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15:59 |
Sokomine |
ah. hi jordach. that's practical :-) are you responsible for the player model inside the game? |
16:00 |
Sokomine |
because i have a request there: it would be great if the model had some sleep animation. could be just a few frames |
16:02 |
Sokomine |
Jordach: hi? |
16:02 |
* Jordach |
is still sleepy |
16:04 |
* Sokomine |
puts some coffee, tea and cacao in front of jordach to choose from |
16:06 |
Sokomine |
it would also be great if the collusion box could be changed in case of sitting or lying player models. my first attempts there where not very successful |
16:51 |
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17:03 |
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17:19 |
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18:10 |
sapier |
https://github.com/minetest/minetest/pull/1178 --> -250LOC |
18:10 |
sapier |
#1178 |
18:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/1178 -- Replace deathscreen by formspec variant by sapier |
18:11 |
proller |
wooow! 0 removed spaces! |
18:11 |
sapier |
already done there ;-P |
18:12 |
proller |
how to make auto respawn with it |
18:12 |
sapier |
good question hod was this done before? |
18:12 |
sapier |
didn't see anything related to it |
18:16 |
proller |
why you remove player->setPosition(player->getPosition() + v3f(0,-BS,0)); |
18:17 |
sapier |
why keep code which is already commented out? |
18:17 |
proller |
ops |
18:17 |
proller |
miss |
18:17 |
proller |
okay, all ok |
18:17 |
sapier |
no problem I wondered why it was in there too |
18:18 |
sapier |
but as it did obviously work without it too no need to keep it |
18:26 |
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18:41 |
celeron55 |
what that code was doing at some unknown point of time was placing the camera (by moving the player) to near the ground |
18:41 |
celeron55 |
and if i recall correctly, it also pointed the camera to the entity that killed the player |
18:41 |
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18:41 |
celeron55 |
but all of that seemed to have been commented out; i wonder why |
18:42 |
sapier |
hmmm sound's like a valid behaviour |
18:42 |
celeron55 |
well it would certainly be good |
18:43 |
sapier |
do we always know what caused death? |
18:43 |
sapier |
e.g. on drop |
19:00 |
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nore joined #minetest-dev |
19:01 |
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19:02 |
nore |
can I push that? https://github.com/Novatux/minetest/commit/859fd3102f55bc7cf1d3fdc18d8c1977562af748 |
19:25 |
PilzAdam |
nore, this is basically what I do here: https://github.com/PilzAdam/item_drop/blob/master/init.lua#L18 |
19:28 |
Calinou |
https://github.com/minetest/minetest/issues/1179 tag as enhancement |
19:37 |
celeron55 |
sapier: no; in those cases such camera adjustment shouldn't happen |
19:37 |
celeron55 |
well, except maybe point to where the player fell? dunno |
19:37 |
celeron55 |
from where* |
19:48 |
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19:56 |
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20:05 |
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20:06 |
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20:06 |
Sokomine |
the entity that killed the player - it would be very helpful if we could access that one lua-wise |
20:06 |
sapier |
ok ok I'm gonna add the commented code again for someone else to fix that feature ;-P |
20:09 |
sapier |
well ... we could just drop that feature too it's inavtive for more then 2 years now witout anyone missing it |
20:11 |
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20:30 |
celeron55 |
sapier: i don't really care; but it's one of those details that nobody explicitly notices but what makes a thing seem more interesting and finished |
20:31 |
celeron55 |
(probably) |
20:32 |
sapier |
true, I'm gonna add a TODO explaining what that code is meant todo, I don't wann fix multiple things at once |
20:39 |
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20:40 |
spillz |
hi, is this a non-starter? https://forum.minetest.net/viewtopic.php?id=8825 I don't want to spend time on it if people are actively opposed and just too polite, or disinterested, to say. screw polite... |
20:42 |
sapier |
for what I remember someone already is working on some keymap configuration support but I don't exactly know how far his efforts have progressed by now |
20:46 |
sapier |
I'm gonna create a pull request for my android port this weekend. I hope to get some feedback before maybe a little bit more then last weeks ;-) |
20:52 |
proller |
leave menu from pc version |
20:53 |
sapier |
doesn't fit on almost all android devices |
20:54 |
sapier |
for some reason google decided to use (almost) a 1:2 ratio |
20:55 |
sapier |
btw the new code is meant to replace current one too, it's way more clean and generic |
20:55 |
sapier |
not as hacky and grown as current one |
20:55 |
proller |
scale menu and leave all elements |
20:55 |
sapier |
you can't scale the menu down |
20:55 |
sapier |
doesn't work |
20:56 |
proller |
most devices have 640 screens |
20:56 |
sapier |
up is no problem but smaler is a issue |
20:56 |
sapier |
no |
20:56 |
sapier |
552 |
20:56 |
sapier |
tablets have those damn button bar at bottom reducing available size too |
20:57 |
sapier |
we've got plenty of room to side but height is a real problem |
20:58 |
spillz |
@sapier: https://forum.minetest.net/viewtopic.php?pid=133752#p133752 did you see it? |
20:58 |
sapier |
what's the rail issue? |
20:59 |
spillz |
rail issue https://forum.minetest.net/viewtopic.php?pid=133511#p133511 |
21:00 |
spillz |
Do use and interact work for you (tap to interact?) |
21:00 |
sapier |
ok I'm gonna have a look at it |
21:00 |
sapier |
long tab (without moving) dig, short tab place |
21:02 |
spillz |
Very unreliable (I.e. doesn't always work, but could be mostly lag communicating with server - was a single player game, playing on Nexus 7 original) |
21:04 |
sapier |
sfan5, I'm gonna start merge process of my fixes as of this weekend. Of course it's gonna be some time till it's finaly ready for merge. I'd prefere to merge your fixes first, but without your support I wont/can't do it. |
21:04 |
sfan5 |
my fixes? |
21:05 |
sapier |
those android fixes you may have in your branch which should be merged or replace things I did |
21:05 |
sfan5 |
I don't know of any fixes |
21:05 |
sapier |
spillz server is not involved in detection of short and long tabs |
21:06 |
sfan5 |
also depends on your definiton of 'fix' |
21:06 |
sapier |
everything beeing better then things I did ... controls for example are a matter of personal preference. If there's some common agreement another way of doing controls is better I'll merge that style |
21:07 |
sapier |
e.g that discovery style ... yes it feels more smoth but it doesn't fit our current engine design (at least atm) |
21:08 |
sapier |
and imho for looking around the way I did it is even slightly better then discovery variant |
21:08 |
sfan5 |
discovery style? |
21:08 |
sfan5 |
also I think my controls are not that good |
21:10 |
sapier |
my controls right now have issues with buggy touchscreens |
21:11 |
sapier |
e.g. if a touchscreen is unable to get a stable singular touch ... I've tested at a device where placing your finger on screen results in a tap followed by a very short move everytime ... right now that's gonna ruin digging. I'm about to add a threshold to catch things like that but it's suboptimal |
21:13 |
spillz |
@sapier: the touches detect fine, they just don't do the intended action every time, or do it with a considerable lag |
21:13 |
celeron55 |
spillz: building those on top of chat commands is weird but convenient as you're saying |
21:14 |
celeron55 |
spillz: i'd say wait for more comments on the forum, and ask about comments on #minetest too |
21:16 |
celeron55 |
spillz: have you come up with any clear downsides and/or alternative solutions? |
21:18 |
celeron55 |
i think if nobody can come up with any real reason for not doing so, mapping keys to chat commands should be made possible |
21:24 |
celeron55 |
and your current patch is quite fine |
21:26 |
spillz |
one downside might be idiots spamming server with key presses (but there's always going to be idiots) |
21:27 |
celeron55 |
well those are called griefers and they already spam key presses (well, mouse clicks mostly) |
21:27 |
celeron55 |
that's a non-issue |
21:28 |
celeron55 |
(and that problem would exist in any custom key thing, not depending on if it uses chat commands or not) |
21:28 |
sapier |
spillz is the key setting cache required outside of keycode.cpp? if not I suggest making it a static variable to not pollute global namespace |
21:29 |
spillz |
another: more sophisticated things like wanting to be able to do more sophisticated key press stuff like holding down keys to perform an action until released or combining keys. would need something more like client side lua to do sophisticated stuff |
21:30 |
celeron55 |
yes, that is mostly out of scope at the moment and needs to be thinked again much later |
21:30 |
celeron55 |
it's not likely to conflict with this though |
21:30 |
sapier |
command_key_cache_loaded is a nother candidate to find a way without a global variable |
21:31 |
celeron55 |
(we just need to then define what key mapping gets prioritized over the other) |
21:31 |
spillz |
(ugh... that last post. typing on a phone seems to makes me read like I have lower IQ) |
21:32 |
sapier |
we're not writing some epic tale here so don't bother ;-) |
21:34 |
spillz |
@sapier: the other key cache isn't static is it? I can put it all in some anon namespace... |
21:35 |
sapier |
that's a usefull way to do it too yes |
21:35 |
sapier |
singletons are another option but I guess even mentioning this word will cause somebody to shout ... *duck and wait* |
21:36 |
celeron55 |
bah, none of that actually matters |
21:36 |
celeron55 |
just making it static is plenty enough |
21:37 |
celeron55 |
them* |
21:42 |
spillz |
was thinking to add a gui (in game? just main menu?) that would indicate any conflicts. does form spec handle list boxes and scrollbars? |
21:42 |
hmmmm |
https://github.com/minetest/minetest/commit/23be6450a115954b281c045aefacbefba6837b6f |
21:42 |
hmmmm |
why |
21:42 |
hmmmm |
ShadowNinja |
21:42 |
sapier |
listbox yes scrollbar now |
21:43 |
sapier |
well you have to use tables to create a listbox ... and the listbox has a scrollbar ... but no scrollbars for different listboxes |
21:45 |
spillz |
The other part is to allow mods to register actions with default keys. that would need some api. |
21:45 |
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21:46 |
sapier |
you're welcome to do so this feature is long outstanding ... in best case find some way to simulate this on android touchscreens too |
21:47 |
sapier |
:-) but that's not a must |
21:51 |
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21:53 |
spillz |
I will keep working on it and thinking about android implications. user define-able onscreen buttons? |
21:53 |
celeron55 |
i think the gui is fairly straightforward; the api however is more of a brainhurt |
21:54 |
celeron55 |
happily the api isn't as important as the basic functionality |
21:55 |
spillz |
agree that its harder (last on my list) just a nice to have for mod developers. |
21:56 |
celeron55 |
and actually it might even be that we don't want an api for it, or that the api never automatically makes any buttons to activate, but rather creates some kinds of suggestion |
21:56 |
celeron55 |
+s |
21:56 |
celeron55 |
that can be easily enabled in the key configuration |
21:58 |
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22:23 |
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23:33 |
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23:59 |
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23:59 |
us`0gb |
I have two questions. Minetest's protocol is based on UDP not TCP, right? Also, does Minetest's protocol have a name? MTP, perhaps? Maybe that was three questions. I'm not sure. |