| Time |
Nick |
Message |
| 00:46 |
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| 05:39 |
sfan5 |
can i merge https://github.com/minetest/minetest/pull/699 ? |
| 06:01 |
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| 06:11 |
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| 06:16 |
celeron55 |
sfan5: i think it wasn't really agreed that the protocol is good |
| 06:18 |
celeron55 |
(and IMO it isn't) |
| 06:37 |
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| 11:03 |
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| 11:30 |
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| 12:12 |
sfan5 |
can i merge https://github.com/minetest/minetest/pull/699 ? |
| 12:13 |
PilzAdam |
if it works |
| 12:18 |
sfan5 |
it does |
| 12:18 |
sfan5 |
its really awesome |
| 12:19 |
|
kahrl joined #minetest-dev |
| 12:20 |
kahrl |
sfan5: have you seen celeron's response? |
| 12:20 |
Calinou |
+1 |
| 12:20 |
sfan5 |
kahrl: no.. |
| 12:21 |
kahrl |
check the logs |
| 12:21 |
sfan5 |
hmm.. |
| 12:21 |
Calinou |
while we're about player moddability, it would be nice if we could choose max health per-player :P |
| 12:22 |
sfan5 |
kahrl: what about adding an extra packet type for that? |
| 12:22 |
kahrl |
guess that can be done |
| 12:22 |
kahrl |
just seemed like a waste to me to have 5 messages just for hud |
| 12:23 |
kahrl |
but message IDs are 16 bit so it really doesn't matter |
| 12:23 |
sfan5 |
yeah |
| 12:23 |
sfan5 |
if you'd add that I could merge it |
| 12:23 |
Calinou |
https://github.com/minetest/minetest/pull/409 |
| 12:23 |
Calinou |
can this be merged? |
| 12:23 |
Calinou |
or are glitch ladders part of the game? |
| 12:24 |
PilzAdam |
I already wanted this to be merged, but people were against it |
| 12:24 |
kahrl |
sfan5: not sure if that is what celeron meant |
| 12:24 |
kahrl |
I thought he was talking about the specificness of the protocol |
| 12:25 |
Calinou |
PilzAdam: well, you can merge it, on top of that, speedhack prevention makes glitch ladders much harder to use if you don't have fast privilege |
| 12:25 |
PilzAdam |
so, sfan5, if you dont merge it now then Id like to update the default controls in README.txt |
| 12:25 |
sfan5 |
PilzAdam: you can do that |
| 12:31 |
kahrl |
hmm I'm getting a weird crash in the main menu (current master) |
| 12:32 |
kahrl |
if you start the game with selected_mainmenu_tab = 2, then switch to the singleplayer tab it crashed - known bug? |
| 12:32 |
sfan5 |
a case for gdb |
| 12:32 |
PilzAdam |
reproduceable |
| 12:33 |
VanessaE |
I've experienced that crash too |
| 12:33 |
kahrl |
actually you can switch to any other tab |
| 12:33 |
VanessaE |
couldn't figure out a pattern to it though |
| 12:33 |
kahrl |
but it has to start on tab 2 |
| 12:34 |
VanessaE |
definitely don't merge the 'glitch' ladder fix. |
| 12:37 |
celeron55 |
kahrl: i think it shouldn't be in the same packet, as the existing packet is clearly designed as one purpose per packet |
| 12:37 |
celeron55 |
just add a new packet that eg. sets an enumed hud integer parameter or something |
| 12:38 |
celeron55 |
or a list of such parameters |
| 12:38 |
celeron55 |
whatever |
| 12:39 |
celeron55 |
keep in mind that eg. the player position is updated 10 times a second; sending 1 set-up thing like that is equal to doing nothing |
| 12:39 |
celeron55 |
(as it usually isn't even used) |
| 12:41 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/5ea41686addb68ca1124aa0222d82788101e0dd1 |
| 12:41 |
PilzAdam |
anything to add/change? |
| 12:41 |
kahrl |
hmm |
| 12:42 |
kahrl |
it felt so similar to a HUD flag, with the exception that it can take on a wider range of values than true/false |
| 12:42 |
kahrl |
maybe the lua api should be like player:hud_set_flags({hotbar_itemcount=9}) |
| 12:43 |
VanessaE |
wairt |
| 12:43 |
VanessaE |
wait. |
| 12:44 |
VanessaE |
it doesn't make any sense to write "Esc: pause menu" |
| 12:44 |
VanessaE |
you're already there if you're seeing that message |
| 12:44 |
VanessaE |
er, "this menu" (looked at the wrong file) |
| 12:44 |
PilzAdam |
yea |
| 12:45 |
PilzAdam |
do we want a complete list there? |
| 12:45 |
VanessaE |
that's just a *little* redundant I'd say :) |
| 12:45 |
PilzAdam |
or just the basic things like I currently have it? |
| 12:45 |
kahrl |
the message is accurate. if you press Esc it pauses the menu |
| 12:45 |
VanessaE |
just the basics that you have now; why'd you drop the "0...9" reference? |
| 12:46 |
PilzAdam |
to not bloat it |
| 12:46 |
|
kaeza joined #minetest-dev |
| 12:46 |
PilzAdam |
it was also wrong |
| 12:47 |
VanessaE |
true, it should have read 1-8. |
| 12:47 |
VanessaE |
still, it's okay to drop it I guess |
| 12:47 |
kahrl |
well, if you set hotbar_itemcount to 10 it accepts 0-9 |
| 12:47 |
PilzAdam |
its for pro players only, and they are able to find out about it without it being added there :-) |
| 12:48 |
VanessaE |
one thing that is sorely needed on that menu is better formatting. All the crap on the left, for example/. |
| 12:48 |
VanessaE |
Why is most of that stuff even written there of all places? |
| 12:48 |
VanessaE |
that's debug info and belongs in the log |
| 12:49 |
|
smoke_fumus joined #minetest-dev |
| 12:49 |
celeron55 |
it's there because it was the only menu in the whole game for some months at the beginning |
| 12:49 |
celeron55 |
8) |
| 12:49 |
celeron55 |
= because random |
| 12:49 |
VanessaE |
heh |
| 12:49 |
smoke_fumus |
where can i drop suggestion? |
| 12:49 |
PilzAdam |
what to put there instead? |
| 12:49 |
VanessaE |
why am I not surprised ;) |
| 12:49 |
PilzAdam |
smoke_fumus, forums? |
| 12:50 |
VanessaE |
PilzAdam: nothing - leave it blank, or use it for more keybindings |
| 12:50 |
smoke_fumus |
:| can i just tell it here to example? |
| 12:50 |
VanessaE |
smoke_fumus: if you leave your suggestion here, it will get lost |
| 12:50 |
smoke_fumus |
so i get it no core developers are here atm |
| 12:50 |
PilzAdam |
smoke_fumus, the risk chance that you spam this channel with useless stuff is too high, sry :- |
| 12:50 |
PilzAdam |
-risk |
| 12:51 |
PilzAdam |
+/ |
| 12:51 |
VanessaE |
no, the core devs are working on other stuff right now, so your suggestion would literally get misplaced. on the forum, there's a record of it that can be referred to later. |
| 12:51 |
smoke_fumus |
okay i'll type it here, brainstorm and then post formed on forums |
| 12:51 |
PilzAdam |
Ill push that update controls for now |
| 12:52 |
PilzAdam |
suggestion for a redesigned pause menu are welcome |
| 12:52 |
VanessaE |
PilzAdam: I'll see if I can throw together a good mockup later |
| 12:52 |
kahrl |
I think the neatest place for the debug info would be a chat command |
| 12:52 |
smoke_fumus |
:D and its not useless actually. i just were looking at current minetest, back to back with 0.2~, and noticed that torches are still flat. there are 2 ways make them 3d. 1 is obv. minecraft way of single pixel row. another one is more usable - make them volume voxels too |
| 12:53 |
smoke_fumus |
if anyone played and modded red alert 2/C&C tiberian sun it should be fammiliar |
| 12:53 |
kahrl |
that is intercepted client side, not sent to the server |
| 12:53 |
VanessaE |
smoke_fumus: there are already mods that solve that issue |
| 12:53 |
PilzAdam |
smoke_fumus, there are several 3D torch mods out there |
| 12:53 |
smoke_fumus |
are they add 1 pixel layer torches or true 3d voxel ones? |
| 12:54 |
PilzAdam |
they use nodeboxes |
| 12:54 |
smoke_fumus |
PilzAdam: um. what's a nodebox? |
| 12:55 |
PilzAdam |
basically the latter one |
| 12:55 |
PilzAdam |
oh, and this is exactly the kind of discussion that doesnt belong in this channel |
| 12:55 |
PilzAdam |
#minetest is for this |
| 12:55 |
PilzAdam |
(Im there too) |
| 12:58 |
|
darkrose joined #minetest-dev |
| 13:04 |
|
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| 13:14 |
kahrl |
well the main menu crash happens in guiMainMenu.cpp:1145 |
| 13:15 |
kahrl |
there's two different widgets that have the id GUI_ID_WORLD_LISTBOX |
| 13:16 |
kahrl |
the one in the singleplayer tab and the one in the advanced tab |
| 13:17 |
kahrl |
but m_world_indices is only filled when on the singleplayer tab, as far as I understand; but when you switch away from the advanced tab it tries to read from it |
| 13:17 |
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ImQ009 joined #minetest-dev |
| 13:19 |
kahrl |
I think the proper fix would be to also filter the worlds by game on the advanced tab, not only on the singleplayer tab |
| 13:19 |
PilzAdam |
I think the advanced tab should stay as it is |
| 13:20 |
VanessaE |
I agree with kahrl here actually. |
| 13:20 |
VanessaE |
as long as those filter buttons are displayed on every tab, they should be used where possible. |
| 13:20 |
VanessaE |
(and appropriate) |
| 13:21 |
PilzAdam |
its good that you can get a complete world list in the advanced tab currently |
| 13:21 |
PilzAdam |
and the game buttons should be only visible in the Singleplayer tab |
| 13:21 |
VanessaE |
PilzAdam: agreed. |
| 13:22 |
kahrl |
are people actually using the advanced tab? other than ^ |
| 13:22 |
VanessaE |
well, display them in Singleplayer and Advanced tabs |
| 13:22 |
VanessaE |
but nowhere else |
| 13:22 |
PilzAdam |
kahrl, c55 seems to have strong feelings about it |
| 13:22 |
VanessaE |
kahrl: I doubt many people seriously use that feature that aren't already running the standalone server |
| 13:23 |
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hmmmm joined #minetest-dev |
| 13:23 |
PilzAdam |
its basically the old format from 0.3 and it should stay as it is |
| 13:24 |
PilzAdam |
it basically contains everything from Single- and Multiplayer combined |
| 13:24 |
kahrl |
yeah but that's kind of redundant isn't it? |
| 13:24 |
VanessaE |
honestly, the Advanced tab is a little confusing |
| 13:24 |
VanessaE |
get rid of it. |
| 13:24 |
VanessaE |
encourage users to just run the standalone server if they need it. |
| 13:24 |
VanessaE |
otherwise, use the other tabs |
| 13:25 |
PilzAdam |
no, its the advanced tab for advanced users |
| 13:25 |
hmmmm |
about the HUD set hotbar count thing |
| 13:25 |
VanessaE |
yeah but the only function it has there that the othet tabs don't is the ability to start a dedicated (if temporary)server |
| 13:25 |
VanessaE |
hmmmm: sounds good to me. |
| 13:25 |
hmmmm |
i'm thinking about it, and maybe it'd be a good idea to reserve hud ID -2 for the builtin hotbar or something |
| 13:26 |
hmmmm |
that way we have complete control over the builtin hud without adding more packets or anything like that |
| 13:26 |
hmmmm |
and you can modify the item count through the existing hud api |
| 13:26 |
VanessaE |
(damn it, I need a new brain. misread AGAIN) |
| 13:26 |
hmmmm |
hud api interface* to be specific |
| 13:26 |
hmmmm |
you'd still need to make an exception when looking it up that it's the builtin itembar |
| 13:27 |
hmmmm |
gotta go man, school |
| 13:27 |
hmmmm |
later |
| 13:27 |
VanessaE |
cya |
| 13:27 |
kahrl |
hmmmm: does the luahud support hotbars with a selection frame for the selected item? |
| 13:28 |
kahrl |
well, answer after school :) |
| 13:31 |
kaeza |
kaeza, yes |
| 13:31 |
kaeza |
derp |
| 13:31 |
kaeza |
kahrl, ^ |
| 13:31 |
VanessaE |
lol |
| 13:31 |
kaeza |
use the `item' field |
| 13:31 |
* kaeza |
just pinged himself :| |
| 13:31 |
kahrl |
oh, ok |
| 13:32 |
* VanessaE |
hands kaeza a box of fresh pings. |
| 13:32 |
kahrl |
that kind of forces gamemodes with hotbar_itemcount != 8 to have a laggy hotbar though |
| 13:33 |
PilzAdam |
doesnt the client predict it somehow? |
| 13:33 |
kahrl |
don't think so |
| 13:33 |
kaeza |
one of my original ideas for the HUD additions was to add functions to modify the builtin HUD |
| 13:33 |
kaeza |
celeron didn't like it tho' |
| 13:35 |
kaeza |
but since you're adding hotbar_itemcount, why not modify the builtin hotbar when it is set to a value? |
| 13:35 |
kahrl |
kaeza: re changing builtin hud, probably better in the long run to allow to remake the builtin hud entirely from lua |
| 13:35 |
kaeza |
I see no reason to set itemcount to 10 and show 8 items in the hotbar |
| 13:36 |
kahrl |
with sufficient prediction to make it not laggy |
| 13:36 |
VanessaE |
speaking of prediction, is there any reason we don't do that with crafting, by the way? |
| 13:36 |
kahrl |
what do you mean? if itemcount is 10 it shows 10 items |
| 13:37 |
kaeza |
hmm... this is just a silly (and prolly hacky) idea, but why not reuse player:hud_change() ? |
| 13:37 |
kahrl |
VanessaE: could be done but client doesn't have the craft definitions currently |
| 13:37 |
PilzAdam |
I generally think we need more prediction |
| 13:38 |
PilzAdam |
clients notice too much lag |
| 13:38 |
kaeza |
player:hud_change("builtin_healthbar", "position", {x=1,y=0}) |
| 13:38 |
kaeza |
...etc |
| 13:38 |
VanessaE |
kahrl: that needs changed in the near future |
| 13:38 |
kaeza |
hmm... forget about it... IDs are ints not strings |
| 13:38 |
VanessaE |
probably before 0.4.7 goes out |
| 13:39 |
kahrl |
kaeza: that's what hmmmm meant by reserving an ID |
| 13:39 |
kahrl |
not sure if he meant for hud_change or only for hud_remove |
| 13:40 |
kahrl |
probably hud_change as hud_set_flags does the other thing already |
| 13:41 |
kahrl |
VanessaE: why? |
| 13:41 |
VanessaE |
kahrl: ever played on a laggy server? Having your attempts to craft something rejected before you even get the whole recipe in place is VERY frustrating. |
| 13:42 |
VanessaE |
place item..place item...oops! everything went back to the inventory |
| 13:42 |
VanessaE |
repeat until the lag ends. |
| 13:42 |
kahrl |
but would prediction fix that? |
| 13:43 |
kahrl |
the server would just reset your inventory until before you crafted |
| 13:43 |
VanessaE |
it couls help anyway |
| 13:43 |
VanessaE |
could* |
| 13:44 |
VanessaE |
the idea is to accept or reject the craft at all - instead everything stays in the crafting grid until the server allows it. |
| 13:44 |
VanessaE |
that way the inventory doesn't have to be reset. |
| 13:45 |
VanessaE |
there's the corner case of someone mining a bunch of crap while their crafting grid is loaded up, but I dunno what to do abotu that |
| 13:45 |
VanessaE |
about* |
| 13:45 |
VanessaE |
er, the idea is to *not accept* |
| 13:45 |
kahrl |
I haven't really played on servers that reset your inventory so I can't relate |
| 13:45 |
VanessaE |
trust me, it's annoying. |
| 13:45 |
kahrl |
are any of those up? |
| 13:46 |
VanessaE |
mine tends to do that when it lags. |
| 13:46 |
VanessaE |
afaik all servers do that though. |
| 13:57 |
VanessaE |
at any rate, PilzAdam is right - the client needs to do a lot more prediction, anywhere that it can imho. |
| 14:00 |
RealBadAngel |
especially regarding entities |
| 14:00 |
RealBadAngel |
hi all |
| 14:01 |
VanessaE |
hey RBA |
| 14:02 |
RealBadAngel |
more i think about sky, more basic stuff pops up |
| 14:03 |
sfan5 |
hi RBA |
| 14:03 |
VanessaE |
like what? |
| 14:03 |
RealBadAngel |
time and sun position |
| 14:03 |
PilzAdam |
kahrl, also starting a (local) game in Advanced tab crashes the game |
| 14:04 |
RealBadAngel |
in the future we will need to know exact sky position |
| 14:04 |
RealBadAngel |
i will need it sooner tho ;) |
| 14:05 |
RealBadAngel |
i'd like to put there implementation of fiat_lux.py |
| 14:05 |
RealBadAngel |
script that calculates sun position on the sphere with pos and time |
| 14:06 |
RealBadAngel |
later on we will have position for sun (light source) |
| 14:07 |
RealBadAngel |
and maybe ability to simulate seasons and geographical regions |
| 14:08 |
RealBadAngel |
anybody like the idea? |
| 14:23 |
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| 14:33 |
VanessaE |
seasons? I dunno. geographical regions? sure, if you just mean north-south |
| 14:35 |
PilzAdam |
it could be based on the biome you are in? e.g. high sun in desert, low sun in snow biome? |
| 14:36 |
VanessaE |
I dunno, deserts/snow biomes are way too small for that to look right though |
| 14:37 |
VanessaE |
I mean, you cross from grass->desert, the sun suddenly jumps way up high into the sky? no |
| 14:37 |
kahrl |
you could make the world a torus and calculate the solar irradiation at any point of the surface based on that |
| 14:39 |
VanessaE |
that would work, but getting the world to render that way when you cross from -31k to +31k is the issue then |
| 14:39 |
VanessaE |
no one seems to want to approach that issue :) |
| 14:40 |
kahrl |
I could imagine doing the rendering part... but how would the mapgen ensure that there are no edges? |
| 14:40 |
VanessaE |
no clue |
| 14:41 |
VanessaE |
linear interpolation of the last 20m or so on each side? |
| 14:41 |
RealBadAngel |
sun would behave the same on both world edges |
| 14:41 |
sfan5 |
thexyz: 4aiman posts many "Ban me!" topics in General Discussion |
| 14:41 |
kahrl |
anyway my suggestion wasn't really serious. Biomes created that way would be hella boring |
| 14:41 |
PilzAdam |
sfan5, do not ban him |
| 14:42 |
sfan5 |
PilzAdam: why? |
| 14:42 |
PilzAdam |
troll |
| 14:42 |
VanessaE |
he already asked me in PM to ban him. I refused. |
| 14:42 |
sfan5 |
i'll just tempban him for 1 day |
| 14:42 |
RealBadAngel |
demand $10 donation for banning |
| 14:42 |
thexyz |
→ #minetest |
| 14:44 |
RealBadAngel |
nothing is really free, even one click causes mice to dye sooner. |
| 14:44 |
RealBadAngel |
*die |
| 14:53 |
kahrl |
I thought those were hamsters that powered the minetest.net server, not mice |
| 14:54 |
celeron55 |
well, forum.minetest.net and www.minetest.net are different servers; thexyz uses mice, i use hamsters |
| 15:26 |
|
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| 15:44 |
hmmmm |
[09:42 AM] <kahrl> but would prediction fix that? definitely |
| 15:44 |
hmmmm |
i have only played multiplayer minetest a couple times, but i can say that it is the most annoying thing ever |
| 15:44 |
hmmmm |
in fact, it's almost frustrating enough to make me not want to play it at all |
| 15:45 |
hmmmm |
let's serialize the craftdefs and send those to players |
| 15:45 |
hmmmm |
the results of which are sent to the server for validation |
| 15:45 |
VanessaE |
agreed |
| 15:46 |
hmmmm |
as for the builtin hud, this is a bit of a reason why i wanted to generalize things |
| 15:46 |
hmmmm |
everybody that isn't me have been adding exceptions for "builtin" things to the _interface_ |
| 15:46 |
hmmmm |
to the lua api and the protocol |
| 15:47 |
hmmmm |
if you have a special ID reserved for the builtin items, then you'd be able to modify them just like any other item (except not remove, yet) |
| 15:48 |
kaeza |
> everybody that isn't me <-- /me too |
| 15:48 |
hmmmm |
and what's more is, if in the future we somehow get client-side lua, then those builtin hud elements don't need to be builtin anymore and we can simply change the macros for builtin IDs from -2 to say, 0, as in the element that was added first |
| 15:49 |
hmmmm |
kaeza, hud_set_builtin_visible? :/ |
| 15:51 |
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| 15:51 |
kaeza |
hmmmm, player:hud_change(-1, "visible", true) |
| 15:52 |
kaeza |
or: player:hud_change(HUD_BUILTIN_HOTBAR, "visible", true) |
| 15:52 |
kaeza |
(HUD_BUILTIN_HOTBAR defined in default) |
| 15:53 |
hmmmm |
-1 is reserved for an invalid hud id |
| 15:53 |
kaeza |
that was an example |
| 15:54 |
PilzAdam |
a bad one |
| 15:54 |
kaeza |
meh |
| 15:54 |
hmmmm |
that's something that could be done |
| 15:54 |
hmmmm |
and it wouldn't break any protocol |
| 16:10 |
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celeron55 |
a reminder: in my opinion 0.4.7 should be released quite soon |
| 16:19 |
celeron55 |
also, IMO it should have already been released because of bugs |
| 16:20 |
celeron55 |
i think a fixed release schedule would help with everyone just posponing releases infinitely |
| 16:20 |
celeron55 |
but otoh, i am not interested in enforcing such |
| 16:20 |
celeron55 |
postponing* |
| 16:22 |
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| 16:29 |
hmmmm |
i thought i told people to release the fixed 0.4.6 |
| 16:29 |
hmmmm |
anyway, lesson learned, we are NOT doing any half-length feature freezes anymore |
| 16:30 |
celeron55 |
a fixed 0.4.6 is 0.4.7 |
| 16:30 |
celeron55 |
we do not do any half-patch releases |
| 16:30 |
celeron55 |
the last number is the patch number and it is always increased |
| 16:31 |
celeron55 |
that is why locking features to a certain n.n.x is dumb |
| 16:31 |
hmmmm |
if you really want to consider the last version digit as the patch, then minetest should be way past what it is right now |
| 16:32 |
celeron55 |
one can think of that in many ways |
| 16:32 |
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| 16:33 |
celeron55 |
i think we could do the same as linux did and just say it's 1.0.0 because development seems to roll on at a steady pace without incompatible rework going on in a long time |
| 16:33 |
hmmmm |
then what's with 0.4.4-d1? |
| 16:33 |
celeron55 |
hmmmm: it isn't a release |
| 16:33 |
hmmmm |
meh whatever |
| 16:33 |
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| 16:33 |
celeron55 |
it was just a way to make it easier to differentiate certain builds with many features from the previous ones because it was likely to cause confusion |
| 16:34 |
celeron55 |
or something like that |
| 16:36 |
celeron55 |
hmmmm: have you considered my requests for having a written plan for the minetest engine for roughly a year ahead or so? |
| 16:38 |
hmmmm |
yes i have |
| 16:38 |
hmmmm |
but it's not happening immediately |
| 16:38 |
hmmmm |
i have a _lot_ of other things to write first |
| 16:38 |
hmmmm |
i'll be able to get back into the groove of minetest in about two weeks |
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| 16:45 |
celeron55 |
it should clear up the uncertainty somewhat (unless your plan is widely disagreed on, in which case we do need to do something about it) |
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Jordach |
hmmmm, when did minetest become vinyl |
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| 16:52 |
Calinou |
since ponies invaded this game |
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| 16:55 |
BlockMen |
the spawn point is fixed, right (not spawing in the air)? |
| 16:55 |
Exio |
should be |
| 16:56 |
BlockMen |
hmm, i spawned inside of a tree node yesterday |
| 16:56 |
BlockMen |
(just one time, but i thought you want know) |
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rubenwardy |
"invalid startposIndex: (5,7,6)Realpos: (74,13,-611) |
| 17:21 |
rubenwardy |
when using minetest.env:find_path |
| 17:23 |
rubenwardy |
woops |
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RealBadAngel |
celeron55, its good to have a plan :) i know exactly what i will be coding next few weeks |
| 17:43 |
Jordach |
+bug fixes |
| 17:43 |
RealBadAngel |
those too |
| 17:43 |
RealBadAngel |
i mean THE plan |
| 17:45 |
RealBadAngel |
i want to learn everything bout meshes (so, im learnin irrlicht, blender, and other weird stuff that pops up_ |
| 17:46 |
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RealBadAngel |
also the shaders |
| 17:47 |
RealBadAngel |
i learned how they work already |
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