone will end up fixing, again 23:47 oil_boi Oh no, I just got 3 ideas at once 23:50 leo_rockway I think I'm too old to actually learn cpp. And too unmotivated to learn it. I can deal with Lua in small dosis. 23:50 sfan5 https://github.com/minetest/minetest/pull/9874 23:50 sfan5 and now it is be time to go to bed 23:50 sfan5 s/is be/is/ 23:51 * leo_rockway highfives sfan5 23:51 oil_boi have a good one sfan5 23:51 leo_rockway goodnight 23:53 oil_boi leo_rockway do you think it would be cool if we could set the digging/placing animation speed? and change the animation based on if the item is a node or a tool/item? 23:53 leo_rockway oil_boi: I do. I actually mentioned it in the Mineclone2 forum thread, I believe. The digging animation in minecraft is much faster and it looks more dynamic. 23:54 leo_rockway but, I can request stuff as much as I want, but I feel like a freeloader doing so, haha. 23:54 leo_rockway although I feel like I contributed a bit by poking that one liquid flow issue today. 23:56 oil_boi leo_rockway https://github.com/minetest/minetest/issues/9876 23:56 leo_rockway I had an idea for a game for a long time. Basically, you crashlanded in the minetest planet and you need to craft the parts of your spaceship to be able to return to your planet. 23:56 oil_boi This is the best I could do with quite a few beers in me 23:56 leo_rockway nice 23:57 oil_boi The MC animation of placing nodes has always stuck with me, same with the digging speeds on tools. I may have created the digging/placing animation, but I always wanted a custom variable to control it 23:57 leo_rockway I think there should be room for custom animations. Like eating, drinking, shooting, playing an instrument, etc. 23:58 leo_rockway imagine an ocarina mod :) 23:59 sfan5 there, fixed it in the situation Wuzzy reported there too 23:59 oil_boi Very nice sfan5