| Time | 
            Nick | 
            Message | 
        
        
	| 00:02 | 
	 | 
	paramat joined #minetest-dev | 
        
	| 00:02 | 
	est31 | 
	added a comment https://github.com/est31/minetest/commit/b8ac7b80e6031f1322b76d638256f8e4a52e89d1 | 
        
	| 00:03 | 
	est31 | 
	paramat, can you give it a look | 
        
	| 00:03 | 
	paramat | 
	just did, seems good +1 | 
        
	| 00:03 | 
	est31 | 
	will fix #3939 | 
        
	| 00:04 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/3939 -- Hiding nametags stopped working | 
        
	| 00:04 | 
	paramat | 
	much appreciated | 
        
	| 00:06 | 
	est31 | 
	pushed | 
        
	| 00:07 | 
	est31 | 
	and yes usually I read the logs, but i dont guarantee it | 
        
	| 00:07 | 
	est31 | 
	kahrl, you have added a patch to gist, what about merging it? | 
        
	| 00:12 | 
	est31 | 
	And yeah its a good idea that the "merge PR" button is now just a "close PR" one. You always accidentially click the weirdest buttons... | 
        
	| 00:12 | 
	est31 | 
	cool that github started improving their service | 
        
	| 00:15 | 
	ShadowNinja | 
	Maybe we can start using auto-merging now: https://github.com/blog/2141-squash-your-commits | 
        
	| 00:16 | 
	ShadowNinja | 
	It should allow pull requests to be merged much more easily, promoting faster merges. | 
        
	| 00:16 | 
	ShadowNinja | 
	It has to be enabled though.  celeron55 ^? | 
        
	| 00:18 | 
	 | 
	est31 joined #minetest-dev | 
        
	| 01:06 | 
	 | 
	yang2003 joined #minetest-dev | 
        
	| 01:07 | 
	 | 
	yang2003 joined #minetest-dev | 
        
	| 02:41 | 
	 | 
	paramat left #minetest-dev | 
        
	| 03:06 | 
	sofar | 
	!tell pilzadam I'd love to maintain "nether" in minetest-mods - PM me | 
        
	| 03:06 | 
	ShadowBot | 
	sofar: O.K. | 
        
	| 03:32 | 
	 | 
	asl97 joined #minetest-dev | 
        
	| 03:40 | 
	 | 
	est31 joined #minetest-dev | 
        
	| 04:09 | 
	VanessaE | 
	sofar: what's the probability of using that new drawtype for pipeworks tubes? | 
        
	| 04:09 | 
	VanessaE | 
	(doesn't seem like it would work for steel pipes, but maybe those also?) | 
        
	| 04:10 | 
	VanessaE | 
	(actually, it wouldn't work for steel pipes, as those are mesh nodes) | 
        
	| 04:10 | 
	sofar | 
	aren't those meshes? | 
        
	| 04:10 | 
	sofar | 
	yes | 
        
	| 04:11 | 
	sofar | 
	pipeworks tubes should work. I forgot who it was but someone already hacked up a lot of technic conversions | 
        
	| 04:11 | 
	sofar | 
	they worked nicely | 
        
	| 04:11 | 
	VanessaE | 
	technic has already been patched, works well. | 
        
	| 04:11 | 
	sofar | 
	ahhh good | 
        
	| 04:11 | 
	sofar | 
	yup, we can do pipeworks as well soon | 
        
	| 04:12 | 
	sofar | 
	might as well now | 
        
	| 04:12 | 
	VanessaE | 
	nore: *poke* | 
        
	| 04:13 | 
	VanessaE | 
	what about mesecons?  that one I guess would be kinda tricky, no doubt? | 
        
	| 04:13 | 
	sofar | 
	well, you could convert some of mesecons wire, but not all | 
        
	| 04:13 | 
	VanessaE | 
	that's what I thought | 
        
	| 04:14 | 
	 | 
	asl97 joined #minetest-dev | 
        
	| 05:11 | 
	VanessaE | 
	I must be missing something - is there a way to have a mod (or modpack) provide settings equivalent to minetest.conf (i.e. stuff that takes effect before the server's mods are initialized)? | 
        
	| 05:12 | 
	sofar | 
	you can set stuff in minetest.conf | 
        
	| 05:12 | 
	sofar | 
	but it's during mod initialization that you have the first chance | 
        
	| 05:12 | 
	VanessaE | 
	damn it. | 
        
	| 05:13 | 
	sofar | 
	that's only a problem if you need to share settings between mods | 
        
	| 05:13 | 
	sofar | 
	but yes, modpacks :( | 
        
	| 05:13 | 
	VanessaE | 
	I just converted dreambuilder into a normal modpack, and I was hoping to include a minetest.conf equivalent to what the subgame had before. | 
        
	| 05:13 | 
	sofar | 
	make a dreambuilder_settings mod, have all the mods depend on it | 
        
	| 05:13 | 
	sofar | 
	something like that will work | 
        
	| 05:13 | 
	VanessaE | 
	ew. | 
        
	| 05:15 | 
	VanessaE | 
	I'll figure out another way. | 
        
	| 05:19 | 
	VanessaE | 
	strike that, there's no way to do what I want without an equivalent to a subgame's minetest.conf. | 
        
	| 05:20 | 
	VanessaE | 
	(specifically, one of the things the subgame used to do was disable the mesh cache) | 
        
	| 06:20 | 
	 | 
	yang2003 joined #minetest-dev | 
        
	| 06:26 | 
	 | 
	nrzkt joined #minetest-dev | 
        
	| 06:43 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 07:58 | 
	 | 
	ynong123 joined #minetest-dev | 
        
	| 08:02 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 08:14 | 
	 | 
	OldCoder joined #minetest-dev | 
        
	| 08:29 | 
	 | 
	Krock joined #minetest-dev | 
        
	| 08:46 | 
	 | 
	Calinou joined #minetest-dev | 
        
	| 08:46 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 08:56 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 09:07 | 
	 | 
	Zeno` joined #minetest-dev | 
        
	| 09:17 | 
	 | 
	Obani joined #minetest-dev | 
        
	| 09:22 | 
	 | 
	technics joined #minetest-dev | 
        
	| 09:25 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 10:02 | 
	 | 
	proller joined #minetest-dev | 
        
	| 10:18 | 
	 | 
	PilzAdam joined #minetest-dev | 
        
	| 10:43 | 
	 | 
	Krock joined #minetest-dev | 
        
	| 11:01 | 
	 | 
	jin_xi joined #minetest-dev | 
        
	| 11:24 | 
	 | 
	Amaz joined #minetest-dev | 
        
	| 11:32 | 
	 | 
	Megaf joined #minetest-dev | 
        
	| 11:36 | 
	 | 
	Fixer joined #minetest-dev | 
        
	| 11:46 | 
	 | 
	turtleman joined #minetest-dev | 
        
	| 12:53 | 
	 | 
	Gael-de-Sailly joined #minetest-dev | 
        
	| 13:00 | 
	 | 
	est31 joined #minetest-dev | 
        
	| 13:02 | 
	 | 
	STHGOM joined #minetest-dev | 
        
	| 13:24 | 
	nore | 
	hm, does anyone know how to detect user language? | 
        
	| 13:24 | 
	nore | 
	I'm trying to add this client-side translation thing | 
        
	| 13:24 | 
	nrzkt | 
	on Linux LANG is the answer | 
        
	| 13:24 | 
	nore | 
	and it works well, except that I can't find the language | 
        
	| 13:25 | 
	nrzkt | 
	nore what is your exact thing ? | 
        
	| 13:25 | 
	nore | 
	nrzkt: well, I'd like to be able to get the language name | 
        
	| 13:25 | 
	est31 | 
	we already have code to get the language name | 
        
	| 13:25 | 
	nore | 
	like "fr", "de", etc in the menu | 
        
	| 13:25 | 
	nore | 
	est31: where? | 
        
	| 13:25 | 
	Krock | 
	nore, could there be a gettext function? | 
        
	| 13:25 | 
	est31 | 
	ah | 
        
	| 13:25 | 
	nore | 
	I can't find it | 
        
	| 13:26 | 
	nore | 
	and even setlocale(LC_ALL, NULL) does strange things | 
        
	| 13:26 | 
	nrzkt | 
	haha welcome to locales :( | 
        
	| 13:26 | 
	nore | 
	like, always replying the same thing | 
        
	| 13:26 | 
	nore | 
	even if I set language to "de" or "C" | 
        
	| 13:26 | 
	nore | 
	I get my fr locale (with LC_NUMERIC=C) | 
        
	| 13:27 | 
	nore | 
	and, even more strange, if I do 'LANG="" bin/minetest' | 
        
	| 13:27 | 
	Obani | 
	est31, will utf8 based chat be in 0.4.14 ? | 
        
	| 13:27 | 
	est31 | 
	Obani, no | 
        
	| 13:27 | 
	nore | 
	language does not work anymore | 
        
	| 13:27 | 
	est31 | 
	nore, the language seems to be overwritten by minetest | 
        
	| 13:27 | 
	nore | 
	even if I set it in minetest.conf | 
        
	| 13:27 | 
	nore | 
	est31: I know it is | 
        
	| 13:27 | 
	est31 | 
	init_gettext from src/gettext.cpp | 
        
	| 13:27 | 
	nore | 
	that's what I'm saying | 
        
	| 13:28 | 
	nore | 
	after mt overrides it, I get the same answer | 
        
	| 13:28 | 
	nore | 
	(I'm changing it by writing the language name in minetest.conf) | 
        
	| 13:29 | 
	est31 | 
	ahh | 
        
	| 13:29 | 
	nore | 
	and what I don't understand is why I always get the same answer | 
        
	| 13:29 | 
	est31 | 
	that seems to happen only on windows | 
        
	| 13:29 | 
	nore | 
	and why language doesn't work if I set LANG="" before launching mt | 
        
	| 13:30 | 
	est31 | 
	man this code is a mess too | 
        
	| 13:30 | 
	nore | 
	est31: no, there's a call if not windows too | 
        
	| 13:30 | 
	est31 | 
	tons of #ifdef here ifdef there | 
        
	| 13:30 | 
	est31 | 
	no idea what happens | 
        
	| 13:31 | 
	nore | 
	well, what should happen since I'm on a linux laptop | 
        
	| 13:31 | 
	nore | 
	// Add user specified locale to environment | 
        
	| 13:31 | 
	nore | 
	setenv("LANGUAGE", configured_language.c_str(), 1); | 
        
	| 13:31 | 
	nore | 
	// Reload locale with changed environment | 
        
	| 13:31 | 
	nore | 
	setlocale(LC_ALL, ""); | 
        
	| 13:32 | 
	nore | 
	I don't know why LANGUAGE is set and not LANG though | 
        
	| 13:32 | 
	sfan5 | 
	iirc LANGUAGE overrides LANG | 
        
	| 13:32 | 
	sfan5 | 
	if you have set LANG to de and set LANGUAGE to fr you get french | 
        
	| 13:32 | 
	sfan5 | 
	s/overrides/has higher priority than/ | 
        
	| 13:33 | 
	nore | 
	sfan5: hm, if I set LANG instead, language does not work anymore | 
        
	| 13:33 | 
	sfan5 | 
	hm | 
        
	| 13:34 | 
	sfan5 | 
	% LANGUAGE=de_DE.UTF-8 LANG=C bash --version | tail -1 | 
        
	| 13:34 | 
	sfan5 | 
	There is NO WARRANTY, to the extent permitted by law. | 
        
	| 13:34 | 
	sfan5 | 
	doesnt seem to be that way | 
        
	| 13:34 | 
	sfan5 | 
	% LANGUAGE=de_DE.UTF-8 bash --version | tail -1 | 
        
	| 13:34 | 
	sfan5 | 
	Für den größtmöglichen gesetzlich zulässigen Umfang wird jede Haftung ausgeschlossen. | 
        
	| 13:34 | 
	sfan5 | 
	not setting LANG obviously works | 
        
	| 13:34 | 
	nore | 
	other, unrelated problem: is there a reason why fonts are awful when I set the language to fr? | 
        
	| 13:36 | 
	nore | 
	sfan5: if I do LANG=C bin/minetest, language does not work anymore | 
        
	| 13:37 | 
	nore | 
	even if I add language=fr to minetest.conf | 
        
	| 13:37 | 
	sfan5 | 
	i would call that a feature | 
        
	| 13:38 | 
	nore | 
	sfan5: well, if I do LANG=de_DE.UTF-8 bin/minetest, I get no languge either | 
        
	| 13:38 | 
	nore | 
	so not really feature :/ | 
        
	| 13:38 | 
	nore | 
	but if I replace LANG with LANGUAGE, it works?? | 
        
	| 13:39 | 
	sfan5 | 
	most likely because LANGUAGE is overriden in the code | 
        
	| 13:40 | 
	nore | 
	ok, but why if I do LANG=de_DE.UTF-8 I get nothing, even if I have language=de in minetest.conf too? | 
        
	| 13:42 | 
	sfan5 | 
	magic maybe | 
        
	| 13:42 | 
	nore | 
	(also, when I try to query LC_ALL, I get "C") | 
        
	| 13:43 | 
	nore | 
	and if I didn't do this, I *always* get "LC_CTYPE=fr_FR.UTF-8;LC_NUMERIC=C;LC_TIME=fr_FR.UTF-8;LC_COLLATE=fr_FR.UTF-8;LC_MONETARY=fr_FR.UTF-8;LC_MESSAGES=fr_FR.UTF-8;LC_PAPER=fr_FR.UTF-8;LC_NAME=fr_FR.UTF-8;LC_ADDRESS=fr_FR.UTF-8;LC_TELEPHONE=fr_FR.UTF-8;LC_MEASUREMENT=fr_FR.UTF-8;LC_IDENTIFICATION=fr_FR.UTF-8" | 
        
	| 13:43 | 
	nore | 
	i.e. fr_FR.UTF-8, with LC_NUMERIC=C | 
        
	| 13:43 | 
	nore | 
	even if I set language to de for example | 
        
	| 13:45 | 
	sfan5 | 
	thats because minetest only sets LANGUAGE to the one in minetest.conf | 
        
	| 13:46 | 
	nore | 
	hm... | 
        
	| 13:46 | 
	nore | 
	so LANGUAGE has priority over LC_* | 
        
	| 13:46 | 
	nore | 
	? | 
        
	| 13:47 | 
	sfan5 | 
	no idea | 
        
	| 13:47 | 
	nore | 
	looks like so then | 
        
	| 13:48 | 
	nore | 
	I'm still not able to understand why LANG=de_DE.UTF-8 bin/minetest gets me an english mt, even if language is set to "de" in minetest.conf | 
        
	| 13:55 | 
	Zeno` | 
	doesn't quite make sense does it | 
        
	| 13:56 | 
	Zeno` | 
	last time I tried I had a lot of trouble setting the language | 
        
	| 13:56 | 
	Zeno` | 
	more trouble than I expected | 
        
	| 13:57 | 
	Zeno` | 
	maybe it's easier on Windows | 
        
	| 14:04 | 
	nore | 
	what do you think about not translating game content except if the user sets the language in minetest.conf/in the menu then? | 
        
	| 14:05 | 
	nore | 
	or, maybe I have an idea | 
        
	| 14:05 | 
	nore | 
	translate a string called LANG_CODE | 
        
	| 14:05 | 
	nore | 
	and it would have to be translated to each language's code | 
        
	| 14:05 | 
	nore | 
	and then, we can use gettext :) | 
        
	| 14:06 | 
	nore | 
	it's a bit hacky, but maybe the best solution | 
        
	| 14:06 | 
	nore | 
	what do you think? | 
        
	| 14:07 | 
	 | 
	proller joined #minetest-dev | 
        
	| 14:14 | 
	 | 
	proller joined #minetest-dev | 
        
	| 14:49 | 
	 | 
	Hunterz joined #minetest-dev | 
        
	| 14:55 | 
	 | 
	STHGOM joined #minetest-dev | 
        
	| 14:56 | 
	 | 
	Dragonop joined #minetest-dev | 
        
	| 15:08 | 
	 | 
	Warr1024 joined #minetest-dev | 
        
	| 15:22 | 
	 | 
	hmmmm joined #minetest-dev | 
        
	| 15:39 | 
	nore | 
	#3950 | 
        
	| 15:39 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/3950 -- Add client-side translations by Ekdohibs | 
        
	| 15:54 | 
	 | 
	damiel joined #minetest-dev | 
        
	| 16:09 | 
	 | 
	Player_2 joined #minetest-dev | 
        
	| 16:19 | 
	 | 
	Lejo joined #minetest-dev | 
        
	| 16:20 | 
	 | 
	Lejo left #minetest-dev | 
        
	| 17:08 | 
	 | 
	domtron joined #minetest-dev | 
        
	| 17:15 | 
	 | 
	kahrl joined #minetest-dev | 
        
	| 17:18 | 
	 | 
	neoascetic joined #minetest-dev | 
        
	| 17:19 | 
	neoascetic | 
	Did anyone have problems with doubleclick event on touchpad while playing? | 
        
	| 17:24 | 
	nore | 
	PilzAdam: do you have an idea to avoid large strings server-side? | 
        
	| 17:25 | 
	 | 
	Samson1 joined #minetest-dev | 
        
	| 17:45 | 
	 | 
	celeron55 joined #minetest-dev | 
        
	| 17:49 | 
	PilzAdam | 
	nore, like I said in the comment on the PR: the client could send the preferred languages to the server | 
        
	| 17:49 | 
	PilzAdam | 
	then the server only sends the already translated strings to the client | 
        
	| 17:49 | 
	nore | 
	PilzAdam: yes, but how would the server know the translated strings? | 
        
	| 17:49 | 
	VanessaE | 
	qwrwed reports a facedir bug:  a mesh node with paramtype2="wallmounted", such as homedecor shutters and I think default wooden signs, some rotations put the model and the selection box in different places:  https://forum.minetest.net/viewtopic.php?p=212897#p212897 | 
        
	| 17:50 | 
	PilzAdam | 
	this would be totally backward compatible; just an additional package at init phase is needed | 
        
	| 17:50 | 
	nore | 
	also, some of these strings are in metadata (infotext for example) | 
        
	| 17:50 | 
	nore | 
	for example, a furnace | 
        
	| 17:50 | 
	PilzAdam | 
	mods could provide compiled gettext files | 
        
	| 17:51 | 
	PilzAdam | 
	the server could some kind of markup internally | 
        
	| 17:51 | 
	nore | 
	it sets texts like "Furnace is cooking (42% remaining)", or something like that | 
        
	| 17:51 | 
	PilzAdam | 
	but it shouldn't expose this to the client | 
        
	| 17:51 | 
	 | 
	Calinou joined #minetest-dev | 
        
	| 17:51 | 
	nore | 
	so two problems: it isn't easy to translate that without help from the mod | 
        
	| 17:51 | 
	nore | 
	and second one, this is an infotext | 
        
	| 17:52 | 
	nore | 
	so it resides in metadata | 
        
	| 17:52 | 
	nore | 
	which would have then to be modified before being sent to client | 
        
	| 17:52 | 
	nore | 
	and server would still have to store all the translations somewhere | 
        
	| 17:52 | 
	nore | 
	(so, a long string) | 
        
	| 17:52 | 
	PilzAdam | 
	hm.. metadata is indeed a problem | 
        
	| 17:53 | 
	PilzAdam | 
	maybe use your way for metadata, and mine for everything else (descriptions, HUD elements, etc) | 
        
	| 17:54 | 
	PilzAdam | 
	although: if you save all translations to the metadata, then updating the translation files wouldn't automatically update all nodes on the map | 
        
	| 17:55 | 
	 | 
	kahrl joined #minetest-dev | 
        
	| 17:55 | 
	nore | 
	and where would the translations for descriptions be stored? I'd suggest in the format that I used | 
        
	| 17:55 | 
	nore | 
	PilzAdam: yes, but again, if you change the text that is written, all nodes aren't updated | 
        
	| 17:55 | 
	nore | 
	so it works the same way as now | 
        
	| 17:56 | 
	nore | 
	not really a problem, thus | 
        
	| 17:56 | 
	nore | 
	sorry, gtg now | 
        
	| 17:56 | 
	PilzAdam | 
	the translation would be stored in *.mo files in the mods | 
        
	| 17:56 | 
	PilzAdam | 
	and the server simply uses gettext before sending anything to the client | 
        
	| 17:56 | 
	nore | 
	PilzAdam: and what about dynamic strings? | 
        
	| 17:57 | 
	nore | 
	(let's say, for HUD for example) | 
        
	| 17:57 | 
	PilzAdam | 
	there could be an API method that translates into a markup format (like you proposed), but the server resolves it before sending to the client | 
        
	| 17:58 | 
	nore | 
	that looks fine | 
        
	| 17:59 | 
	PilzAdam | 
	so the mod calls minetest.translate("Health: %d", 100), which results in "Health: 100\v{de: Leben: 100}", but the server still only sends "Health 100" or "Leben 100" to the client | 
        
	| 18:02 | 
	nore | 
	yeah, that could be done in another pr though :) | 
        
	| 18:02 | 
	nore | 
	I don't think it is really a problem right now | 
        
	| 18:26 | 
	 | 
	domtron joined #minetest-dev | 
        
	| 18:29 | 
	celeron55 | 
	has anyone yet used the new squash+rebase github button? | 
        
	| 18:30 | 
	celeron55 | 
	looks like probably no | 
        
	| 18:34 | 
	 | 
	MyTeke_ChrisWMas joined #minetest-dev | 
        
	| 19:15 | 
	 | 
	Calinou_ joined #minetest-dev | 
        
	| 19:43 | 
	 | 
	VargaD joined #minetest-dev | 
        
	| 19:45 | 
	 | 
	Warr1024 joined #minetest-dev | 
        
	| 19:47 | 
	 | 
	Warr1024 joined #minetest-dev | 
        
	| 20:15 | 
	 | 
	Calinou__ joined #minetest-dev | 
        
	| 20:19 | 
	 | 
	Calinou_ joined #minetest-dev | 
        
	| 20:20 | 
	 | 
	nrzkt joined #minetest-dev | 
        
	| 20:22 | 
	hmmmm | 
	hey | 
        
	| 20:22 | 
	hmmmm | 
	hmm paramat isn't on | 
        
	| 20:50 | 
	 | 
	fling joined #minetest-dev | 
        
	| 21:42 | 
	 | 
	STHGOM joined #minetest-dev | 
        
	| 21:44 | 
	 | 
	paramat joined #minetest-dev | 
        
	| 21:44 | 
	paramat | 
	hi hmmmm | 
        
	| 21:56 | 
	paramat | 
	hmmmm i might work on #2759 soon, please could you read through that sometime just in case something occurs to you? | 
        
	| 21:56 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) | 
        
	| 22:07 | 
	ShadowNinja | 
	MT tries to generate chunks if any of the blocks in them are missing, even if some of them have m_generated=true.  This means that my map converter tool will have to pad out chunks with empty blocks to make a complete chunk, or face mapgen greifing (core mg should be overridden but waste CPU cycles, mod mg like in moretrees will cause greifing though). | 
        
	| 22:07 | 
	ShadowNinja | 
	This also causes the "/deleteblocks regenerates the whole area around the deleted area" issue. | 
        
	| 22:08 | 
	ShadowNinja | 
	Also, doc/world_format.txt is wrong about the generated flag: http://ix.io/vuo/diff | 
        
	| 22:09 | 
	 | 
	Lunatrius` joined #minetest-dev | 
        
	| 22:09 | 
	paramat | 
	seems correct behaviour | 
        
	| 22:10 | 
	hmmmm | 
	I think what ShadowNinja wants to do is not pass blocks to the generator if they're marked as m_generated == true | 
        
	| 22:10 | 
	hmmmm | 
	but this is not possible... | 
        
	| 22:13 | 
	ShadowNinja | 
	hmmmm: I got it working more-or-less, I just had trouble with getting lighting to update when the lighting_expired flag was set. | 
        
	| 22:13 | 
	hmmmm | 
	how did you get it working? | 
        
	| 22:15 | 
	ShadowNinja | 
	hmmmm: Here's the meat of it: http://ix.io/vur/diff | 
        
	| 22:16 | 
	hmmmm | 
	that is a huge misunderstanding of how the emerge thread works... | 
        
	| 22:17 | 
	hmmmm | 
	consider the case where a non-generated block has been requested but exists in the same chunk as one that's already been generated. | 
        
	| 22:18 | 
	ShadowNinja | 
	Perhaps only skip Lua mapgen then. | 
        
	| 22:19 | 
	hmmmm | 
	it doesn't work that way either.  now you just broke a bunch of mods. | 
        
	| 22:19 | 
	ShadowNinja | 
	That could be an issue for full-blown Lua mapgens though. | 
        
	| 22:20 | 
	ShadowNinja | 
	Maybe just return an empty block in that case.  MT itself won't actually generate chunk with missing blocks. | 
        
	| 22:20 | 
	hmmmm | 
	I think I considered a strategy back when I was working on mapgen multithreading but rejected it for some reason I don't immediately recall | 
        
	| 22:20 | 
	hmmmm | 
	s/a strategy/that strategy/ | 
        
	| 22:24 | 
	ShadowNinja | 
	Any better ideas?  It not I'll have to modify my converter to just pad out chunks with empty/stone blocks. | 
        
	| 22:25 | 
	 | 
	domtron joined #minetest-dev | 
        
	| 22:26 | 
	hmmmm | 
	So you want your converter to place the map right inside the mapgen? | 
        
	| 22:26 | 
	hmmmm | 
	place the converted map right inside of the map-generated map | 
        
	| 22:27 | 
	 | 
	Samson1 joined #minetest-dev | 
        
	| 22:29 | 
	hmmmm | 
	that's not going to blend well anyway | 
        
	| 22:33 | 
	ShadowNinja | 
	hmmmm: Yes, ideally the MT mapgen should handle everything not included, but not touch the included blocks. | 
        
	| 22:34 | 
	ShadowNinja | 
	That'll be hard though, because of the chunk abstraction. | 
        
	| 22:34 | 
	hmmmm | 
	maybe there should be a do_not_touch_this_block flag | 
        
	| 22:34 | 
	hmmmm | 
	m_immutable | 
        
	| 22:34 | 
	hmmmm | 
	any attempts to write back to the block would simply not succeed | 
        
	| 22:35 | 
	hmmmm | 
	so moretrees can do whatever it so desires to the block in the voxelmanipulator - but good luck getting it committed back to Map! | 
        
	| 22:36 | 
	ShadowNinja | 
	Hmmm, could I just set chunksize=1 in map_meta.txt to get what I want? | 
        
	| 22:36 | 
	hmmmm | 
	yes | 
        
	| 22:36 | 
	hmmmm | 
	but you'll get no caves or dungeons | 
        
	| 22:36 | 
	ShadowNinja | 
	That's acceptable. | 
        
	| 22:43 | 
	paramat | 
	comments on #2721 ? is it even possible? | 
        
	| 22:43 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2721 -- Possibility to rotate entity's collision box | 
        
	| 22:52 | 
	VanessaE | 
	it is not. | 
        
	| 22:53 | 
	VanessaE | 
	not unless you want to rotate it by whole 90 degree increments anyway | 
        
	| 22:53 | 
	VanessaE | 
	the collision system can't otherwise work with it. | 
        
	| 22:53 | 
	paramat | 
	yeah, the idea suggested is alter the cuboid dimensions as the object rotates | 
        
	| 22:55 | 
	VanessaE | 
	misleading title :P  THAT should be possible I would think | 
        
	| 22:55 | 
	paramat | 
	btw VanessaE the 'official' moretrees lighting bug thread is now this #3421 and has some more results | 
        
	| 22:55 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/3421 -- Moretrees lighting bug: Mapgen 1 up 1 down overgeneration changes lighting behaviour | 
        
	| 22:57 | 
	VanessaE | 
	https://github.com/minetest/minetest/issues/3421#issuecomment-202032200   "1 light level darker than they should be [in water]" isn't unique to tree growth btw. | 
        
	| 22:57 | 
	VanessaE | 
	that also used to happen when dumping a bucket of water into a source that was placed on-generated. | 
        
	| 22:58 | 
	VanessaE | 
	that's progress though | 
        
	| 23:01 | 
	 | 
	yang2003 joined #minetest-dev | 
        
	| 23:03 | 
	 | 
	DFeniks joined #minetest-dev | 
        
	| 23:29 | 
	paramat | 
	closed #2773 | 
        
	| 23:29 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2773 -- Allow semi-transparent pixels in detail texture of connected glass | 
        
	| 23:31 | 
	hmmmm | 
	you should keep it open to track the issue... | 
        
	| 23:31 | 
	hmmmm | 
	don't tell them that you're not going to fix it because you personally don't know how and/or it's a lot of work | 
        
	| 23:36 | 
	 | 
	domtron joined #minetest-dev | 
        
	| 23:38 | 
	paramat | 
	the z-sorting issue is seperate and can be tracked seperately, in our situation we can't add transparency to glass | 
        
	| 23:39 | 
	hmmmm | 
	then why not link to the existing issue and close it as a duplicate? | 
        
	| 23:40 | 
	paramat | 
	ok. i also misunderstood slightly | 
        
	| 23:40 | 
	Fixer | 
	VanessaE, yes, i confirmed that water bug lighting too | 
        
	| 23:41 | 
	paramat | 
	re-opened for now | 
        
	| 23:41 | 
	VanessaE | 
	hmmmm: you once said that proper alpha/z-sorting should be fixable, but a LOT of work.  just how much work are we talking about here? | 
        
	| 23:41 | 
	hmmmm | 
	i don't know really | 
        
	| 23:41 | 
	hmmmm | 
	i started it on it a while ago but shelved the feature because i got bored | 
        
	| 23:41 | 
	hmmmm | 
	maybe i should work on that | 
        
	| 23:42 | 
	VanessaE | 
	(I only ask because both the engine and game have undergone a shit ton more work in the couple of years since you mentioned that, that I wonder if it's more a matter of wanting to make the effort than being able to) | 
        
	| 23:42 | 
	VanessaE | 
	looks like you just answered my question :) | 
        
	| 23:43 | 
	paramat | 
	closed #2778 | 
        
	| 23:43 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/2778 -- Textures sometimes corrupted | 
        
	| 23:53 | 
	MyTeke_ChrisWMas | 
	Awesome.. |