| Time |
Nick |
Message |
| 00:05 |
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| 00:40 |
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| 00:49 |
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| 01:15 |
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| 07:27 |
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| 08:10 |
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| 10:25 |
Krock |
sfan5: "LANG_CODE" isn't even documented anywhere |
| 10:25 |
sfan5 |
i know |
| 10:26 |
Krock |
setting the locale is possible for gettext, but not getting it afterwards |
| 10:26 |
Krock |
aagh gettext |
| 10:26 |
sfan5 |
it should be documented somewhere that minetest's .po files need to set LANG_CODE to the 2-char language code |
| 10:28 |
Krock |
editing the locale updater script would help, I think |
| 10:29 |
sfan5 |
yea |
| 10:33 |
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| 10:37 |
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| 10:38 |
Krock |
well so.. gettext now removes the reserved header translation "" and "LANG_CODE" because it is unused |
| 10:38 |
Krock |
well done, updatepo.sh |
| 11:02 |
Krock |
s/removes/moves/ |
| 12:12 |
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| 16:48 |
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| 17:38 |
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| 17:43 |
paramat |
#7659 trivial mapgen docs will merge in 15mins |
| 17:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/7659 -- Lua_api.txt: Update mapgen alias docs, add Singlenode use by paramat |
| 17:43 |
paramat |
also, a simple PR #7656 |
| 17:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/7656 -- Change mapgen order to ores > dungeons > decorations by paramat |
| 18:01 |
Krock |
FYI: LANG_CODE was nowhere documented because it's a custom translated string; added by https://github.com/minetest/minetest/commit/8221d3bc |
| 18:02 |
Krock |
^ sfan5 |
| 18:02 |
Krock |
Well great. I worked with outdated locale, which is why this didn't work for me :/ |
| 18:02 |
Krock |
ping paramat |
| 18:02 |
sfan5 |
yes it's a custom thing |
| 18:03 |
sfan5 |
not something gettext itself offers |
| 18:03 |
paramat |
merging 7659 |
| 18:03 |
Krock |
the docs look good |
| 18:03 |
paramat |
thanks |
| 18:04 |
Krock |
latter might arise another issue |
| 18:04 |
Krock |
a mod which relies on the current order |
| 18:04 |
paramat |
done |
| 18:05 |
paramat |
hm, unlikely |
| 18:05 |
paramat |
if so, too bad :) |
| 18:06 |
Krock |
variable stem height would make game#2194 a bit more interesting. the trees will look less like copypasta |
| 18:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2194 -- New appletree schematic by paramat |
| 18:07 |
Shara |
Was just looking at that. I approve the idea of changing the apple tree schematic to something more distinctive but I can't help wondering if this will be overly uniform in appearance. |
| 18:09 |
Krock |
multiple schematics wouldn't be bad either |
| 18:10 |
Shara |
Yes, I have two different schematics for one type of tree in the game I'm working on. It does a lot for variation and you stop seeing patterns so easily. |
| 18:13 |
paramat |
i can add 1 node of height variation if you want, i'll add some screenshots of that. also of the actual version with node probability |
| 18:14 |
paramat |
the current screenshots are to show the initial shape with no variation |
| 18:15 |
paramat |
however, i wasn't too keen on the higher version caused by height variation, but will add that into the PR for you to test |
| 18:37 |
paramat |
PR updated with height variation. it's not so bad actually, i'm ok with either |
| 18:38 |
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| 18:48 |
Shara |
paramat: looks much better |
| 19:08 |
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| 19:10 |
Jordach |
anyone know of a 3dvector similar to v3f that isn't read-only |
| 19:13 |
Krock |
v3f isn't read-only |
| 19:15 |
Jordach |
all i'm neeing is to replace the entire 3d array with identical values |
| 20:11 |
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| 22:05 |
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| 22:24 |
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| 23:32 |
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| 23:34 |
paramat |
Shara possible improvement to the new apple tree https://github.com/minetest/minetest_game/pull/2194#issuecomment-414163705 |
| 23:35 |
Shara |
paramat: yes, would be happy with that |
| 23:39 |
paramat |
great |