Time |
Nick |
Message |
00:01 |
|
Guest31 joined #minetest |
00:01 |
|
Guest576 joined #minetest |
00:07 |
|
Guest53 joined #minetest |
00:56 |
|
yella joined #minetest |
01:04 |
|
diceLibrarian2 joined #minetest |
01:23 |
|
smk joined #minetest |
03:04 |
|
vampirefrog joined #minetest |
03:55 |
|
TheSilentLink joined #minetest |
04:03 |
|
TheSilentLink joined #minetest |
04:08 |
MTDiscord |
<jordan4ibanez> Does minetest send it's mapblocks over the udp connection? |
04:33 |
|
diceLibrarian joined #minetest |
04:38 |
DeepThgt |
ooooh gtav source code leaked :D |
04:44 |
Mantar |
eh, I'd be more excited if they released it under GPL like Id used to do with its code bases |
05:00 |
|
MTDiscord joined #minetest |
05:07 |
|
qqq joined #minetest |
05:18 |
|
TheSilentLink joined #minetest |
05:37 |
|
YuGiOhJCJ joined #minetest |
05:47 |
|
TheSilentLink joined #minetest |
06:17 |
|
TheSilentLink joined #minetest |
06:44 |
|
qqq joined #minetest |
07:47 |
|
calcul0n_ joined #minetest |
09:07 |
MinetestBot |
[git] Desour -> minetest/minetest: Link with -latomic b6c7c5a https://github.com/minetest/minetest/commit/b6c7c5a7abc9a4df544bfc309c3800fe4942c768 (2023-12-25T09:07:03Z) |
09:07 |
MinetestBot |
[git] Desour -> minetest/minetest: Rework server stepping and dtime calculation 322c4a5 https://github.com/minetest/minetest/commit/322c4a5b2b8343c3942555c6a337e765ef84c3c4 (2023-12-25T09:07:03Z) |
09:07 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Address some clang-tidy warnings 961652c https://github.com/minetest/minetest/commit/961652c2e9db075eca3a5bb3a9ecaade5f6c8442 (2023-12-25T09:07:28Z) |
09:07 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Update clang-tidy workflow 094c433 https://github.com/minetest/minetest/commit/094c433e587946ae0c3943bc6481876ea783842d (2023-12-25T09:07:28Z) |
09:08 |
|
xBarkDog joined #minetest |
09:13 |
|
definitelya joined #minetest |
09:20 |
|
TomTom joined #minetest |
09:36 |
|
calcul0n joined #minetest |
09:52 |
|
jaca122 joined #minetest |
09:56 |
|
mrkubax10 joined #minetest |
10:39 |
|
jluc joined #minetest |
11:02 |
|
s20 joined #minetest |
12:08 |
MTDiscord |
<mistere_123> Merry Christmas! |
12:23 |
MTDiscord |
<jordan4ibanez> Merry Christmas! |
12:25 |
s20 |
Enjoy the holiday seasons Minetest folks :) |
12:25 |
s20 |
*season |
12:26 |
cosmician |
Testing another nick and seeing how it shows |
12:28 |
MTDiscord |
<jordan4ibanez> cosmician |
12:34 |
|
Desour joined #minetest |
12:35 |
|
qqq joined #minetest |
12:45 |
|
Thelie joined #minetest |
13:02 |
|
mrkubax10 joined #minetest |
13:13 |
|
calcul0n_ joined #minetest |
13:16 |
|
TO4 joined #minetest |
13:28 |
TO4 |
Happy Holidays! |
13:28 |
TO4 |
Non-GUI mods compatibility, can I now just write a mod that runs on all Games, without having to redo the mods for each Game ? |
13:32 |
|
imi joined #minetest |
13:34 |
TO4 |
Writing code for every Games would drive me crazy. |
13:34 |
TO4 |
examples |
13:34 |
TO4 |
```https://content.minetest.net/packages/runs/cool_trees``` and ```https://content.minetest.net/packages/SFENCE/hades_cool_trees``` |
13:36 |
|
Thelie joined #minetest |
13:36 |
Desour |
I'd check in the mod which game is used, and not publish and maintain several versions of the mod |
13:37 |
Desour |
btw. put links inside angled brackets (e.g. <https://content.minetest.net/packages/runs/cool_trees>), it works more often |
13:48 |
TO4 |
publish and maintain several versions of the mod. It'll drive me crazy! |
13:48 |
TO4 |
I should be developing cool new mods, instead of maintaining non-GUI mods for modding every Games, it's a waste of time! |
13:49 |
|
jaca122 joined #minetest |
13:50 |
ROllerozxa |
please do not release multiple separate packages of a mod each supporting a different game, make one mod package and put the compatibility for all games you want to support in it |
13:51 |
TO4 |
The game engine should address the compatibility of all such non-GUI mods. |
13:51 |
ROllerozxa |
no it shouldn't |
13:54 |
|
Thelie joined #minetest |
14:11 |
DeepThgt |
i can see advantage to having them be seperate mods |
14:11 |
DeepThgt |
as lua already sucks, and all of the unused code must be parsed already |
14:12 |
DeepThgt |
for performance reasons, seperate mods for each gametype makes sense |
14:23 |
celeron55 |
the engine provides the tools for games and mods to support each other. if games and mods don't use the provided tools to do it, the engine can't fix it |
14:25 |
celeron55 |
(of course new tools for doing it can also be added where it makes sense) |
14:29 |
|
grorp joined #minetest |
15:26 |
|
Evergreen joined #minetest |
15:33 |
|
Sobinec joined #minetest |
15:37 |
|
Evergreen joined #minetest |
15:39 |
|
s20 joined #minetest |
15:43 |
MTDiscord |
<mistere_123> Either your mod is of a nature that it provides functionality for any game, or it relies on specific game mechanics. In the former case, you get compatibility by simply not depending on any mod in any game. In the latter case, you get compatibility with specific games by detecting unique mods in each game with minetest.get_modpath, and with an optional depends. |
15:53 |
|
Evergreen joined #minetest |
15:58 |
|
Desour joined #minetest |
16:03 |
|
jaca122 joined #minetest |
16:08 |
|
qqq joined #minetest |
16:16 |
|
calcul0n_ joined #minetest |
16:18 |
|
Sobinec joined #minetest |
17:08 |
|
Talkless joined #minetest |
17:57 |
Mantar |
performance hit of a compatibility case for a game that's not installed is negligible. The if statement fails, the code is skipped, and the interpreter moves on to the next case. All you lose is the bytes of drive space that the text of the code takes up, which is bound to be far less than 1kb |
18:02 |
|
sparky4 joined #minetest |
18:24 |
MTDiscord |
<luatic> Yep. I wish people would actually do some benchmarking before bringing up "performance reasons". |
18:29 |
|
appguru joined #minetest |
18:30 |
|
jaca122 joined #minetest |
19:00 |
|
cow321 joined #minetest |
19:07 |
|
grorp joined #minetest |
19:08 |
|
cation joined #minetest |
19:12 |
|
cow321 joined #minetest |
19:26 |
|
mrkubax10 joined #minetest |
19:31 |
fling |
zup |
19:47 |
|
BluebirdGrey51 joined #minetest |
19:49 |
BluebirdGrey51 |
Hi, could anyone tell me why I'm seeing dark lines on the snow nodes? IIRC they appeared after moving from 5.8 to 5.9-dev. It's something to do with shadows. See link: https://ibb.co/NFVyGgT |
19:51 |
BluebirdGrey51 |
They disappear if I turn shadows off. The lines also jiggle slightly as the sun moves through the sky. |
20:02 |
|
Talkless joined #minetest |
20:21 |
|
Talkless joined #minetest |
20:37 |
|
fling_ joined #minetest |
20:44 |
|
cow321 joined #minetest |
20:45 |
BluebirdGrey51 |
I just watched someone using a 5.7.0 client with shadows enabled, for them, the "grid lines" do not appear (which is the expected behavior). |
21:01 |
jluc |
dark lines on snow... that's pollution |
21:08 |
|
Talkless joined #minetest |
21:29 |
BluebirdGrey51 |
haha very funny. |
21:54 |
|
Talkless joined #minetest |
22:09 |
cheapie |
BluebirdGrey51: No idea, but I kind of want to put that on all of the textures now, it looks cool :P |
22:44 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix minor issue with log_deprecated() 5405a55 https://github.com/minetest/minetest/commit/5405a558fd1bd76c4d04aa409c43ef31e3f39640 (2023-12-25T18:47:34Z) |
23:19 |
|
qur joined #minetest |
23:33 |
|
panwolfram joined #minetest |