| Time |
Nick |
Message |
| 00:09 |
Fixer |
and it is probably fixed imo |
| 00:12 |
est31 |
https://github.com/minetest/minetest/commit/01ae43c48009f816f4649fae2f7f6997452aa6cf#commitcomment-16980758 |
| 00:12 |
est31 |
hmmmm, ^ |
| 00:13 |
ssieb |
est31: what's wrong with the documentation? |
| 00:19 |
sofar |
est31: ShadowNinja: I'd love to have help with https://github.com/minetest/minetest_game/issues/978#issuecomment-202518725 |
| 00:20 |
sofar |
it's a place where we need calls to the lua_api result back in cpp_api callbacks, but I just don't know the callback code well enough to know what the right way to hook it up is |
| 00:20 |
sofar |
there's also like 4 places where the hookup needs to happen |
| 00:21 |
est31 |
ssieb, I'm reffering to this last sentence: https://github.com/minetest/minetest/commit/01ae43c48009f816f4649fae2f7f6997452aa6cf#diff-1305560bd8befb32862f0feeefabd02eR363 |
| 00:21 |
sofar |
I know it's possible, but ... object maze ... :) |
| 00:22 |
est31 |
ssieb, it doesnt make sense |
| 00:23 |
ssieb |
est31: That's describing the current system. You're right, it doesn't make a lot of sense, but that's what it actually is. |
| 00:23 |
ssieb |
The only change I made was the option to keep the destination alpha. Anything else in there is me trying to explain the current system better. |
| 00:23 |
est31 |
"the alpha of the color will be multiplied with the alpha of the texture with the RGB of the color replacing the RGB of the texture." |
| 00:24 |
est31 |
so what gets multiplied with what |
| 00:24 |
ssieb |
Oh, sorry, I saw the highlighted line was before that. |
| 00:25 |
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| 00:25 |
est31 |
the sentence before is fine |
| 00:25 |
est31 |
only the last one doesnt make sense |
| 00:25 |
ssieb |
The color is what is in the colorize command, the texture is what you're coloring. |
| 00:26 |
ssieb |
So if you have color equal R1G1B1A1 and the texture pixel is R2G2B2A2, the result is R2G2B2(A1*A2). |
| 00:26 |
ssieb |
oops |
| 00:27 |
est31 |
no |
| 00:27 |
ssieb |
I mean the result is R1G1B1(A1*A2) |
| 00:27 |
est31 |
yeah |
| 00:27 |
ssieb |
The most likely case is that A1 is 255, so the result is R1G1B1A2 |
| 00:27 |
est31 |
R1G1B1(A1*A2) matches the code, and makes sense |
| 00:27 |
est31 |
but the sentence in the docs is wrong |
| 00:28 |
ssieb |
in what way? |
| 00:28 |
est31 |
there are two "with" there |
| 00:29 |
ssieb |
yes, I was thinking that maybe that was a little unclear... Maybe an "and" instead? |
| 00:29 |
est31 |
idk, what do you mean |
| 00:30 |
ssieb |
If it is the word "`alpha`", then the alpha of the color will be multiplied with the alpha of the texture *and* the RGB of the color replacing the RGB of the texture. |
| 00:31 |
est31 |
yeah thats better |
| 00:32 |
ssieb |
If it is the word "`alpha`", then the resulting pixel will contain the RGB of the supplied color with the alpha of the supplied color multiplied by the alpha of the texture. |
| 00:32 |
ssieb |
est31: how about that? |
| 00:33 |
est31 |
yeah |
| 00:33 |
est31 |
thats fine too |
| 00:33 |
est31 |
except that there should be only one space :) |
| 00:34 |
est31 |
"color with" |
| 00:34 |
est31 |
xD |
| 00:34 |
ssieb |
I know, I was copying and pasting within the line on my IRC client :-P |
| 00:35 |
ssieb |
I was actually surprised to find that the PR had been merged. |
| 00:35 |
ShadowNinja |
sofar: That's a bit difficult, since the check has to be done in inv:set_item, where you have to check how the stack changed to decide if inv_put or inv_take (or both, or neither) has to be called. |
| 00:36 |
ssieb |
est31: could you review it or does it have to be someone else? |
| 00:36 |
est31 |
nah, I can too |
| 00:36 |
est31 |
perhaps tomorrow i give it a closer look |
| 00:36 |
ShadowNinja |
The "best" solution is probably just having mods call "on_put". |
| 00:37 |
est31 |
ssieb, the trouble is really nothing about you, sorry for that. There are rules, and sometimes they arent followed. |
| 00:37 |
ssieb |
est31: ok. Do you want a PR to fix the text? :-) |
| 00:37 |
ShadowNinja |
It makes the ABM->timer change breaking, but there isn't really a better solution. Anything else would probably just be a hack. |
| 00:38 |
ShadowNinja |
And the "set_item calls on_meta_inv*" change would likely break other mods. |
| 00:41 |
est31 |
ssieb, fine |
| 01:08 |
hmmmm |
est31: uhm, yes? |
| 01:09 |
hmmmm |
i thought we agreed that the number of +1s will vary depending on the complexity of the feature, ranging from 1 to 3 |
| 01:09 |
hmmmm |
looking at some of the past logs of the channel you seem to be very hung up about this |
| 01:09 |
hmmmm |
...what's your deal? |
| 01:11 |
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| 02:12 |
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| 02:18 |
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| 02:23 |
hmmmm |
after all that fuss, est31 isn't around now |
| 02:29 |
sofar |
does anyone know how to use player:get_hud(id) so that I get the hud params for the breath bar? |
| 02:30 |
sofar |
I can get the health bar fine with (0) or ('breath'), so the docs are entirely ambiguous what "id" actually is |
| 02:31 |
diemartin |
it's the id returned by :hud_add |
| 02:31 |
ShadowNinja |
What are your thoughts on a native Android menu -- i.e., a main screen written in Java with Android's regular UI API, which would act as a launcher for the main game? |
| 02:32 |
ShadowNinja |
It would likely be easier to use. |
| 02:33 |
diemartin |
that would be nice |
| 02:34 |
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| 03:33 |
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| 03:38 |
sofar |
ugh this is so ugly ... in order to just move the breath bar, I have to disable it and make a new breath bar :( |
| 03:59 |
sofar |
this is so damn ugly |
| 04:00 |
sofar |
I'm not doing all that just to move a builtin hud bar :( |
| 04:05 |
diemartin |
sofar, the code for the builtin hud is in builtin/game/statbars.lua |
| 04:06 |
diemartin |
maybe the `hud_ids` array could be made public somehow |
| 04:06 |
sofar |
all I want is to move positions |
| 04:06 |
diemartin |
you could then call `hud_change(hud_ids[plname].id_breathbar, "pos", {whatever})` |
| 04:06 |
sofar |
and you can get 0 -> healthbar |
| 04:07 |
sofar |
ah well, not gonna bother for now |
| 04:07 |
sofar |
no wonder blockmen had to make a dragon out of his hunger+hud mod |
| 04:08 |
diemartin |
the HUD API is still kinda "experimental" |
| 04:09 |
diemartin |
but then again, nodeboxes are "experimental" |
| 04:09 |
diemartin |
you sure hud_change(0, "pos", some_pos) doesn't work? |
| 04:09 |
sofar |
0 points to health, not air |
| 04:10 |
diemartin |
then 1 should be breathbar |
| 04:10 |
sofar |
and if I try to fetch it, it returns `nil` |
| 04:10 |
sofar |
but I can fetch with id=0 |
| 04:11 |
hmmmm |
i think it's best if we don't mess with the hud api until some very basic client side scripting gets in |
| 04:11 |
hmmmm |
it's only going to get worse and worse |
| 04:11 |
sofar |
one of the reasons why I'm not touching it |
| 04:11 |
diemartin |
sofar, uh, there's core.hud_replace_builtin |
| 04:11 |
hmmmm |
bleh |
| 04:12 |
hmmmm |
i'm going to re-start work on my version of the client side modding |
| 04:12 |
hmmmm |
it is NOT mutually exclusive with celeron's version |
| 04:12 |
sofar |
hmmmm: kewl, do it |
| 04:13 |
hmmmm |
i have to because 1). he's just as guilty at procrastinating as i am, and 2). the fundamental vision is different |
| 04:14 |
hmmmm |
i hope i still have that diff laying around somewhere, i had about ~600 lines of code written for it already, not a huge amount but by no means is it something to throw away.. |
| 04:14 |
hmmmm |
but tonight i'm gonna try to get some PRs in |
| 04:15 |
sofar |
2016-04-05 21:16:23: ERROR[Main]: ServerError: Lua: Runtime error from mod 'stamina' in callback on_joinplayer(): /home/sofar/.minetest/mods/stamina/init.lua:252: attempt to call method 'hud_replace_builtin' (a nil value) |
| 04:15 |
sofar |
diemartin: it doesn't even exist |
| 04:16 |
diemartin |
sofar, builtin/game/statbars.lua:126 |
| 04:16 |
sofar |
so wrongly documented... it's not a player object method |
| 04:17 |
sofar |
that just nukes the existing bar, lmao |
| 04:17 |
hmmmm |
oh i remember about hud_replace_builtin |
| 04:17 |
hmmmm |
that was such a hacky workaround |
| 04:17 |
hmmmm |
you need to call it on mod initialization |
| 04:18 |
sofar |
local hud_ids = {} |
| 04:18 |
sofar |
sigh |
| 04:18 |
sofar |
turn away sofar, turn away |
| 04:19 |
hmmmm |
"minetest modding is so ez, it can be used to teach programming to kids!" |
| 04:20 |
sofar |
are you calling me a kid? |
| 04:20 |
sofar |
cuz |
| 04:20 |
sofar |
I totally am |
| 04:21 |
diemartin |
hey, at least it's not Python! |
| 04:21 |
* diemartin |
runs |
| 04:21 |
* sofar |
runs along with diemartin |
| 04:23 |
hmmmm |
the Hud api got so messed up since when i first implemented it |
| 04:23 |
hmmmm |
it used to be clean and simple |
| 04:24 |
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| 04:25 |
hmmmm |
Zeno`, your thoughts on #3605? |
| 04:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3605 -- Play tool breaking sounds. by sofar |
| 04:27 |
Zeno` |
Oh, I thought I commented on that yesterday. Must have closed the browser or something. Personally I think it's fine and not sure what the controversy is about |
| 04:27 |
sofar |
TBH, blockmen's method is fine with me |
| 04:28 |
sofar |
i.e. a default function attached to each tool by default that calls the default tool break sound function |
| 04:29 |
Zeno` |
so, where does that leave the PR? |
| 04:29 |
hmmmm |
it can be removed once on_break callbacks are implemerted |
| 04:29 |
hmmmm |
shrug |
| 04:29 |
sofar |
closable, #3754 replaces it then |
| 04:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3754 -- Add on_tool_break callback by BlockMen |
| 04:30 |
hmmmm |
oh it's already existing |
| 04:30 |
Zeno` |
cool |
| 04:30 |
sofar |
I'm at this point fine either way |
| 04:30 |
hmmmm |
does the corresponding PR exist for mtgame? |
| 04:31 |
sofar |
no, but I can write that |
| 04:31 |
sofar |
actually, we probably want to modify core.register_tool() |
| 04:32 |
sofar |
and add the part that plays the sound there |
| 05:10 |
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| 06:12 |
sofar |
I can hoe dirt, and dirt with grass, but not dirt_with_dry_grass? |
| 06:12 |
sofar |
oversight or intentional? |
| 06:23 |
Obani |
might be intentional |
| 06:31 |
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| 06:39 |
ssieb |
sofar: I suspect it might be a newer node, so it didn't get added to farming |
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| 07:36 |
nore |
could #3948 be considered before release please? |
| 07:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
| 07:46 |
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| 13:00 |
Fixer |
someone says he found another blocker issue, will be on github |
| 13:03 |
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| 15:02 |
Niebieski |
https://imgur.com/a/ZOR4a |
| 15:04 |
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| 15:04 |
Niebieski |
guiKeyChangeMenu.cpp line 140 |
| 15:14 |
rubenwardy |
When using minetest.delete_blocks() or whatever, dropped entities are kept |
| 15:14 |
rubenwardy |
it there a way to get around this? |
| 15:14 |
rubenwardy |
or do I need to modify the dropped entity code to look at the match id, and not allow picking up on new match? |
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| 19:01 |
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| 19:01 |
paramat |
game#1017 please test =) |
| 19:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1017 -- Fire: Faster spread and burnout by paramat |
| 19:02 |
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| 19:04 |
paramat |
nore sfan5 ShadowNinja please can we resolve this? game#543 cracky 2 or 3? i think 3 |
| 19:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/543 -- Strengthen obsidian glass by tenplus1 |
| 19:05 |
sfan5 |
i have no idea |
| 19:06 |
sofar |
I'm fine with requiring a tool to dig obsidian glass. I consider it a rare item anyway. |
| 19:07 |
paramat |
yes removing breakable by hand is it seems agreed on and will happen |
| 19:07 |
sofar |
paramat: the nodetimer fire thing should still happen imo |
| 19:08 |
paramat |
sure i don't mind, i just remembered us deciding to delay it |
| 19:09 |
sofar |
they kinda go hand-in-hand |
| 19:09 |
sfan5 |
paramat: why is game#1006 in the milestone, don't we have feature freeze? |
| 19:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1006 -- Initial bushes: apple, acacia. by sofar |
| 19:09 |
paramat |
oh nodetimer fire, thought you meant nodetimer crops |
| 19:09 |
sofar |
crops nodetimers can wait |
| 19:09 |
paramat |
no freeze yet, see news thread |
| 19:10 |
sfan5 |
are you serious |
| 19:10 |
paramat |
i don't know how to change the channel banner |
| 19:10 |
paramat |
yes |
| 19:10 |
sfan5 |
it's not that |
| 19:11 |
paramat |
but we are concentrating on stuff essential for release, so 'chilled' |
| 19:11 |
sfan5 |
it would be nice if you could even just try to ensure that everyone knows this |
| 19:11 |
paramat |
see news thread |
| 19:11 |
sofar |
I'd honestly start getting this release out the door |
| 19:11 |
sfan5 |
>see news thread |
| 19:11 |
sfan5 |
yeah no |
| 19:11 |
sfan5 |
i don't read the forum every day |
| 19:11 |
sfan5 |
because it's mostly not about dev stuff |
| 19:11 |
paramat |
i also mention it regularly in channel |
| 19:12 |
sfan5 |
thats good |
| 19:12 |
sfan5 |
but not good enough |
| 19:12 |
sfan5 |
you could have highlited the people that were here when you decided to change the date |
| 19:12 |
paramat |
ok |
| 19:13 |
sfan5 |
so there is no new date yet? |
| 19:13 |
sofar |
I'd consider the bushes not for 0.4.14... frankly might as well kick all the features and declare freeze now |
| 19:14 |
paramat |
game is fine, it depends on the last few essentials in engine |
| 19:14 |
sofar |
or at least have a discussion about it |
| 19:14 |
sfan5 |
so |
| 19:14 |
sfan5 |
if game is fine |
| 19:14 |
sfan5 |
then we dont need any game pulls in the milestone |
| 19:14 |
sfan5 |
i agree with sofar on this |
| 19:14 |
sfan5 |
no need to add bushes just before the release |
| 19:15 |
paramat |
well i mean essential game PRs can be resolved quick if devs review them |
| 19:15 |
sfan5 |
added features are not essential |
| 19:16 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. No new date for feature freeze decided yet. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
| 19:16 |
paramat |
there are still a few things that should be added to game |
| 19:16 |
paramat |
thanks |
| 19:16 |
sfan5 |
should yet |
| 19:16 |
sfan5 |
yes* |
| 19:16 |
sfan5 |
but not before the release |
| 19:16 |
paramat |
yes |
| 19:17 |
paramat |
while engine is still being prepared there's no reason to not merge simple PRs in game |
| 19:17 |
paramat |
that greatly improve the release |
| 19:17 |
sofar |
it would be good form to stay on the conservative side, though |
| 19:17 |
sfan5 |
^ |
| 19:17 |
paramat |
sure, simple stuff |
| 19:18 |
sfan5 |
the only game issues that need to be resolved are game#978 and game#954 |
| 19:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
| 19:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/954 -- locked doors useless on servers |
| 19:18 |
sfan5 |
everything else is an optional addition |
| 19:19 |
sfan5 |
especially game#1015 which is just a request and won't get done before .14 anyway |
| 19:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1015 -- Fire is boring |
| 19:19 |
paramat |
the PR is ready |
| 19:19 |
sofar |
according to shadowninja, best solution for 978 is for mods to call node's on_meta* handler |
| 19:19 |
sofar |
so 978 can be closed if that's agreed on |
| 19:19 |
sofar |
954 is the noclip cheat |
| 19:19 |
sofar |
wip |
| 19:20 |
sfan5 |
are we sure that we can resolve #2759 before the release |
| 19:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) |
| 19:20 |
sfan5 |
that bug has been around forever |
| 19:20 |
paramat |
no, i was going to work on it during freeze |
| 19:20 |
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| 19:20 |
paramat |
hopefully i can solve it, but not confident |
| 19:21 |
paramat |
game#1011 is needed because mushrooms are spreading to much at night |
| 19:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1011 -- Tweaked flower and mushroom spreading by tenplus1 |
| 19:22 |
paramat |
erm bushes can wait perhaps but players complain about the grassland |
| 19:22 |
sofar |
that pr will likely result in a slew of tweaks |
| 19:22 |
sofar |
e.g. bush shapes, sizes, types |
| 19:22 |
sofar |
so best to wait |
| 19:22 |
paramat |
ok |
| 19:23 |
paramat |
cleared |
| 19:23 |
paramat |
game#999 is essential |
| 19:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
| 19:23 |
sofar |
I'll respin the ABM tonight |
| 19:23 |
sofar |
then it's ready for merge. |
| 19:24 |
sofar |
we could also omit, and just ship 0.4.14 without |
| 19:24 |
sofar |
it's somewhat of a large gameplay change |
| 19:24 |
sfan5 |
umm |
| 19:24 |
paramat |
it fixes missing essential features |
| 19:24 |
sfan5 |
no |
| 19:25 |
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| 19:25 |
paramat |
dirt-with-snow stuff, green grass appearing in savanna |
| 19:25 |
sfan5 |
whether it's essential is debateable |
| 19:25 |
sofar |
the bug has been around forever |
| 19:25 |
sofar |
it's not urgent |
| 19:25 |
sfan5 |
also you can't fix features |
| 19:25 |
sfan5 |
you can only add some |
| 19:25 |
sfan5 |
(what i mean is: it's either a bugfix or a new feature; no "fixes missing feature") |
| 19:26 |
sfan5 |
what about game#1014 and game#862 ? |
| 19:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1014 -- Default/mapgen: Denser rainforest, fewer logs by paramat |
| 19:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar |
| 19:26 |
sfan5 |
are those essential |
| 19:26 |
paramat |
1014 is super simple, just need +1s |
| 19:26 |
sfan5 |
nice, and what? |
| 19:26 |
sfan5 |
that doesn't make is essential |
| 19:27 |
sfan5 |
s/is/it/ |
| 19:27 |
sofar |
the TNT one is very large. It's a huge array of fixes, though. |
| 19:27 |
sofar |
there were so many bugs underneath in that code |
| 19:27 |
sofar |
I'm not even sure we got them all |
| 19:27 |
paramat |
there's no point in not merging something simple and harmless that will improve the release |
| 19:28 |
sfan5 |
#3959 looks good to me |
| 19:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3959 -- Mapgen: Optimise cave noises and tunnel excavation by paramat |
| 19:29 |
paramat |
999 fixes dirt-with-snow not being removed in darkness, and fixes green grass appearing in savanna which is an embarassment (and my fault) |
| 19:29 |
paramat |
thanks |
| 19:30 |
sfan5 |
we obviously can merge those game pulls before the release |
| 19:30 |
sfan5 |
but it would make no sense to delay the release because of them |
| 19:30 |
paramat |
can anyone +1 game#1014 ? |
| 19:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1014 -- Default/mapgen: Denser rainforest, fewer logs by paramat |
| 19:32 |
paramat |
sofar delay tnt game862? |
| 19:32 |
sofar |
given the amount of bugs I've discovered, I highly suggest putting it in 0.4.14 |
| 19:32 |
sofar |
but, it really should get 2-3 +1's |
| 19:33 |
paramat |
i'm fairly happy with it |
| 19:33 |
sofar |
nore and shadowninja both looked at it, into some detail |
| 19:34 |
sofar |
I fixed the bug that nore ran into |
| 19:34 |
sofar |
that wa 9 days ago |
| 19:34 |
sofar |
actually there's 2 approvals, so, go blow up 20 blocks of tnt and merge it if it doesn't break |
| 19:35 |
paramat |
there's new stuff since the reviews |
| 19:36 |
paramat |
i'll have another look and hope to +1 it |
| 19:36 |
sofar |
really really trivial changes, though |
| 19:37 |
sofar |
uhh, did I just spot an accidental sound removal in one of those? |
| 19:37 |
paramat |
game#1017 is an improvement i think, and many complain about 'slow' fire |
| 19:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1017 -- Fire: Faster spread and burnout by paramat |
| 19:37 |
paramat |
it's also simple |
| 19:38 |
paramat |
removed obsidian glass from milestone |
| 19:38 |
paramat |
but again it's simple just needs attention |
| 19:40 |
paramat |
adding sounds to seeds? might as well, simple |
| 19:41 |
sofar |
that's really a bug if you ask me |
| 19:41 |
sofar |
it's missing an important part of what makes good nodes |
| 19:41 |
sofar |
that's like a missing texture |
| 19:43 |
sofar |
afk lunch |
| 19:53 |
nore |
paramat: sfan5: could you please review #3948? |
| 19:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
| 19:55 |
paramat |
i'll try, can you explain why it's needed for release? |
| 20:06 |
paramat |
sorry, nevermind =) |
| 20:13 |
paramat |
VanessaE is group 'flora block' essential or can it be deleted? https://github.com/minetest/minetest_game/pull/1011#issuecomment-206530896 |
| 20:13 |
VanessaE |
I don't even know what it IS. |
| 20:13 |
paramat |
nor do i =) |
| 20:13 |
Fixer |
lol |
| 20:13 |
VanessaE |
in that case, kill it :) |
| 20:13 |
paramat |
ok |
| 20:14 |
Fixer |
maybe after release? who knows what bugs will crop up %) |
| 20:14 |
paramat |
it's used 3 times in plantlife though |
| 20:14 |
VanessaE |
good point. |
| 20:14 |
VanessaE |
save it for after release |
| 20:14 |
paramat |
hm good point |
| 20:16 |
VanessaE |
may as well just leave it, if it's used in plantlife I'm sure there's a reason :) |
| 20:16 |
VanessaE |
(I just don't remember) |
| 20:18 |
VanessaE |
oh wait, I know why |
| 20:19 |
VanessaE |
I think it's to prevent poison ivy from spawning in areas with flowers. |
| 20:19 |
VanessaE |
or perhaps vice-versa |
| 20:21 |
paramat |
PA > "IIRC the flora_block group was there for some mod compatibly" |
| 20:22 |
paramat |
anyway yes keep it for now |
| 20:22 |
VanessaE |
I don't wanna have to make any chanegs to plantlife :) |
| 20:22 |
VanessaE |
changes* |
| 20:22 |
PilzAdam |
VanessaE, AFAIK it was to keep flowers spread in areas where a lot of plantlife stuff already exists? |
| 20:22 |
PilzAdam |
*keep flowers from spreading in... |
| 20:22 |
VanessaE |
no, I think the idea was to keep poison ivy from sprouting up in someone's flower bed |
| 20:23 |
PilzAdam |
so it is useful for something |
| 20:23 |
VanessaE |
yeah |
| 20:23 |
PilzAdam |
paramat, don't remove the flora_block group, then |
| 20:24 |
VanessaE |
Gael-de-Sailly just happened to find there it was linked from, I'd quite forgotten that feature existed :) |
| 20:24 |
paramat |
agreed |
| 20:29 |
paramat |
oh of course: 'blocks flora' https://github.com/minetest/minetest_game/blob/master/mods/flowers/init.lua#L97 |
| 20:30 |
paramat |
so flowers won't spread near poisonivy |
| 20:36 |
VanessaE |
yeah |
| 20:51 |
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