| Time |
Nick |
Message |
| 00:12 |
paramat |
i'll merge #6399 in a few mins |
| 00:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/6399 -- Change the settings interface for noise_params, noise_params_group, flags, and v3f by srifqi |
| 00:26 |
paramat |
this will take a while, squash and commit message work |
| 00:28 |
lhofhansl |
thanks for perma-voice |
| 00:46 |
basicer |
Hey so I did this, and it lets me color my upright sprits using the colors table, but Im not sure if it's the right thing to do. Any thoughts? https://github.com/buildwithpiper/minetest/commit/588344d62f31358bff1343febad7288dad18581a |
| 00:48 |
basicer |
Im not really sure whats going on with that logic to use the 2nd color. |
| 00:50 |
lhofhansl |
Is there an easy way to apply filtering (bi/tri/anisotropic) to the scene but not to the player model (or other mobs)? The player models look blurred (obviously) with the filtering applied. |
| 00:51 |
lhofhansl |
Looking for a spot where I could easily distinguish the types of tiles. |
| 01:01 |
paramat |
merging 6399 |
| 01:06 |
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| 01:06 |
paramat |
done |
| 01:07 |
basicer |
\o/ |
| 01:07 |
ThomasMonroe |
hiya paramt |
| 01:11 |
paramat |
basicer not sure about your commit |
| 01:13 |
paramat |
i mean, i'm unable to help |
| 01:24 |
basicer |
My first thought is that it looks at color[1] to work around the fact that the .clear() is missing from the deseralizer |
| 01:56 |
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| 02:03 |
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| 02:14 |
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| 02:36 |
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| 02:36 |
srifqi |
paramat, thanks for the merge! |
| 02:37 |
srifqi |
Also, second checkbox in 3266 is already done, too. |
| 02:38 |
srifqi |
Any news for #5886 ? (^_^" |
| 02:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5886 -- Fix issue Minetest crash when custom font path is not exist by srifqi |
| 03:15 |
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| 03:19 |
paramat |
i'm leaving 5886 to others =) |
| 03:20 |
paramat |
fancy input for flags is only done for noise, nowhere else |
| 03:30 |
paramat |
will merge games 1892 1914 1917 1918 in a moment |
| 03:45 |
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| 03:45 |
paramat |
merging |
| 03:48 |
paramat |
done |
| 03:49 |
paramat |
wow 10 days since last merges in MTG |
| 03:57 |
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| 03:58 |
srifqi |
paramat, please read my comments on a1e1a19. |
| 04:09 |
srifqi |
paramat, done. #6553 |
| 04:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6553 -- Revert changes in NoiseParams table in lua_api.txt by srifqi |
| 04:13 |
paramat |
ok |
| 04:13 |
paramat |
will merge that with #6554 |
| 04:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/6554 -- Minetest.conf.example(.extra): Updates due to noise group format by paramat |
| 04:15 |
paramat |
phew busy day (night) |
| 04:15 |
srifqi |
It's day here. :) |
| 04:16 |
exio4 |
can public domain code be added without problems? |
| 04:16 |
exio4 |
it's a function which is going to be adapted |
| 04:17 |
srifqi |
Probably yes. Which code? |
| 04:18 |
exio4 |
https://gist.github.com/yamamushi/5823518 just checking this, it's not likely, but thought about it |
| 04:19 |
srifqi |
IMO, you can just use right away with credit to him. |
| 04:22 |
paramat |
yeah i can't see an issue |
| 04:25 |
exio4 |
alright :) |
| 04:26 |
paramat |
will merge #6553 #6554 in a few mins |
| 04:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/6553 -- Revert changes in NoiseParams table in lua_api.txt by srifqi |
| 04:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/6554 -- Minetest.conf.example(.extra): Updates due to noise group format by paramat |
| 04:33 |
paramat |
merging |
| 04:35 |
srifqi |
Done! |
| 04:37 |
paramat |
again! |
| 04:50 |
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| 13:03 |
jas_ |
i'm testing #6537 right now and so far it's working great. |
| 13:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/6537 -- Bind mouse buttons by samcaulfield |
| 13:24 |
sc__ |
good to hear :) |
| 13:45 |
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| 15:20 |
celeron55 |
that was beautiful |
| 15:26 |
nerzhul |
celeron55, heh |
| 15:27 |
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| 15:40 |
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| 15:51 |
exio4 |
is there any easy test/mod to kill MT with collision detection? |
| 15:53 |
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| 15:54 |
Krock |
exio4, you'd need many, very fast items to do that. As saving the mapblock may delete the entities, you must increase the limit before executing the entity-spawner. AFAIk, there's no mod for this yet |
| 16:00 |
sofar |
exio4: particles can use collision detection and therefore a particle spawner that spews particles with collisiondetection should work |
| 16:00 |
KaadmY |
Darn I just noticed node glow exists now? |
| 16:01 |
KaadmY |
I had that working in my shader branch including for overlays etc |
| 16:01 |
KaadmY |
RIP |
| 16:01 |
sofar |
exio4: that also allows you easily to create thousands of particles |
| 16:01 |
sofar |
node glow always existed? it's light_source = N ? |
| 16:02 |
KaadmY |
Oh nevermind it's for entities |
| 16:02 |
KaadmY |
I was reading the wrong thing |
| 16:12 |
Fixer |
what as exactly is beautiful? |
| 16:12 |
Fixer |
without as |
| 16:14 |
KaadmY |
What's the purpose of entity glow? |
| 16:15 |
KaadmY |
It doesn't seem to do anything with the current lighting system |
| 16:24 |
KaadmY |
I found out a use case for the entity glow |
| 16:24 |
KaadmY |
FULLBRIGHT SHEEL |
| 16:24 |
KaadmY |
SHEEP* |
| 16:28 |
Krock |
useful++ |
| 16:28 |
KaadmY |
Although I was actually going to add that functionality anyway |
| 16:29 |
KaadmY |
Since it also disables shading, I had some uses for it :P |
| 16:29 |
KaadmY |
Other than fullbright sheep |
| 16:33 |
Fixer |
CRT Sheep |
| 16:41 |
KaadmY |
Is glow capped at LIGHT_MAX? |
| 16:41 |
KaadmY |
0-14 |
| 16:43 |
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| 16:47 |
sofar |
yes |
| 16:53 |
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| 20:26 |
Fixer |
ever wondered why you punch when eating apple? |
| 20:38 |
Fixer |
sfan5: https://i.imgur.com/CdRXa25.png |
| 20:39 |
sfan5 |
that's weird |
| 20:39 |
sfan5 |
walls are only detected if a floor is actually there |
| 20:47 |
Fixer |
sfan5: it is rare though |
| 20:48 |
Fixer |
sfan5: this also happens occasionaly https://i.imgur.com/C7Xn7En.png |
| 20:48 |
sfan5 |
that's a feature clearly |
| 20:56 |
Fixer |
sfan5: there was one more case with chest blocking the 1 wide tunnel |
| 20:56 |
sfan5 |
f e a t u r e |
| 20:57 |
sfan5 |
no for real fixing that complicates the code too much |
| 20:58 |
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| 22:44 |
paramat |
sfan5 the floating chest is probably because that's 2 dungeons intersecting (they overgenerate into neighbour mapchunks). the chest was properly placed in the 1st, the 2nd removed the floor from under it |
| 22:45 |
paramat |
anyway the occasional floating chest is fine |
| 23:03 |
Fixer |
i'm fine with that too, rare |
| 23:04 |
paramat |
good, dungeons rarely intersect |
| 23:58 |
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