| Time |
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Message |
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repetitivestrain |
rubenwardy: "the real power of CSM comes when you give it the ability to..." yes i've engineered a callback that enables csms to override localplayer physics |
| 05:00 |
repetitivestrain |
i'll upload a video if anyone can recommend a working video pastebin suitable for 2024 |
| 05:00 |
repetitivestrain |
a video of the mineclonia mob physics engine ported to this interface that is |
| 05:00 |
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repetitivestrain |
is there any reason that modchannel messages cannot be delivered to specific players |
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wrrrzr |
Hello |
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MinetestBot |
[git] appgurueu -> minetest/minetest_game: Fix book crash with malicious form data 9bcf2d4 https://github.com/minetest/minetest_game/commit/9bcf2d46d0a675e51447a24db84a4f8a0614936d (2024-12-21T15:28:45Z) |
| 15:45 |
MTDiscord |
<luatic> i am considering writing a formspec fuzzer and calling it "fsf" hehe |
| 15:46 |
MTDiscord |
<rollerozxa> hehe |
| 15:52 |
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| 17:23 |
shaft |
what's the difference between dig and dug sound definitions? Both seem to be played repeatedly while digging. Are you just trying to fuck with me? Who came up with that? |
| 17:25 |
shaft |
notably the leaves in mtg have no dig sound but make sound repeatedly as you hit them but it turned out to be the dug sound |
| 17:30 |
shaft |
Actually they do seem to be doing what the name says. |
| 17:31 |
shaft |
Why are the leaves missing their dig sound definition and still playing it? |
| 17:31 |
shaft |
How? |
| 17:36 |
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MinetestBot |
[git] cx384 -> minetest/minetest: Move formspec code from game.cpp to separate file 83bc27d https://github.com/minetest/minetest/commit/83bc27d99dacbb249b95387a9511d9b38830bf55 (2024-12-21T17:43:05Z) |
| 17:44 |
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| 17:47 |
Marquez43 |
Linux |
| 17:48 |
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ROllerozxa |
Haiku OS |
| 17:52 |
shaft |
SerenityOS |
| 17:53 |
Krock |
Hannah Montana OS |
| 17:53 |
cheapie |
Windows |
| 17:53 |
* cheapie |
hides |
| 17:54 |
MTDiscord |
<zmv7> > Don't feed the troll |
| 17:54 |
cheapie |
I'm not sure if they're even /trying/ to troll or just can't figure out their client |
| 17:54 |
shaft |
So can any of you explain that dig sound thing to me? |
| 17:59 |
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PoochInquisitor |
Deepin |
| 18:10 |
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| 18:42 |
shaft |
Please help: Why can nodes not have a dig sound defined but play sound when digging? MTG pine leaves only have dug |
| 18:49 |
shaft |
Oh, it's because of fallback to the node group |
| 18:51 |
shaft |
But how do I reliably get the dig sound of a node then? |
| 18:53 |
shaft |
?????????????????????????????????? |
| 18:55 |
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| 20:54 |
ireallyhateirc |
I still can't wrap my head around this "models should be 10x bigger" |
| 20:56 |
MTDiscord |
<rollerozxa> it's BS |
| 21:03 |
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| 21:03 |
ShadowNinja |
(there's a constant called BS (blocksize?) in the code that everything gets multiplied by for... reasons) |
| 21:04 |
Krock |
that's totally BS |
| 21:08 |
ShadowNinja |
It's apparently useful for debugging because if you don't do the right worldspace-to-renderspace conversion your positions will be way off and it'll be easy to see the bug. |
| 21:09 |
ShadowNinja |
It _should_ just be an implementation detail though, you shouldn't have to deal with it outside of engine code. |
| 21:34 |
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cheapie |
Hmm.... whoever made this digtron mod *really* nailed the sound |