| Time | 
            Nick | 
            Message | 
        
        
	| 00:05 | 
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	| 08:09 | 
	nore | 
	sfan5, ShadowNinja: ok with game#506 and game#511? | 
        
	| 08:09 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/506 -- Add screwdriver callbacks, and code them for doors and beds by Novatux | 
        
	| 08:09 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 | 
        
	| 08:16 | 
	sfan5 | 
	nore: game#511 seems ok | 
        
	| 08:16 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 | 
        
	| 08:19 | 
	sfan5 | 
	nore: 506 too | 
        
	| 08:19 | 
	nore | 
	ok | 
        
	| 09:12 | 
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	| 12:01 | 
	Megaf_ | 
	Hi all, can you please remove the dependency of screwdriver on doors? | 
        
	| 12:02 | 
	Megaf_ | 
	I dont have screwdrivers on my server and because of the new commits it no longer starts | 
        
	| 12:02 | 
	Megaf_ | 
	http://paste.debian.net/plain/176911 | 
        
	| 12:02 | 
	Megaf_ | 
	^ kilbith | 
        
	| 12:02 | 
	kilbith | 
	answered in PM already | 
        
	| 12:04 | 
	Megaf_ | 
	added  if screwdriver == nil then screwdriver = {} end to doors/init.lua as suggested by kilbith and it worked | 
        
	| 12:05 | 
	Megaf_ | 
	very easy to fix | 
        
	| 12:09 | 
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	| 12:10 | 
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	| 12:34 | 
	Megaf_ | 
	https://github.com/minetest/minetest_game/issues/512 | 
        
	| 12:35 | 
	Megaf_ | 
	[Feature Request] Add some options to beds mod. #512 | 
        
	| 12:35 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/512 -- always generate underground springs and liquid fine tuning by proller | 
        
	| 12:37 | 
	nore | 
	Megaf_: use game#512 for issues of minetest_game | 
        
	| 12:37 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. | 
        
	| 12:38 | 
	Megaf_ | 
	Thanks | 
        
	| 12:41 | 
	nore | 
	Megaf_: can you test https://github.com/Novatux/minetest_game/commit/3669ca0a8355a56bd6a519ccd35f7b526fa11c76 please? | 
        
	| 12:44 | 
	Megaf_ | 
	testing | 
        
	| 12:47 | 
	Megaf_ | 
	nore: seems to work | 
        
	| 12:47 | 
	nore | 
	ok, I'll push it then | 
        
	| 12:49 | 
	Megaf_ | 
	game#513 | 
        
	| 12:49 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/513 -- [Bug] Beds make the server skip time when nobody is online. | 
        
	| 12:51 | 
	nore | 
	sfan5, ShadowNinja, what are your thoughts about game#509 (problems with multinode nodes) | 
        
	| 12:51 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/509 -- Beds, doors and fire | 
        
	| 12:53 | 
	sfan5 | 
	nore: why not have bed_{top,bottom}.on_destruct call a single function that removes both nodes | 
        
	| 12:54 | 
	nore | 
	sfan5: right now the problem is that on_destructs are called recursively, crashing the server if both parts would have that | 
        
	| 12:54 | 
	nore | 
	it can be fixed by adding information to metadata | 
        
	| 12:55 | 
	nore | 
	but since that code can be useful for doors too, what about adding it in default or even in builtin? | 
        
	| 12:55 | 
	sfan5 | 
	could be a good idea | 
        
	| 12:55 | 
	Megaf_ | 
	https://github.com/minetest/minetest_game/issues/509#issuecomment-102028305 | 
        
	| 12:55 | 
	* nore | 
	will start coding then | 
        
	| 12:56 | 
	Megaf_ | 
	read my comment first | 
        
	| 12:56 | 
	Megaf_ | 
	kilbith: ^ | 
        
	| 12:56 | 
	nore | 
	Megaf_, yes, but we need to have nodes that prevent other nodes from going where they shouldn't | 
        
	| 12:57 | 
	kilbith | 
	Megaf_, already discussed here : https://github.com/minetest/minetest_game/pull/486 | 
        
	| 12:57 | 
	nore | 
	because single-node doors/beds can still have one of their nodes be replaced by another node | 
        
	| 12:58 | 
	Megaf_ | 
	#2700 | 
        
	| 12:58 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2700 -- [Feature Request] Add command to display current time. | 
        
	| 12:59 | 
	kilbith | 
	already doable with a mod | 
        
	| 12:59 | 
	Megaf_ | 
	nore: ok, I seen ow | 
        
	| 13:03 | 
	Megaf_ | 
	s/seen/see | 
        
	| 13:36 | 
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	| 14:03 | 
	 | 
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	| 14:15 | 
	nore | 
	sfan5: https://github.com/Novatux/minetest/commit/9ce307bd0a0e464e787f6ae73e75285dc9d76f46 and https://github.com/Novatux/minetest_game/commit/bae154b424c1441280213cba91761b8818bf97ef | 
        
	| 14:17 | 
	nore | 
	the multinode API | 
        
	| 14:27 | 
	 | 
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	| 14:28 | 
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	| 14:31 | 
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	| 14:49 | 
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	| 15:03 | 
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	| 15:20 | 
	nore | 
	sfan5: can I merge game#347, and HybridDog's sound of game#333? | 
        
	| 15:20 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/347 -- Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP by Calinou | 
        
	| 15:20 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/333 -- Add hurt sound by Snipie | 
        
	| 15:22 | 
	VanessaE | 
	nore: oh sure, introduce a new multi-node feature *after* I phased out all of the multi-node items in homedecor :) | 
        
	| 15:23 | 
	nore | 
	:) | 
        
	| 15:23 | 
	kilbith | 
	nore, the hurt sound seems like a sneeze :/ | 
        
	| 15:23 | 
	kilbith | 
	https://raw.githubusercontent.com/Snipie/minetest_game/master/mods/default/sounds/default_hurt.ogg | 
        
	| 15:24 | 
	nore | 
	kilbith: you didn't test the correct one: http://freesound.org/people/satanicupsman/sounds/144015/ | 
        
	| 15:26 | 
	kahrl | 
	having just 1 sample that gets played each time you get damaged sounds like a recipe for being really annoying | 
        
	| 15:26 | 
	kahrl | 
	I would suggest having at least 5 (more if possible) of which one gets chosen at random | 
        
	| 15:26 | 
	nore | 
	sfan5: also game#349, game#353 | 
        
	| 15:26 | 
	ShadowNinja | 
	nore: HD's 333 sound is O.K., but it's too long. | 
        
	| 15:26 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/349 -- Make some common nodes let light pass through by Calinou | 
        
	| 15:26 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/353 -- Give 24 rails per craft instead of 15 by Calinou | 
        
	| 15:27 | 
	nore | 
	ShadowNinja, yes, it would need to be cut | 
        
	| 15:27 | 
	nore | 
	(but I'm not able to do that) | 
        
	| 15:27 | 
	* ShadowNinja | 
	will do that. | 
        
	| 15:27 | 
	ShadowNinja | 
	Er... "Login to download" -- nope. | 
        
	| 15:28 | 
	sfan5 | 
	nore: 353 and 347 are ok | 
        
	| 15:28 | 
	VanessaE | 
	ShadowNinja: audacity + record from capture. :) | 
        
	| 15:29 | 
	ShadowNinja | 
	VanessaE: Found the link from the HTML. | 
        
	| 15:29 | 
	VanessaE | 
	that works too | 
        
	| 15:29 | 
	kahrl | 
	heh | 
        
	| 15:30 | 
	sfan5 | 
	nore: 349 is ok too | 
        
	| 15:30 | 
	Calinou | 
	:D | 
        
	| 15:30 | 
	Calinou | 
	if all are merged, I'll be eligible for credits | 
        
	| 15:31 | 
	kilbith | 
	... | 
        
	| 15:33 | 
	kahrl | 
	ShadowNinja: how did you find the link? All i could find is the previews, which are presumably lower quality | 
        
	| 15:33 | 
	 | 
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	| 15:34 | 
	ShadowNinja | 
	kahrl: s/lq/hq/ on the link :-) | 
        
	| 15:34 | 
	 | 
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	| 15:34 | 
	kahrl | 
	ah, nice :) | 
        
	| 15:37 | 
	nore | 
	also, what about game#301 if it is configurable? | 
        
	| 15:37 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Novatux | 
        
	| 15:39 | 
	VanessaE | 
	nore: I ran that for a fair while in dreambuilder...turns out people didn't really like it | 
        
	| 15:39 | 
	nore | 
	so, if added, disabled by default would be best, you think? | 
        
	| 15:40 | 
	VanessaE | 
	yeah | 
        
	| 15:41 | 
	VanessaE | 
	the main complaint was that it was too easy to end up mining in a fairly bare area | 
        
	| 15:41 | 
	 | 
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	| 15:44 | 
	kahrl | 
	shouldn't be a problem if you start mining where you already found ores | 
        
	| 15:46 | 
	nore | 
	ShadowNinja, about the screwdriver callback: where should the two basic on_rotate be then? | 
        
	| 15:46 | 
	ShadowNinja | 
	Here's the trimmed audio, ogg vorbis 44.1k: https://drive.google.com/file/d/0B1eQE0s7LHNZUnF3aVBJc1M5UjA | 
        
	| 15:46 | 
	nore | 
	ShadowNinja: can you merge it? | 
        
	| 15:46 | 
	ShadowNinja | 
	nore: What do you mean? | 
        
	| 15:46 | 
	ShadowNinja | 
	nore: Er, maybe. | 
        
	| 15:47 | 
	nore | 
	for screwdriver: there are two default on_rotates: screwdriver.disallow and screwdriver.rotate_simple | 
        
	| 15:47 | 
	nore | 
	where should I put those? | 
        
	| 15:47 | 
	ShadowNinja | 
	I'm working on spliting game_api.txt now though. | 
        
	| 15:47 | 
	VanessaE | 
	nore: have you addressed how the screwdriver handles the wallmount parma2 method? | 
        
	| 15:47 | 
	VanessaE | 
	it's *really* screwy. | 
        
	| 15:47 | 
	nore | 
	VanessaE: no, not yet | 
        
	| 15:47 | 
	ShadowNinja | 
	(and fixing all the typos and syntax errors) | 
        
	| 15:47 | 
	VanessaE | 
	ok | 
        
	| 15:47 | 
	nore | 
	ShadowNinja: ok | 
        
	| 15:48 | 
	VanessaE | 
	nore: I'd say put the special handling in the right-click (and make left-click do nothing) since it looks to the user like an axis direction change (rather than rotation around the axis) | 
        
	| 15:49 | 
	nore | 
	VanessaE, well, the easiest way would be to make a screwdriver.wallmounted on_rotate :) | 
        
	| 15:49 | 
	VanessaE | 
	... | 
        
	| 15:49 | 
	VanessaE | 
	you're killing me :) | 
        
	| 15:51 | 
	nore | 
	VanessaE: https://gist.github.com/Novatux/8a57197e070b1ff48e50 | 
        
	| 15:51 | 
	nore | 
	can you try it? | 
        
	| 15:52 | 
	VanessaE | 
	sure | 
        
	| 15:52 | 
	nore | 
	also, what about game#290? (but only for grass & flowers) | 
        
	| 15:52 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel | 
        
	| 15:53 | 
	nore | 
	game#454 too | 
        
	| 15:53 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/454 -- Allow placing decaying leaves when holding shift by MT-Modder | 
        
	| 15:55 | 
	nore | 
	and game#395 | 
        
	| 15:55 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa | 
        
	| 15:56 | 
	rubenwardy | 
	game#395 has a bug, according to ve | 
        
	| 15:56 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa | 
        
	| 15:56 | 
	nore | 
	yes, I mean, if bug is fixed | 
        
	| 15:57 | 
	nore | 
	because it is still controversial... :| | 
        
	| 15:58 | 
	nore | 
	game#502 looks fine too | 
        
	| 15:58 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/502 -- Created TNT mods namespace by LeMagnesium | 
        
	| 15:59 | 
	VanessaE | 
	nore: that reminds me, | 
        
	| 15:59 | 
	VanessaE | 
	I have 395 merged in DB.  did you notice the user comment I pasted there? | 
        
	| 16:00 | 
	nore | 
	yep | 
        
	| 16:00 | 
	nore | 
	were you able to find why it did that? | 
        
	| 16:00 | 
	VanessaE | 
	nope, I didn't have time to look into it | 
        
	| 16:00 | 
	VanessaE | 
	I'm guessing it's actually technic's fault now | 
        
	| 16:01 | 
	VanessaE | 
	since its furnaces et al. don't have that same feature | 
        
	| 16:01 | 
	VanessaE | 
	I guess the user simply walked too far away from them, so the default furnaces seem "faster" now | 
        
	| 16:01 | 
	nore | 
	game#494 looks good | 
        
	| 16:01 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/494 -- Simplified flowers registration by LeMagnesium | 
        
	| 16:02 | 
	VanessaE | 
	nore: ok, the screwdriver works as expected, with one caveat:  it should override the on_rightclick of the node being clicked on | 
        
	| 16:02 | 
	VanessaE | 
	since those will often be signs. | 
        
	| 16:02 | 
	nore | 
	VanessaE: maybe | 
        
	| 16:02 | 
	nore | 
	^ no, you have to use Sneak+rightclick | 
        
	| 16:02 | 
	VanessaE | 
	yeah I know | 
        
	| 16:02 | 
	VanessaE | 
	that works | 
        
	| 16:02 | 
	nore | 
	can't be changed :( | 
        
	| 16:02 | 
	VanessaE | 
	no? | 
        
	| 16:03 | 
	nore | 
	I think it can't | 
        
	| 16:03 | 
	nore | 
	also: did you try it with torches? | 
        
	| 16:03 | 
	VanessaE | 
	nope, didn't think of that | 
        
	| 16:03 | 
	VanessaE | 
	sec. | 
        
	| 16:05 | 
	 | 
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	| 16:05 | 
	RealBadAngel | 
	hi | 
        
	| 16:05 | 
	VanessaE | 
	nore: you know, that's not half-bad on a torch. | 
        
	| 16:05 | 
	nore | 
	hi RBA | 
        
	| 16:06 | 
	nore | 
	VanessaE, doesn't it create floating torches? | 
        
	| 16:06 | 
	VanessaE | 
	yes, it does | 
        
	| 16:06 | 
	VanessaE | 
	but the rotation itself works as expected. | 
        
	| 16:06 | 
	nore | 
	that's bad :( | 
        
	| 16:06 | 
	VanessaE | 
	as for on_rightclick, it'll just have to be handled by the nodes themselves rather than in the screwdriver. | 
        
	| 16:06 | 
	VanessaE | 
	nore: it should be enough to call nodeupdate() after a rotation | 
        
	| 16:06 | 
	VanessaE | 
	lemme check that | 
        
	| 16:07 | 
	nore | 
	VanessaE: better would be to skip rotations that are not allowed then | 
        
	| 16:07 | 
	VanessaE | 
	hm | 
        
	| 16:07 | 
	VanessaE | 
	yeah maybe so | 
        
	| 16:08 | 
	VanessaE | 
	only rotate to the next available surface or so? | 
        
	| 16:09 | 
	VanessaE | 
	hey RBA | 
        
	| 16:09 | 
	nore | 
	yep | 
        
	| 16:13 | 
	VanessaE | 
	guess it needs a screwdriver.torchlike ;) | 
        
	| 16:13 | 
	nore | 
	or .attached_wallmounted :) | 
        
	| 16:14 | 
	VanessaE | 
	heh | 
        
	| 16:15 | 
	VanessaE | 
	welkl | 
        
	| 16:15 | 
	VanessaE | 
	well | 
        
	| 16:15 | 
	VanessaE | 
	you're gonna need to handle attached-not-wallmounted too :) | 
        
	| 16:18 | 
	 | 
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	| 16:28 | 
	RealBadAngel | 
	http://i.imgur.com/FweC1Ch.jpg | 
        
	| 16:29 | 
	RealBadAngel | 
	im pretty close to finish it :) | 
        
	| 16:29 | 
	nore | 
	wow | 
        
	| 16:29 | 
	VanessaE | 
	nice | 
        
	| 16:30 | 
	Calinou | 
	too dark minimap? | 
        
	| 16:30 | 
	VanessaE | 
	needs a normalizer routine | 
        
	| 16:31 | 
	RealBadAngel | 
	Calinou, its dynamic, closer you are to the surface, its brighter | 
        
	| 16:31 | 
	VanessaE | 
	keep the distance-variable brighness, but at the same time keep the dimmest and brightest stuff fixed at a certain point | 
        
	| 16:32 | 
	RealBadAngel | 
	thx to that ground gets faded when you are flying up, while structures in the air will become visible | 
        
	| 16:32 | 
	Calinou | 
	make the light dimming optional | 
        
	| 16:32 | 
	Calinou | 
	ideally the minimap should be very configurable | 
        
	| 16:32 | 
	RealBadAngel | 
	to fade away there cannot be minimal value other than 0 | 
        
	| 16:32 | 
	Calinou | 
	would be nice if scale was changeable in-game too | 
        
	| 16:32 | 
	Calinou | 
	using a key | 
        
	| 16:33 | 
	Calinou | 
	0.5×, 1×, 2×, 4× | 
        
	| 16:33 | 
	nore | 
	Calinou: it is | 
        
	| 16:33 | 
	ElectronLibre | 
	Calinou: It is changeable with F9. | 
        
	| 16:33 | 
	Calinou | 
	ok | 
        
	| 16:33 | 
	RealBadAngel | 
	its off/ surface 1x,2x,4, radar 1x,2x,4x | 
        
	| 16:34 | 
	Calinou | 
	no 0.5× :P | 
        
	| 16:34 | 
	RealBadAngel | 
	that would mean area of 256x256x256 nodes to scan | 
        
	| 16:34 | 
	RealBadAngel | 
	a bit too much ;) | 
        
	| 16:36 | 
	Calinou | 
	Rei's minimap did it :P | 
        
	| 16:37 | 
	celeron55 | 
	a map isn't very useful if you can't even see the distance that is rendered anyway on screen | 
        
	| 16:38 | 
	LittleJoe | 
	^^^^ | 
        
	| 16:38 | 
	RealBadAngel | 
	would you like to show whole visible world in the minimap? | 
        
	| 16:38 | 
	LittleJoe | 
	that would be cool : D | 
        
	| 16:39 | 
	LittleJoe | 
	it would be nice to also be able to see beyond the chunks that are generated | 
        
	| 16:39 | 
	RealBadAngel | 
	what will you see on a 128x128 pixels then? | 
        
	| 16:39 | 
	LittleJoe | 
	so you can see mountains off in the distance for example | 
        
	| 16:39 | 
	Calinou | 
	that's impossible, unless you know world seed and generate world on client | 
        
	| 16:40 | 
	Calinou | 
	this is kind of what farmesh did | 
        
	| 16:40 | 
	kahrl | 
	btw, the reason minecraft can do larger maps is that it stores a heightmap of the world, so it never needs to scan vertically | 
        
	| 16:40 | 
	kahrl | 
	maybe it would be beneficial to add that | 
        
	| 16:40 | 
	nore | 
	RealBadAngel, but if you do 0.5x, you can only scan 1 column in each 2x2 square perhaps | 
        
	| 16:41 | 
	RealBadAngel | 
	but then minimapper would be only usefull over the surface | 
        
	| 16:41 | 
	nore | 
	that would also allow almost any size :) | 
        
	| 16:41 | 
	nore | 
	yep | 
        
	| 16:41 | 
	RealBadAngel | 
	and wont show nothing above | 
        
	| 16:42 | 
	kahrl | 
	above? you mean below, in cave mode? | 
        
	| 16:42 | 
	RealBadAngel | 
	there are many structures in the air | 
        
	| 16:42 | 
	RealBadAngel | 
	or other mapgens can do that | 
        
	| 16:42 | 
	RealBadAngel | 
	my approach will minimap them too | 
        
	| 16:42 | 
	kahrl | 
	the heightmap is updated whenever sunlight is spread or unspread | 
        
	| 16:43 | 
	nore | 
	(btw, light spread/unspread is still buggy :|) | 
        
	| 16:43 | 
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	| 16:44 | 
	LittleJoe | 
	another thing I like a out MC is chunks load farther away from the player giving more of a landscape view | 
        
	| 16:45 | 
	Calinou | 
	this is configurable, LittleJoe | 
        
	| 16:45 | 
	Calinou | 
	increase client and server sending range | 
        
	| 16:45 | 
	Calinou | 
	will require more bandwidth and client resources | 
        
	| 16:46 | 
	LittleJoe | 
	but once the chunks are loaded for the first time doesn't it decrease performance sucking? | 
        
	| 16:46 | 
	RealBadAngel | 
	they can be unloaded then, dont forget | 
        
	| 16:47 | 
	LittleJoe | 
	but the mapgen doesn't have to work again | 
        
	| 16:47 | 
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	| 17:01 | 
	ElectronLibre | 
	I've just written game#514 to solve game#512 's second point. | 
        
	| 17:01 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium | 
        
	| 17:01 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. | 
        
	| 17:03 | 
	nore | 
	ah, thanks :) | 
        
	| 17:03 | 
	ElectronLibre | 
	You're welcome. | 
        
	| 17:06 | 
	Adimgar | 
	greetings | 
        
	| 17:06 | 
	Adimgar | 
	i've a little question, maybe it've been asked before, but i couln't find about it neither in the forum and wiki | 
        
	| 17:07 | 
	Adimgar | 
	is it possible to translate ingame texts (node names, items, etc)? | 
        
	| 17:08 | 
	kilbith | 
	yes, intllib - further on #minetest | 
        
	| 17:12 | 
	Adimgar | 
	thanks | 
        
	| 17:13 | 
	nore | 
	sfan5, ShadowNinja, can you look at #515 and give your opinion please? | 
        
	| 17:13 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/515 -- Lua speedup | 
        
	| 17:13 | 
	nore | 
	(ehm, game#515) | 
        
	| 17:13 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/515 -- [Discussion] Development direction | 
        
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	| 17:35 | 
	nore | 
	can I merge #514? | 
        
	| 17:35 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/514 -- Mese picks are meant to be weapons by jojoa1997 | 
        
	| 17:36 | 
	nore | 
	game#514 | 
        
	| 17:36 | 
	ShadowBot | 
	https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium | 
        
	| 17:36 | 
	nore | 
	^ sfan5, ShadowNinja | 
        
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	| 17:52 | 
	TeTpaAka | 
	Can someone review #2701? | 
        
	| 17:52 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2701 -- Add get and set functions for the nametag color by TeTpaAka | 
        
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	| 21:03 | 
	RealBadAngel | 
	btw, why after using tnt on desert stone it drops desert stone bricks>> | 
        
	| 21:03 | 
	RealBadAngel | 
	? | 
        
	| 21:05 | 
	ElectronLibre | 
	It should drop desert cobble. | 
        
	| 21:11 | 
	RealBadAngel | 
	i know, but it drops bricks instead | 
        
	| 21:11 | 
	ElectronLibre | 
	I will take a look at this after when I will have finished what I'm working on. | 
        
	| 21:12 | 
	RealBadAngel | 
	ah, nvm, its my modified game | 
        
	| 21:12 | 
	ElectronLibre | 
	Oh, ok, then, everything is fine. | 
        
	| 21:16 | 
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	| 21:27 | 
	est31 | 
	man this code is ugly: https://github.com/tenplus1/minetest/blob/patch-1/builtin/game/item_entity.lua#L174 | 
        
	| 21:27 | 
	est31 | 
	err | 
        
	| 21:27 | 
	est31 | 
	either way | 
        
	| 21:27 | 
	est31 | 
	nvm | 
        
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	| 21:49 | 
	RealBadAngel | 
	i think i found a solution for both threading minimapper and making map bigger | 
        
	| 21:49 | 
	RealBadAngel | 
	im gonna get all the data when makin mapblock mesh | 
        
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	| 22:17 | 
	est31 | 
	pushing 2 commits in 15 minutes: https://github.com/minetest/minetest/compare/master...est31:master | 
        
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