| Time |
Nick |
Message |
| 00:00 |
VanessaE |
kahrl: mesh.cpp, lines 120-247? |
| 00:00 |
kahrl |
VanessaE: almost: include the delete[] line at the end |
| 00:00 |
VanessaE |
ok |
| 00:00 |
Exio4 |
ah |
| 00:01 |
kahrl |
and, yeah, PilzAdam's preload flag idea |
| 00:01 |
kahrl |
which needs cooperation from mods though |
| 00:02 |
VanessaE |
you can be sure my mods will be adapted as appropriate. |
| 00:06 |
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| 00:09 |
VanessaE |
kahrl: git HEAD, but with those lines deleted... 113 seconds |
| 00:09 |
VanessaE |
and the world looks perfectly normal |
| 00:09 |
VanessaE |
what did I just do? |
| 00:09 |
kahrl |
put a craftitem in your hand |
| 00:10 |
VanessaE |
oh wait, lots of black textures all over the inventory |
| 00:10 |
VanessaE |
blocks mostly |
| 00:10 |
kahrl |
that shouldn't happen... |
| 00:11 |
VanessaE |
hang on and I'll get a screenshot |
| 00:12 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007182013%20-%2008:13:18%20PM.png |
| 00:13 |
kahrl |
the effect should be that tools' and craftitems' wield meshes are just sprites and not extruded |
| 00:13 |
kahrl |
the *only* effect |
| 00:14 |
VanessaE |
https://gist.github.com/VanessaE/5122965 |
| 00:14 |
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| 00:14 |
VanessaE |
just so you can review what I changed. |
| 00:15 |
kahrl |
is that the right gist? |
| 00:15 |
VanessaE |
yup. |
| 00:15 |
VanessaE |
wait a sec, wtf? |
| 00:15 |
VanessaE |
github did something weird there. |
| 00:17 |
VanessaE |
ok screw gist, I'll use a regular pastebin. |
| 00:17 |
VanessaE |
http://pastebin.ubuntu.com/5889248/ |
| 00:20 |
kahrl |
looks good... I can't for the love of dog say why that would screw up node inventory textures |
| 00:20 |
VanessaE |
*shakes head* beats the hell out of me :P |
| 00:22 |
VanessaE |
the black might be the result of bumpmapping |
| 00:24 |
VanessaE |
(but that doesn't explain why it behaves differently from your expectation) |
| 00:45 |
VanessaE |
as for the wielded item itself, indeed it IS flat as you expected. |
| 00:46 |
VanessaE |
(while blocks are 3d as usual) |
| 00:46 |
VanessaE |
interesting thing is the items that are black in the inventory are rendered *properly* in-hand |
| 01:01 |
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| 01:01 |
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| 01:15 |
hdastwb |
um, I noticed that minetest.get_node was not documented under Methods in the wiki, but after adding a page for it I noticed that it was documented under the deprecated EnvRef page |
| 01:16 |
hdastwb |
should that page be deleted, or should all of the rest of the EnvRef things be transferred as well? |
| 01:16 |
PilzAdam |
hdastwb, yes, someone has to create all the articles for the old minetest.env: methods |
| 01:16 |
PilzAdam |
and also create redirects from <functionname> to minetest.<functionname> |
| 01:18 |
PilzAdam |
hdastwb, did you just volunteer to do that? ;-) |
| 01:18 |
hdastwb |
maybe… |
| 01:19 |
hdastwb |
I'm not sure how to redirect though; I'm not that familiar with forums |
| 01:28 |
hdastwb |
*wikis… |
| 01:35 |
kahrl |
put this in the page: |
| 01:35 |
kahrl |
#REDIRECT [[minetest.get_node]] |
| 02:04 |
hdastwb |
oh, I see. . . |
| 02:11 |
hdastwb |
yep, and that would be EnvRef:get_node; feel free to delete the get_node page I created when you get a chance… |
| 02:15 |
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| 02:16 |
kahrl |
nah, the redirect is good |
| 02:16 |
kahrl |
it's like http://dev.minetest.net/register_node |
| 02:18 |
hdastwb |
okay |
| 02:19 |
hdastwb |
should I change the EnvRef one back? |
| 02:22 |
kahrl |
no, leave both as a redirect |
| 02:35 |
VanessaE |
kahrl: penny for your thoughts re: that last screenshot/deleted code test? |
| 02:42 |
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| 03:08 |
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| 03:45 |
hmmmm |
aha |
| 03:47 |
hmmmm |
I just read that omitting the second component of a ternary operator like proller did is a GCC-ism and *not* standard |
| 03:47 |
hmmmm |
so if he had actually comitted that code it'd break MSVC |
| 03:54 |
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| 06:10 |
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| 09:05 |
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| 13:00 |
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| 18:42 |
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| 19:16 |
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| 19:22 |
RealBadAngel |
any comments on https://github.com/minetest/minetest/pull/838 ? |
| 19:22 |
PilzAdam |
yes |
| 19:23 |
Jordach |
it sucks ass? |
| 19:23 |
PilzAdam |
1) can you also add saving for the breath? |
| 19:24 |
PilzAdam |
2) There are other things TODO after bumping the protocol version (moving fields in the nodedef to the right place) |
| 19:25 |
PilzAdam |
ummm |
| 19:26 |
PilzAdam |
why have you added m_last_breath if you dont write it to the file? |
| 19:28 |
RealBadAngel |
is last question connected with 1) ? |
| 19:28 |
PilzAdam |
yea |
| 19:28 |
PilzAdam |
you can leave it there if you add saving, otherwise it wouldnt make much sense |
| 19:29 |
RealBadAngel |
i thought to do that but that will require changes to serialize/deserialize |
| 19:29 |
PilzAdam |
not a big problem, it uses the Setting class |
| 19:29 |
RealBadAngel |
i wanted to talk about it first |
| 19:30 |
RealBadAngel |
about bumping version, if there are any other commits that will require bumping too we can squash them to get bumped together |
| 19:31 |
PilzAdam |
it can be done in a seperate commit |
| 19:31 |
PilzAdam |
I wonder if there are any open and mergeable pull requests that require a bump too... |
| 19:32 |
RealBadAngel |
i meant at the same time, not in single commit |
| 19:33 |
PilzAdam |
833, 816 and 773 need a bump too |
| 19:33 |
RealBadAngel |
but i believe if my commit wont bump the version nothin will happen, client/server without it will just not recognize it |
| 19:34 |
RealBadAngel |
https://github.com/minetest/minetest/pull/833 |
| 19:34 |
RealBadAngel |
oops |
| 19:35 |
RealBadAngel |
"and only the player who holds the torch see the light." |
| 19:35 |
RealBadAngel |
that is not quite good |
| 19:35 |
PilzAdam |
yea, Im still not sure about that |
| 19:36 |
RealBadAngel |
there should be a table passed to shaders |
| 19:36 |
RealBadAngel |
with all players in range (light sources) |
| 19:37 |
PilzAdam |
833 and 773 should be mergeale, though |
| 19:37 |
PilzAdam |
*able |
| 19:41 |
RealBadAngel |
theyre ok with me |
| 20:13 |
RealBadAngel |
i wonder if m_last_breath is needed at all |
| 20:14 |
RealBadAngel |
imho it is not needed, removing it |
| 20:17 |
Taoki |
RealBadAngel: Any news on the shaders? |
| 20:18 |
RealBadAngel |
still in development |
| 20:18 |
RealBadAngel |
i coded a few smaller things to take a break from it, because i found myself in dead end |
| 20:19 |
Taoki |
ok |
| 20:19 |
Taoki |
Anything on the fog color? No news from anyone else on that :( |
| 20:20 |
RealBadAngel |
last two weeks i was workin each day, i havent got much time to follow things |
| 20:26 |
PilzAdam |
RealBadAngel, in your breath commit, it should be rangelim(0,11) and documented like this |
| 20:28 |
PilzAdam |
or at least it should be documented that everything above 10 means "dont show drowning bar" |
| 20:28 |
RealBadAngel |
everythin above is capped immediately to 11 |
| 20:28 |
PilzAdam |
(the rangelim isnt really needed) |
| 20:28 |
RealBadAngel |
so no need to rangelim |
| 20:29 |
RealBadAngel |
- set_breath(value) : sets players breath |
| 20:29 |
RealBadAngel |
values: 0player is drownin, |
| 20:29 |
RealBadAngel |
1-10 number of bubbles remain, |
| 20:29 |
RealBadAngel |
11 not in liquid (bubbles bar invisible) |
| 20:29 |
RealBadAngel |
and fixed lua api |
| 20:29 |
PilzAdam |
11 doesnt mean "not in liquid" |
| 20:30 |
RealBadAngel |
at least not in liquid that can drown player |
| 20:31 |
PilzAdam |
you can be outside of a liquid and the drowning bar is shown, since it only restores slowly |
| 20:31 |
RealBadAngel |
any suggestion for another description? |
| 20:31 |
PilzAdam |
"11 – bar is not shown" |
| 20:31 |
RealBadAngel |
ok |
| 20:32 |
RealBadAngel |
im also removing from commit version bumping |
| 20:40 |
Naked |
working on a air bar for underwater stuff? |
| 20:40 |
PilzAdam |
Naked, no |
| 20:43 |
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| 20:46 |
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| 20:49 |
RealBadAngel |
Naked, im adding lua methods to read and modify player's breath |
| 20:49 |
* Jordach |
hears Darth Vader's breathing apparatus |
| 20:50 |
PilzAdam |
RealBadAngel, the API wouldnt be very useful, though; too much latency |
| 20:51 |
RealBadAngel |
get and set is enough |
| 20:51 |
RealBadAngel |
one can make now swimmin or space suits |
| 20:53 |
RealBadAngel |
but for the 2nd i think some more changes should be made, like to allow any node have drowning ability |
| 20:53 |
RealBadAngel |
not only fluids |
| 20:54 |
Jordach |
so you can choke on your sand / gravel |
| 20:54 |
RealBadAngel |
i meant toxic gases, outer space without air |
| 20:55 |
RealBadAngel |
so specifically airlike |
| 20:58 |
Jordach |
RealBadAngel, is_breathable = true/false flag |
| 20:58 |
Jordach |
that way any node can use it |
| 20:58 |
RealBadAngel |
something like this, better name than drowning |
| 21:07 |
RealBadAngel |
hmm, i added breath to player serialize/deserialize but when reloading game breath is not preserved but starts from full again |
| 22:11 |
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| 23:09 |
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| 23:20 |
kahrl |
PilzAdam: how about a tag for pull requests that bump the protocol version? |
| 23:21 |
PilzAdam |
sounds good |
| 23:32 |
kahrl |
although now that I looked at 833, 816, 733 I'm not sure anymore how to call the label |
| 23:32 |
kahrl |
none of these strictly require a version bump |
| 23:32 |
kahrl |
"protocol change"? |
| 23:33 |
VanessaE |
sounds good to me |
| 23:33 |
PilzAdam |
"procolbump" and "procolbump_possible"? |
| 23:33 |
PilzAdam |
+t |
| 23:35 |
kahrl |
PilzAdam: done |
| 23:41 |
kahrl |
something like https://github.com/minetest/minetest/pull/837 would also be "protocol bump possible", right? |