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01:35 |
MTDiscord |
<MisterE> how might I call minetest.node_punch(pos, node, puncher, pointed_thing)? I want to simulate a player punching a node. Specifically, I have: p_name : the player who I will artificially make punch the node sign_pos: the pos of the node that I want the player to artificially punch |
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04:11 |
erlehmann |
<katp32> hiii, it's me, again; I am unable to reliably get more than ~20fps in minetest. this is not a low end system. ?? |
04:11 |
erlehmann |
katp32 with which commit? |
04:11 |
erlehmann |
katp32 i have a low end system and get >20 fps lol |
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10:02 |
MTDiscord |
<luatic> katp32: weirdly enough, there are some reports of MT getting slower on higher-end systems |
10:15 |
erlehmann |
luatic this could be bisected |
10:21 |
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11:38 |
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11:39 |
fkbm |
Hello, everybody! :) When declaring or rather registering a new node, is there a way I can tell minetest to keep the textures rotate in the worldspace rather than the node space when using `paramtype2 = "facedir"`? |
11:48 |
erlehmann |
Wuzzy, regarding https://github.com/minetest/minetest/pull/10810 and cobwebs, where in the code of mcl2 or minetest is the fake_liquid group handled? |
11:48 |
erlehmann |
like i wonder how it is done now |
11:49 |
Wuzzy |
doc_items |
11:49 |
sfan5 |
fkbm: sorry for the stupid question but does that mean you don't want the textures to rotate at all? why use facedir then? |
11:49 |
Wuzzy |
fake_liquid is just a group for informational purposes its not supposed to "do" anything |
11:49 |
erlehmann |
Wuzzy how am i slower in a cobweb then? |
11:49 |
Wuzzy |
because its a liquid |
11:50 |
Wuzzy |
technically |
11:50 |
Wuzzy |
the fake_liquid group is for nodes that are technically liquids but are not liquids in a gameplay sense |
11:50 |
erlehmann |
so i don't drown in them and can not swim up or down |
11:50 |
erlehmann |
well no rising |
11:50 |
erlehmann |
but down ok |
11:50 |
Wuzzy |
yes this is a bit hacky |
11:51 |
Wuzzy |
up has been disabled with disable_jump group |
11:51 |
erlehmann |
nice |
11:51 |
Wuzzy |
down can't be disabled with group (yet) |
11:51 |
erlehmann |
i appreciate that level of hackery |
11:51 |
Wuzzy |
=) |
11:51 |
Wuzzy |
with the PR this hackery can be safely removed |
11:52 |
Wuzzy |
there also probably wont be a need for the fake_liquid group anymore, but i'll probably keep supporting it for historic reasons |
11:52 |
Wuzzy |
cobwebs were the main reason why i started the pr to begin with |
11:53 |
Wuzzy |
there is still ONE annoyance left to deal with (needs new PR) |
11:53 |
Wuzzy |
if you're in a move_resistance node with your head only, you're NOT slowed |
11:53 |
Wuzzy |
e.g. it only checks your feet not your entire body |
11:54 |
Wuzzy |
i consider this wrong behavior even for "traditional" liquids |
11:54 |
Wuzzy |
agree? |
11:56 |
erlehmann |
Wuzzy, the hackery will not be removed any time soon i guess, mineclone2 wants to support 2 latest minor releases of minetest and mineclonia and mineclone5 will do the same. |
11:57 |
erlehmann |
Wuzzy i agree, if your head is in a cobweb you should be slow |
11:57 |
Wuzzy |
i think this should laso be case for normal liquids too |
11:57 |
erlehmann |
i mean you do drown too then, do you? |
11:57 |
Wuzzy |
no, drwning is different |
11:58 |
Wuzzy |
drowning was always completely separate from liquid |
11:58 |
erlehmann |
logically i mean |
11:58 |
erlehmann |
if your head is in a node, you suffocate or drown. so logically, other stuff should apply too! |
11:59 |
Wuzzy |
nom drowning is head-only |
11:59 |
Wuzzy |
no* |
11:59 |
erlehmann |
ofc |
11:59 |
erlehmann |
otherwise standing in water would be a danger lol |
11:59 |
erlehmann |
but you can't just take the node above it because the player might not be as tall |
11:59 |
Wuzzy |
yes |
12:00 |
Wuzzy |
probably i could re-use the damage_per_second code for that |
12:00 |
erlehmann |
for example, mcl2 has a swimming animation and there was crouching at some point |
12:00 |
erlehmann |
so where the head is … that's not an easy question to answer ig |
12:00 |
erlehmann |
maybe the head is a bone |
12:00 |
erlehmann |
in the player model |
12:00 |
erlehmann |
it has to be right? |
12:00 |
erlehmann |
also sitting exists in many mods |
12:03 |
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12:04 |
Wuzzy |
erlehmann: it seems the eye position is used for the node that is checked for drowning |
12:06 |
Wuzzy |
yep, its definitely the eye_height |
12:10 |
fkbm |
sfan5: So I want the textures to stay fixed but the nodebox to rotate :D My usecase is just using out of bounds nodeboxes. I got intrigued by openblox and I made a little mod that adds 2 by 1, 3 by 5... sized parts. |
12:10 |
fkbm |
But I'd like the texture "shadows" to remain the same direction after facing the direction the player is. |
12:13 |
sfan5 |
ah, nodebox rotations |
12:14 |
sfan5 |
this is tricky, the only way I can think of right now is to register a different node for each rotation and add the necessary code to make it look seamless to the user |
12:16 |
fkbm |
Yeah, I guess I'll take that route, the mod now would only have taken 20 lines of code, but I guess it'd pay to make the more complicated code; on the subject I just noticed that I could make the parts "overlap" eachother partially, so yeah... |
12:16 |
erlehmann |
Wuzzy, i tested your liqiuid PR with mineclonia (5.5 server & client) and found no behavioural changes for existing fluids (lava, nether lava, water, river water, cobweb). i will proceed to try more stuff with devtest. |
12:20 |
erlehmann |
Wuzzy, i will test more, but “Give yourself all those liquid test nodes in DevTest, and also the "move-resisting nodes" and play around with them. Check if everything makes sense.” is really unspecific. i fear i might miss something, so please add the exact node names if it makes sense. |
12:20 |
erlehmann |
so i can /give myself those |
12:21 |
Wuzzy |
place a Chest of Everything |
12:21 |
Wuzzy |
Look for Move-resistant nodes (thats their name) |
12:22 |
Wuzzy |
also try No-swim Liquid Source Node |
12:22 |
Wuzzy |
if you don't have the Chest of Everything, do "/stuff" to get it |
12:25 |
erlehmann |
thanks, i'd really appreciate a checklist though, but i will try. to see at what level of detail i usually work, look at https://git.minetest.land/Mineclonia/Mineclonia/pulls/135 |
12:25 |
erlehmann |
yes many people think it is over the top |
12:25 |
erlehmann |
but i recently tried not doing it and promptly forgot something |
12:25 |
erlehmann |
> Prelaration |
12:25 |
erlehmann |
LOL |
12:26 |
erlehmann |
Wuzzy, i will see if i find anything amiss! |
12:27 |
Wuzzy |
almost forgot, there's also Climbable Move-resistant Node (4) |
12:28 |
erlehmann |
see … ;D |
12:28 |
erlehmann |
devtest is really funny |
12:28 |
erlehmann |
Wuzzy, i enjoyed reading about you attaching nodes in a circular way |
12:29 |
fkbm |
What are you two talking about? Looks interesting. |
12:31 |
erlehmann |
fkbm https://github.com/minetest/minetest/issues/10736 |
12:32 |
erlehmann |
sfan5 was annoyed by me telling offtopic tales in #minetest-dev so i am doing this here bc it's pretty much on-topic for me to nag ppl about not specific enough tests |
12:32 |
erlehmann |
but as i told Wuzzy, i will test more |
12:32 |
erlehmann |
trying to break it, hoping i fail (i.e. it would be considered legit) |
12:33 |
fkbm |
I see... nice! :D Checking... |
12:33 |
fkbm |
Hmm, seeing the minetest git gave me an idea :) |
12:34 |
erlehmann |
what is it though |
12:34 |
fkbm |
How do I write custom shaders and will there be a way to pass them as mod content to minetest? |
12:35 |
erlehmann |
fkbm what do you want to do with the shader though? |
12:35 |
sfan5 |
no such functionality yet but has been requested and discussed |
12:35 |
fkbm |
I know this is asking the engine to be more dynamic and probably less secure (I have no idea what you can break with GLSL) but it sure would be awesome. |
12:36 |
fkbm |
I'd like to make custom shaders as "texture packs"; I had the idea of using parallax mapping to make the blocks in openblox look like lego blox, but still hold nodeboxes :D |
12:37 |
fkbm |
(be created only with simple nodeboxes) |
12:39 |
erlehmann |
fkbm sending arbitrary shaders has already been tried in web browsers: https://www.cvedetails.com/cve/CVE-2019-5771/ “An incorrect JIT of GLSL shaders in SwiftShader in Google Chrome prior to 72.0.3626.81 allowed a remote attacker to execute arbitrary code via a crafted HTML page.” |
12:41 |
erlehmann |
fkbm read up on it here: https://googleprojectzero.blogspot.com/2018/10/heap-feng-shader-exploiting-swiftshader.html |
12:42 |
erlehmann |
TL;DR: depends on whoever does whatever with the shader, there is probably no general exploit |
12:42 |
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12:42 |
erlehmann |
the chrome thing was in some fallback path if the GPU crashed 4 times |
12:45 |
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12:47 |
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12:49 |
fkbm |
That's nice to know! It should be made easier though to integrate as a dev without having to rebuild minetest. One other place I played with GLSL is in LÖVE2D where you can ship shaders with the source code, but yeah, you ship everything yourself, you don't let other users install mods. |
12:49 |
erlehmann |
fkbm you know john carmack, famous from doom & quake? this is his opinion https://nitter.snopyta.org/ID_AA_Carmack/status/395927588108918785 |
12:49 |
erlehmann |
> Putting anything that gets benchmarked in a position of security responsibility is very, very dangerous. |
12:51 |
fkbm |
Got the point. What can I say, it'd have been nice, but I guess until everything in the shaders can get sandboxed/limited I guess I'll have to wait :D |
12:52 |
erlehmann |
fkbm this paper shows how to exploit mobile devices using shaders, apparently it is more universal than i thought! https://web.archive.org/web/20210415181354if_/https://www.vusec.net/wp-content/uploads/2018/05/glitch.pdf |
12:53 |
erlehmann |
fkbm as i understand it, GLSL is complex enough that no amount of testing on sandboxing is guaranteed to get it right. |
12:53 |
erlehmann |
on → or |
12:54 |
fkbm |
I see :( That's sad... Time for a new language... |
12:54 |
fkbm |
(jk) |
12:55 |
rubenwardy |
( actual link https://twitter.com/ID_AA_Carmack/status/395927588108918785 ) |
12:55 |
erlehmann |
fkbm i suggest you try to read the paper to understand the issues |
12:56 |
erlehmann |
rubenwardy i used nitter because twitter requires javascript and is dog slow on some devices |
12:59 |
Wuzzy |
erlehmann: fyi i have updated the 1st post |
13:00 |
erlehmann |
Wuzzy, thx |
13:01 |
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13:05 |
erlehmann |
Wuzzy, why does liquid_spread not make sense for non-liquid nodes? what if i want to have … some container leaking, rendered on the floor? |
13:05 |
erlehmann |
or a weird plant growing from the ceiling |
13:05 |
erlehmann |
i guess i am thinking in too extreme ways |
13:05 |
erlehmann |
that do make little sense |
13:05 |
Wuzzy |
but those things are already possible |
13:05 |
erlehmann |
ok |
13:05 |
Wuzzy |
the container would be a liquid source |
13:06 |
Wuzzy |
and the leak the flowing liquid |
13:06 |
fkbm |
erlehmann: I saw them; they're very long and I like that someone spent time extrating the information inside it. It is however longer than I can spend right now to read. I'll probably get back to it later in the "to read" section. |
13:06 |
Wuzzy |
erlehmann: you can use any drawtype for the container even, since drawtype is now decouple from liquidtype =) |
13:07 |
fkbm |
So you could have flowers spreading like liquids? |
13:07 |
Wuzzy |
so usually, when we say "liquid" we mean "liquidtype~='none'" |
13:07 |
Wuzzy |
not sure what you mean... |
13:07 |
fkbm |
drawtype is decoupled from liquidtype, right? |
13:07 |
erlehmann |
flowers that … flow |
13:07 |
erlehmann |
flow, flow-ers |
13:07 |
erlehmann |
hahahahaha |
13:08 |
Wuzzy |
yes |
13:08 |
fkbm |
So what would drawtype="plant" (pardon my lesser knowledge) and liquidtype="water" look like? |
13:08 |
erlehmann |
can i speed up vine performance by making it a climbable slow flowing liquid with spread 0? |
13:09 |
fkbm |
(O_O) ooooh... |
13:11 |
Wuzzy |
no that would not work because spread 0 means it also doesnt flow downwards |
13:12 |
fkbm |
But theoretically, with an abm you could simulate growing upwards, right? |
13:14 |
erlehmann |
there already exists a vine abm and it is a performance hog in jungles, so … |
13:17 |
erlehmann |
Wuzzy, how can i search for node names in devtest interface? |
13:17 |
Wuzzy |
you can't |
13:17 |
erlehmann |
oh |
13:17 |
sfan5 |
IMO builtin needs tab completion for item names |
13:17 |
erlehmann |
look i'll just grep the names in the devtest source so i can /give them myself, i don't want to hover over everything. i don't know the items. |
13:18 |
sfan5 |
and/or a more user friendly /give command |
13:18 |
erlehmann |
with tab completion |
13:19 |
erlehmann |
lol |
13:19 |
Wuzzy |
youu dont have to grep just look in the PR changed files |
13:20 |
erlehmann |
the node names are: testnodes:move_resistance0 to 7, testnodes:move_resistance_liquidlike0 to 7, testnodes:climbable_move_resistance_4, testnodes:liquid_noswim |
13:20 |
erlehmann |
is that all Wuzzy ? |
13:20 |
Wuzzy |
fkbm: This is a flower liquid. blue = source, orange = flowing |
13:21 |
Wuzzy |
https://satoshiupload.com/images/KJvQpw3gJE.png |
13:21 |
Wuzzy |
yes |
13:24 |
fkbm |
Wow, that's beautiful!!! |
13:24 |
fkbm |
Better than I immagined! |
13:26 |
erlehmann |
Wuzzy, liquid no-swim is pretty cool for building a purple tinted tent, but i experience z-fighting with light source 14 inside it. prob not your fault i guess? |
13:26 |
Wuzzy |
this is completely unrelated issue |
13:26 |
Wuzzy |
this PR does not touch on rendering so is irrelevant for now |
13:27 |
Wuzzy |
fkbm: so yeah this screenshot is a real liquid like water. it flows like water and you can swim. only the nodes look different |
13:27 |
Wuzzy |
this shold work for other drawtypes as well i guess |
13:28 |
erlehmann |
i just mention everything i find |
13:29 |
fkbm |
That's interesting. There's a mod out there which can use torches to light other blocks on fire. A good scare would be to have a liquid torch, and watch the others running. :D |
13:29 |
erlehmann |
and i have not yet seen light source / liquid z-fighting so i thought maybe |
13:33 |
fkbm |
Wow... Wuzzy ... can the size be made dependent on the flow level? like can param2 be used also for the plantsize? (o_O) |
13:33 |
fkbm |
or scale. |
13:34 |
Wuzzy |
no, thats not possible, paramtype2 must be "flowingliquid" for the flowing node, othrwise the flowing wont work |
13:35 |
fkbm |
Ah, right. :/ |
13:35 |
Wuzzy |
if you want something like that, i guess this would require the invention of new paramtype2s |
13:36 |
Wuzzy |
also note the many floating flowers |
13:36 |
Wuzzy |
but thats just how the liquid spread works, not a bug |
13:36 |
fkbm |
Yeah, the mid air ones. |
13:37 |
fkbm |
It's a nice "trip" this side effect. :) |
13:38 |
Wuzzy |
? |
13:44 |
fkbm |
It's a nice "trip" this side effect. :) |
13:45 |
fkbm |
Wrong window :| (facepalm) |
13:45 |
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13:49 |
erlehmann |
Wuzzy, prob unrelated to your PR, but you can not see climbable move resistant node 4 while you are inside it, is that intended? |
13:49 |
Wuzzy |
intended |
13:49 |
Wuzzy |
this is a so-called property test node (DevTest slang), meaning it only tests node properties that affect gameplay |
13:50 |
erlehmann |
yeah i get it, i was just confused when the stack of those nodes disappeared when i was inside it |
13:50 |
Wuzzy |
so rendering does not matter, its only an icon so you see where the node is basically ? |
13:50 |
erlehmann |
i am noticing i am referring to my own irc message regarding the node names more often than i should btw |
13:50 |
Wuzzy |
i know its a bit annoying, i have reworked the rendering of climbable nodes in another PR that is being ignored |
13:50 |
erlehmann |
how are other users of devtest handling it? |
13:51 |
Wuzzy |
idk |
13:51 |
Wuzzy |
hmmm probbly its about time to implement a search feature then... lol |
13:51 |
Wuzzy |
DevTest wasn't always this large ? |
13:51 |
erlehmann |
kinda |
13:53 |
erlehmann |
i can't /give myself testnodes:move_resistance0 |
13:53 |
erlehmann |
minetest.register_node("testnodes:move_resistance"..r |
13:53 |
erlehmann |
hmmm |
13:53 |
erlehmann |
oh it starts at 1 lol |
13:53 |
erlehmann |
so much for asking |
13:54 |
erlehmann |
you see why i asked for a list of node names i guess, i am not very clever ;) |
13:55 |
erlehmann |
Wuzzy, so why is “move_resistance = 0” not tested, can it not be set? |
13:55 |
Wuzzy |
it can but its the same as air, ie pointles |
13:56 |
erlehmann |
is it? how would i verify that? :P |
13:56 |
erlehmann |
of course it is pointless, i want to see if it is buggy |
13:56 |
erlehmann |
bc i can totally see ppl accidentally setting it to 0 |
13:57 |
Wuzzy |
works for me |
13:57 |
Wuzzy |
alright, the 0 is a supported value but its the defaul and same as air |
13:57 |
Wuzzy |
0 means no move resistance at all which is the defaul |
13:58 |
Wuzzy |
we also don't explicitly test damage_per_second=0 |
13:58 |
Wuzzy |
since all nodes already have that by default |
13:58 |
erlehmann |
well i would test that to see if someone is dividing anything by zero, but i did not think of the default case |
13:58 |
erlehmann |
admittedly |
13:58 |
Wuzzy |
lol, no division by zero dont worry |
13:58 |
Wuzzy |
i tested it myselves btw |
13:58 |
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13:59 |
Wuzzy |
if the 0 case breaks, you will know immedaitely because it means that air broke |
13:59 |
erlehmann |
“for r=0, 7 do” followed by “if r > 0 then” is weird btw |
13:59 |
erlehmann |
oh fleckenstein once gifted me air on a server |
13:59 |
erlehmann |
i think it was 420 air originally |
13:59 |
Wuzzy |
DevTest is not getting the prize for mot beautiful code ? |
13:59 |
erlehmann |
but i only got like 411 because some air was already taken |
13:59 |
Wuzzy |
lol |
13:59 |
erlehmann |
well it is the reason why i thought that 0 might work bc i overlooked the if |
14:00 |
Wuzzy |
daaamn i wish i got air on JT2 haha |
14:00 |
Wuzzy |
would have immediately gotten into my museum ? |
14:00 |
Wuzzy |
I wonder what happened to JT2 again... sorcerykid disappeard without a trace... AGAIN! |
14:01 |
erlehmann |
oh damn i still have to build a museum of illegal items too |
14:01 |
Wuzzy |
i feel like sorcerykid needs to give the server to someone else if she cant handle it anymore |
14:01 |
erlehmann |
once on a server i came upon overstacked milk buckets that was weird |
14:01 |
erlehmann |
like … why |
14:01 |
Wuzzy |
i built a museum of all the foods in a server =) |
14:01 |
erlehmann |
Wuzzy, what's your best illegal item? |
14:01 |
Wuzzy |
that servr had a lot of them actually, was harder than it sounds |
14:01 |
erlehmann |
in the museum i mean |
14:01 |
Wuzzy |
in the museum? none |
14:02 |
Wuzzy |
well, i have a couple of unknown items but i dont know what they are |
14:02 |
erlehmann |
and out of the museum? |
14:02 |
Wuzzy |
let mee check |
14:03 |
erlehmann |
the best illegal item i once made was an enchanted fishing rod with with 172kb metadata … but in singleplayer only sadly |
14:03 |
Wuzzy |
so one of my unknown items is soda_can (dont know mod) |
14:04 |
erlehmann |
i think the most useful illegal item i acquired on a server is probably a nested shulker named large item collection, it contains more shulkers with more items |
14:04 |
erlehmann |
i have never used it though |
14:04 |
erlehmann |
oh wait, once. to build an illegal base out of illegal items! |
14:05 |
erlehmann |
(they were only illegal in terms of being in a nested shulker before though) |
14:07 |
Wuzzy |
oh best illegal item was some kind of fake light/explosion dropped by a buggy mob on JT2 |
14:07 |
Wuzzy |
it had no inventory image set so it was invisible in inventory ? |
14:07 |
Wuzzy |
thats only possible in 0.4.17 tho |
14:07 |
Wuzzy |
or 0.4 in general |
14:07 |
erlehmann |
why that? |
14:08 |
Wuzzy |
because there is now a fallback image if inventory_image is not set so the invisible inventory item bug should no longer happen |
14:08 |
erlehmann |
explosions are indeed a fun way to drop items |
14:08 |
Wuzzy |
i dont remember what this item was called |
14:08 |
erlehmann |
i once exploded beacon beams, they dropped as items |
14:08 |
erlehmann |
now i have renewable laser beams in inventory |
14:09 |
Wuzzy |
also sorcerykid somehow managed to delete all instances of this broken item ? |
14:09 |
Wuzzy |
so did you find any bugs in my PR so far? you seemed to tested a lot =) |
14:09 |
erlehmann |
i am still testing |
14:09 |
erlehmann |
so the liquidlike move resistance things should not flow right? |
14:10 |
erlehmann |
and in general, being in the ugly cobwebs with the head should not do anything right? |
14:12 |
Wuzzy |
yes yes |
14:12 |
Wuzzy |
the latter is an unrelated bug that I want to fix in a different PR |
14:12 |
erlehmann |
ok |
14:13 |
erlehmann |
i will test the interactions between 5.5 server and 5.4 client now |
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MinetestBot |
[git] Desour -> minetest/minetest: Split vector.new into 3 constructors 2cefe51 https://git.io/JuaXR (2021-09-10T21:16:16Z) |
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MinetestBot |
[git] TurkeyMcMac -> minetest/minetest: Send to clients node metadata that changed to become empty (#11597) 7423c4c https://git.io/JuaXX (2021-09-10T21:16:34Z) |
21:18 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Clean up/improve some scriptapi error handling code 766e885 https://git.io/JuaX1 (2021-09-10T21:16:46Z) |
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