| Time |
Nick |
Message |
| 00:01 |
RealBadAngel |
if intersection will be found you can just stop the movement |
| 00:02 |
RealBadAngel |
^^ for the record |
| 00:03 |
RealBadAngel |
!tell jin_xi http://irc.minetest.ru/minetest-dev/2014-09-26#i_3946166 |
| 00:08 |
RealBadAngel |
i guess that wont work ;) |
| 00:08 |
VanessaE |
``tell |
| 00:08 |
VanessaE |
er, |
| 00:08 |
VanessaE |
''tell |
| 01:16 |
ShadowNinja |
kaeza: Sounds like you want an INI-like format. That sounds O.K., but hard to do compatibly. It would halp with, eg, the need to split the client's address setting and the server's one. |
| 01:17 |
RealBadAngel |
why not make just minetest.client.config and minetest.server.config? (second thought) |
| 01:18 |
ShadowNinja |
Actually, Lua was originally designed as a configuration file format. We could use Lua for the conf. |
| 01:18 |
VanessaE |
RealBadAngel: you mean like I suggested hours ago? :P |
| 01:18 |
ShadowNinja |
RealBadAngel: Loads of different files with only a sew lines in each. |
| 01:18 |
ShadowNinja |
few* |
| 01:18 |
RealBadAngel |
just 2 |
| 01:18 |
RealBadAngel |
client and server |
| 01:19 |
ShadowNinja |
RealBadAngel: Could be done, but aditional groupings would be good, eg, "visuals". |
| 01:19 |
RealBadAngel |
that can be done in comments |
| 01:20 |
RealBadAngel |
no need for code to handle that |
| 01:20 |
ShadowNinja |
But it doesn't actually namespace the variables. |
| 01:20 |
RealBadAngel |
namespace is just for humans |
| 01:20 |
RealBadAngel |
comments can do that equally good |
| 01:20 |
ShadowNinja |
# visuals \n foo=x \n #misc \n foo=y \0 confilcts |
| 01:21 |
RealBadAngel |
take care of your foo and give it a proper name ;) |
| 01:21 |
kaeza |
ShadowNinja, "hard to do compatibly", only compat issue I see is maybe old configs having e.g. "enable_shaders" in "root" section (at beginning, before section headers), and I already adressed the issue (setting_get("graphics", "foo") -> gets "foo" from "graphics" if it exists, else from "foo" in "root" section) |
| 01:22 |
kaeza |
also, see the other point: |
| 01:22 |
RealBadAngel |
you are trying again to overcomplicate simple things |
| 01:22 |
ShadowNinja |
kaeza: Hmmm, that would be acceptable. |
| 01:22 |
kaeza |
also related: <diemartin> my main concern with settings is traversing an entire [mapping] of maybe 100s of settings is waaay slower than say, look up a section in a list of maybe 10s of sections (at most), followed by a lookup in a table of say < 10 settings in most cases (with exception of [server] or [client] maybe) |
| 01:23 |
RealBadAngel |
related but goal is another |
| 01:23 |
ShadowNinja |
kaeza: std::map shuould take O(log(n)) time, so it isn't such a big difference. |
| 01:23 |
RealBadAngel |
all settings shall be read just once |
| 01:23 |
RealBadAngel |
and made aviable via settings class |
| 01:24 |
kaeza |
RealBadAngel, not possible (see e.g. disable_fire) |
| 01:24 |
RealBadAngel |
definitely possible |
| 01:24 |
RealBadAngel |
by now we do read them all the time and sometimes store them internally within classes |
| 01:25 |
RealBadAngel |
there has to be one master settings class |
| 01:25 |
kaeza |
how? I mean, you are allowed to change disable_fire at runtime, and fire mod acts accordingly; if you cache that, how do you know when the setting changed without re-reading the setting every, say, 5 seconds? |
| 01:25 |
RealBadAngel |
update master class |
| 01:26 |
kaeza |
... |
| 01:26 |
RealBadAngel |
all code that will read it will get current setting |
| 01:26 |
kaeza |
we are using different definitions of "read" |
| 01:26 |
RealBadAngel |
read = get |
| 01:26 |
RealBadAngel |
get from memory |
| 01:27 |
RealBadAngel |
on startup read from file |
| 01:27 |
RealBadAngel |
on shutdown write to file |
| 01:27 |
kaeza |
that's what I'm saying (read = get from memory, i.e. Settings object) |
| 01:27 |
RealBadAngel |
but runtime get from class |
| 01:27 |
* kaeza |
is confused |
| 01:28 |
RealBadAngel |
by now we are using string based get |
| 01:28 |
RealBadAngel |
thats wrong |
| 01:28 |
RealBadAngel |
core shall use direct settings class member names |
| 01:29 |
RealBadAngel |
something like settings->enable_shaders |
| 01:29 |
kaeza |
eh? |
| 01:29 |
RealBadAngel |
what eh? |
| 01:30 |
RealBadAngel |
you dont get it? |
| 01:30 |
RealBadAngel |
instead of g_settings->getBool("enable_shaders"); |
| 01:31 |
kaeza |
no, I don't understand how that's any different from the current way of doing things, and why you should bloat Settings class with special cases |
| 01:31 |
RealBadAngel |
which means fiddling with lists, parsers and strings |
| 01:32 |
RealBadAngel |
bloat? lol |
| 01:32 |
RealBadAngel |
its overbloated in every meaning of the word bloat |
| 01:32 |
RealBadAngel |
its piece of flexible crap |
| 01:32 |
RealBadAngel |
that is slow as hell |
| 01:33 |
RealBadAngel |
called runtime in draw loops to play with damn strings |
| 01:34 |
RealBadAngel |
every coder out there who made runtime gfx code seeing such pearls will just say WTF |
| 01:35 |
kaeza |
exactly, and that's why my position of "it's waaaay slower" |
| 01:35 |
kaeza |
but that is not a solution |
| 01:35 |
RealBadAngel |
solution is fast code, not understandable |
| 01:35 |
RealBadAngel |
its a game not a coders playground |
| 01:36 |
kaeza |
the solution would be either cache the value (and lose dynamic values at runtime), or make Settings as fast as it can get |
| 01:36 |
RealBadAngel |
if some1 cannot get it, go back to coders kindergarten |
| 01:38 |
RealBadAngel |
this way doesnt mean loose dynamic ones |
| 01:39 |
RealBadAngel |
its a matter on how you will use settings class |
| 01:39 |
RealBadAngel |
you will have to call the variable by its exact name and know its type |
| 01:40 |
RealBadAngel |
but you already do when you atempt to use it |
| 01:40 |
RealBadAngel |
so thats not a problem |
| 01:45 |
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| 01:45 |
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| 01:52 |
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| 01:52 |
Zeno` |
Thanks ShadowNinja |
| 01:53 |
Zeno` |
r.e. the version thing |
| 02:02 |
VanessaE |
RealBadAngel: cache all relevant variables to a class (or whatever), reference the resultant semi-constants, update the whole damn class any time a variable needs to be updated (i.e. the user did /set or clicked a checkbox, or moved a slider on the "sound" settings dialog, etc). |
| 02:02 |
VanessaE |
that's probably the best way |
| 02:03 |
kaeza |
"cache all relevant variables to a class" but not to Settings pls! |
| 02:05 |
VanessaE |
well remember, I think in oldskool terms. to me, it would just be a fuckload of variables with extra foo_ prefixes (and restricted scope as appropriate) |
| 02:06 |
VanessaE |
but whatever does the job without making the code unreadable or slow |
| 02:12 |
VanessaE |
brb |
| 02:21 |
RealBadAngel |
kaeza, there should be 3 steps |
| 02:22 |
RealBadAngel |
read the settings file(s), store them in a class |
| 02:22 |
RealBadAngel |
allow reading modyfing it runtime |
| 02:22 |
RealBadAngel |
save to file on exit |
| 02:23 |
RealBadAngel |
ofc such class have to be global |
| 02:23 |
RealBadAngel |
with all the members public |
| 02:23 |
VanessaE |
didn't I just say that? :P |
| 02:24 |
RealBadAngel |
i just rephrased that |
| 02:24 |
RealBadAngel |
btw at runtime we could make client class and servers one |
| 02:25 |
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| 02:25 |
RealBadAngel |
fed with 2 files |
| 02:25 |
RealBadAngel |
imho that way is plain dumb simple and fast |
| 02:41 |
Zeno` |
what settings are currently not "cached"? |
| 03:59 |
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| 04:21 |
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| 04:21 |
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| 04:47 |
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| 05:20 |
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| 07:27 |
* Krock |
gives ShadowNinja #1691 |
| 07:32 |
Zeno` |
Krock did you add the new files from the previous commit to your build? |
| 07:32 |
Krock |
Zeno`, what you mean? |
| 07:33 |
Zeno` |
I dunno how to do that with MSVC, but it looks like it's not including the new file (files?) created by: https://github.com/minetest/minetest/commit/6bc4cad0eddd7a7cf593ca1471599e2d75727379 |
| 07:33 |
Zeno` |
Where SN split Settings into two files |
| 07:34 |
Krock |
c061bdd3 is the first bad commit |
| 07:34 |
Zeno` |
so 6bc4cad compiles? |
| 07:34 |
Zeno` |
weird |
| 07:35 |
Krock |
yes, 6bc4cad comiled fine |
| 07:35 |
Krock |
*compiled |
| 07:36 |
Zeno` |
I wish I knew how MSVC worked |
| 07:37 |
Zeno` |
all those linker errors would suggest to me it was the previous commit and that the minetest.vcxproj is missing the new file *shrug* |
| 07:39 |
Zeno` |
i.e. for some reasons settings.cpp is not being included |
| 07:39 |
Krock |
really? and that's the fail? |
| 07:39 |
Zeno` |
I would guess that's it |
| 07:39 |
Zeno` |
I don't have MSVC and have never used it but it makes sense |
| 07:40 |
Krock |
well, settings.cpp is in cmakelists |
| 07:42 |
Zeno` |
oh MSCV uses cmakelists? |
| 07:43 |
Krock |
msbuild (MSVC) checks the building system and updates it if chamkelists.txt changed |
| 07:43 |
Krock |
*cmakelists.txt |
| 07:43 |
Zeno` |
hmm ok |
| 07:44 |
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| 07:45 |
Krock |
weird, I'll have to try 6bc4cad0 again, the as "bad" marked commit has nothing to do with settings |
| 07:46 |
Zeno` |
I *think* that 6bc4cad0 would be the culprit, but please check :) |
| 07:46 |
Krock |
*waits 20 minutes* |
| 07:49 |
Zeno` |
I think I'd go crazy |
| 08:04 |
Krock |
checked again, 6bc4cad0 actually works |
| 08:05 |
Krock |
\o/ only 17 minutes |
| 08:07 |
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| 08:11 |
Zeno` |
well something doesn't make sense lol |
| 08:24 |
Krock |
wat. |
| 08:24 |
Krock |
I don't get it |
| 08:25 |
Zeno` |
? |
| 08:25 |
Krock |
c061bdd3 just compiled fine |
| 08:26 |
Krock |
seems like I only had to delete the old settings.obj in the build folder |
| 08:27 |
Krock |
so it recompiles the stuff |
| 08:28 |
Zeno` |
that might make sense |
| 08:29 |
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| 08:48 |
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| 08:51 |
Krock |
problem solved. aagh. 6 builds in 2.5 hours with the result: it would work with a build from scrach or a little deletion of a file |
| 08:51 |
Krock |
I love this world |
| 08:51 |
Zeno` |
all is not wasted! |
| 08:52 |
Zeno` |
you learned something, right? So 6.5 hours well spent |
| 08:52 |
Zeno` |
err, well no |
| 08:52 |
Krock |
2.5 * |
| 08:52 |
Zeno` |
but I'm trying to look on the bright side |
| 08:52 |
Zeno` |
2.5* yes |
| 08:52 |
Krock |
always look on the bright side of life |
| 08:52 |
Zeno` |
i hate that song |
| 08:52 |
Krock |
I love it |
| 08:55 |
Zeno` |
variety is the spice of life |
| 08:56 |
PenguinDad |
Interesting dev discussion ;D |
| 08:57 |
Zeno` |
yep |
| 09:06 |
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kahrl |
all the fstk files still say "self program is free software; you can redistribute it and/or modify ..." :D |
| 12:07 |
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sfan5 |
ignacio: please fix your connection |
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| 13:47 |
hmmmm |
sfan5, perhaps you should ban him |
| 13:47 |
sfan5 |
good idea |
| 13:47 |
hmmmm |
so, how did you get ops? |
| 13:48 |
sfan5 |
/msg ChanServ op #minetest-dev |
| 13:48 |
hmmmm |
are you the only one with the permissions to do so? |
| 13:49 |
hmmmm |
it's like there's never anybody around who has op privileges when they need to be around |
| 13:50 |
sfan5 |
calinou, pilzadam, celer​on55 and me have +o |
| 13:52 |
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| 13:54 |
hmmmm |
sfan5: maybe it would be prudent if more people had +o. |
| 13:55 |
sfan5 |
shall I give you +o? (I'm not even sure if I can) |
| 13:55 |
kaeza |
sfan5, same on main channel (the ban, not +o) |
| 13:56 |
hmmmm |
yes... |
| 13:57 |
hmmmm |
also it should somehow be made public which people have ops rather than remain a mystery |
| 13:57 |
sfan5 |
/cs access list #minetest-dev |
| 13:58 |
hmmmm |
doesn't produce any output for me. |
| 13:59 |
sfan5 |
look in every tab |
| 13:59 |
sfan5 |
xchat/hexchat seems to place it somewhere randomly |
| 13:59 |
hmmmm |
yup... it's nowhere |
| 14:01 |
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| 14:02 |
* Krock |
wonders if it's possible to make screenshots saving as jpeg with quality 80 |
| 14:02 |
sfan5 |
yes |
| 14:32 |
pitriss |
sfan5: please can you ban ignacio also on #minetest? |
| 14:33 |
sfan5 |
pitriss: I'll consider it if the join-spam gets too annoying |
| 14:33 |
Krock |
it's already annoying |
| 14:33 |
pitriss |
ok thank you. |
| 14:46 |
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| 15:12 |
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| 15:12 |
Phroh|orca |
Does the Lua bridge make calls to cpp functions or does the engine do some funky custom gluing? |
| 15:13 |
Phroh|orca |
Also, hi |
| 15:14 |
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| 15:15 |
sfan5 |
Phroh|orca: former |
| 15:16 |
Phroh|orca |
Awesome, thank you |
| 15:18 |
Strikingwolf |
so I'm trying to get into Minetest modding and I don't quite know what yall mean by the base directory of minetest |
| 15:18 |
Phroh|orca |
The root folder |
| 15:18 |
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| 15:18 |
Strikingwolf |
thanks |
| 15:19 |
Phroh|orca |
Must the OS X version be compiled by xCode? |
| 15:20 |
Phroh|orca |
Xcode* |
| 15:23 |
Strikingwolf |
Phroh|orca, I am using IntelliJ IDEA's Lua module |
| 15:23 |
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| 15:23 |
Strikingwolf |
Phroh|orca, I had never heard of this :P |
| 15:24 |
Calinou |
the unofficial OS X builds are built using Xcode |
| 15:25 |
sfan5 |
Phroh|orca: it'll probably work without xcode |
| 15:26 |
Phroh|orca |
Calinou, thank you |
| 15:26 |
Phroh|orca |
sfan5 i ask because i dont know if there is a CLI tool chain in place |
| 15:27 |
Phroh|orca |
Strikingwolf, thanks, but im not looking to write lua |
| 15:27 |
Strikingwolf |
I still can't find the root folder Phroh|orca ? is that the src folder of the version on the github or is that in the game files of the application? |
| 15:27 |
Strikingwolf |
Phroh|orca, oh are you working on core dev? |
| 15:27 |
sfan5 |
Strikingwolf: it depends on how you installed minetest? |
| 15:27 |
Phroh|orca |
Strikingwolf yeah that's my interest |
| 15:27 |
Strikingwolf |
sfan5, I installed it using the OSX app |
| 15:28 |
sfan5 |
hm |
| 15:28 |
sfan5 |
~/.minetest/ |
| 15:28 |
Phroh|orca |
Ew |
| 15:28 |
Calinou |
it would be nice if you could make your own 0.4.10 (or better, Git) build |
| 15:28 |
sfan5 |
or something with "Application Support" |
| 15:28 |
Calinou |
and release it on forum |
| 15:29 |
Phroh|orca |
App support is in ~/library/ |
| 15:30 |
Phroh|orca |
Calinou, that would be nice |
| 15:31 |
Strikingwolf |
I see the Application support but that seems like it just stores worlds and cache |
| 15:31 |
Phroh|orca |
Strikingwolf are you making a mod? |
| 15:31 |
Phroh|orca |
You probably want the game files root dir if so |
| 15:31 |
Strikingwolf |
Phroh|orca, just trying to learn the API at this point :P |
| 15:32 |
Strikingwolf |
minetest_game? Phroh|orca |
| 15:32 |
Phroh|orca |
Probably |
| 15:33 |
Strikingwolf |
Yeah I've done some minecraft modding, and with the recent MS thing we may be moving here at some point so I am trying to familiarize myself with the API |
| 15:34 |
Phroh|orca |
Same |
| 15:34 |
Phroh|orca |
MS acquisition was no thanks imo |
| 15:34 |
Phroh|orca |
And java |
| 15:57 |
Phroh|orca |
Is minetest gpl or apache? (Or another?) |
| 15:58 |
Calinou |
LGPL 2.1+ |
| 15:58 |
Phroh|orca |
Ok |
| 15:58 |
Calinou |
(Freeminer, a fork of Minetest, is GPL, so not compatible) |
| 15:59 |
Calinou |
see mod guidelines on forum though |
| 15:59 |
Phroh|orca |
Right |
| 15:59 |
Phroh|orca |
I'm not a fan of GPL, was just curious |
| 15:59 |
Calinou |
http://images.wikia.com/mlpfanart/images/4/41/Rainbow_Dash_haters_gonna_hate.gif |
| 15:59 |
Phroh|orca |
That was fast |
| 15:59 |
Calinou |
auto-replaces… |
| 16:00 |
sfan5 |
ಠ_ಠ|
| 16:01 |
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| 16:19 |
Krock |
#1690 ready to discuss again |
| 16:22 |
Phroh|orca |
Aw, no bot to auto link? |
| 16:30 |
Strikingwolf |
so I am using the IDEA workspace for this. Does anyone know a way to do remote debugging there? |
| 16:47 |
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| 17:04 |
Strikingwolf |
man it has been a while since I've done Lua... |
| 17:10 |
Strikingwolf |
Ok so I know how to out-source my code in case of functions, but does anyone know how to do this when the code is in another mod |
| 17:10 |
Strikingwolf |
say WolfCore or something of the sort? |
| 17:13 |
Strikingwolf |
noone? |
| 17:15 |
jin_xi |
all mods are loaded in a global scope, so put stuff you want to acces from other mods in a non local table or so |
| 17:21 |
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| 17:22 |
RevMDent |
RealBadAngel - Got a sec for a question about the is6d code in dir_to_facedir ? |
| 17:23 |
Strikingwolf |
so like functions = {} |
| 17:23 |
Strikingwolf |
then register a function jin_xi |
| 17:24 |
Strikingwolf |
then functions.examplefunction = examplefunction |
| 17:24 |
Strikingwolf |
then say return functions? |
| 17:24 |
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| 17:33 |
Krock |
RealBadAngel, using drawtype "glasslike_framed", getting those results: http://i.imgur.com/mJQE8Ml.png the outer border does not fit with the other side |
| 17:33 |
VanessaE |
Krock: I see nothing wrong there? |
| 17:34 |
Krock |
VanessaE, look at the borders of those glass. |
| 17:34 |
Krock |
some pixels are transparent and therefore you can see - it doesn't match |
| 17:34 |
VanessaE |
oh wait |
| 17:35 |
VanessaE |
you mean like up close to those water nodes on the obsidian glass? |
| 17:35 |
Krock |
wat. no. let me mark it |
| 17:35 |
VanessaE |
yeah, better you should :) |
| 17:37 |
Krock |
http://i.imgur.com/X1UTBqbs.jpg |
| 17:37 |
Krock |
http://i.imgur.com/X1UTBqb.png |
| 17:37 |
VanessaE |
yeah, that's what I was referring to |
| 17:37 |
Krock |
ah, so you think it's a bug? |
| 17:37 |
VanessaE |
imho the borders of the glass shouldn't have any transparent pixels at all |
| 17:37 |
VanessaE |
new textures are needed here |
| 17:38 |
VanessaE |
it just looks bad with this drawtype |
| 17:38 |
VanessaE |
(with normal glass, it's acceptable) |
| 17:38 |
Krock |
but well, it's a bug |
| 17:39 |
VanessaE |
yeah |
| 17:39 |
VanessaE |
the actual position/rotation of the texture is bugged |
| 17:41 |
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| 17:44 |
BlockMen |
comments on #1694? |
| 17:45 |
VanessaE |
there is no 1694 :P |
| 17:45 |
VanessaE |
yeah there is |
| 17:45 |
BlockMen |
sfan5, i guess this means "merge if you want"? |
| 17:45 |
BlockMen |
https://github.com/minetest/minetest_game/pull/320#issuecomment-56792237 |
| 17:45 |
VanessaE |
stupid github |
| 17:46 |
BlockMen |
VanessaE, lol |
| 17:46 |
Krock |
BlockMen, thanks for pointing to this drawtype. created a new issue ( #1695 ) |
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sfan5 |
BlockMen: absolutely |
| 17:48 |
VanessaE |
mmmm |
| 17:48 |
VanessaE |
yeah I guess that's okay |
| 17:49 |
VanessaE |
wait, don't you need to add the new drawtype in the right place in the code so as not to break old clients? |
| 17:49 |
VanessaE |
(as in, after all the other drawtypes) |
| 17:50 |
VanessaE |
ah, you already did |
| 17:50 |
VanessaE |
I was just reading the wrong part of the code |
| 17:57 |
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| 18:17 |
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| 18:30 |
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| 18:32 |
kdorf |
are detached inventories persisted when the server shuts down? it looks like they aren't but it'd be nice to have confirmation I'm not just doing something stupid |
| 18:37 |
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| 18:38 |
Krock |
inventories should save |
| 18:39 |
Krock |
Question alert: How can I "compile" those .po and .pot files for my locales folder? |
| 18:40 |
kdorf |
Krock: okay - so maybe I am doing something wrong? I am using minetest.get_inventory({type='detached', name='void_storage'}) and if that returns nil, I create the detached inv. but it always returns nil when the game loads. |
| 18:40 |
Krock |
kdorf, maybe you need to save something in it first, so it's not empty |
| 18:41 |
kdorf |
Krock: my test was to actually put something in it in the game. I have a chest with a formspec that displays the inventory |
| 18:41 |
kdorf |
Krock: if it helps, I am trying to replicate the functionality of the ender chest from Minecraft |
| 18:41 |
Krock |
sry. "ender chest" does not say anything to me. never played mc |
| 18:43 |
kdorf |
Krock: no worries. easy concept: it's a type of chest that shares its inventory with other chests of that type |
| 18:43 |
Krock |
ah. |
| 18:43 |
kdorf |
and I have that part working. the chests' inventories are shared |
| 18:43 |
kdorf |
but when I quit the game and come back, it's empty |
| 18:45 |
Krock |
and you're sure, it doesn't overwrite on startup? |
| 18:47 |
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| 18:47 |
Krock |
interesting. I can't find any way to not clear it :/ |
| 18:47 |
kdorf |
yeah, seems weird |
| 18:48 |
Krock |
kdorf, look at https://forum.minetest.net/viewtopic.php?t=9495 -> wifi chest |
| 18:48 |
kdorf |
Krock: interesting, I'll have to look at how that is done |
| 18:48 |
Krock |
it's attached to the player's inventory |
| 18:50 |
kdorf |
okay, hrm. I guess I could kinda hack that to work. can you access other players inventories if they are not on the server? |
| 18:50 |
Calinou |
<Krock> Question alert: How can I "compile" those .po and .pot files for my locales folder? |
| 18:50 |
Calinou |
msgfmt does that |
| 18:51 |
Krock |
Calinou, ah. but not while compiling, so I have to run it manually? |
| 18:51 |
Calinou |
compiling automatically updates .mo files |
| 18:51 |
Krock |
*.po? |
| 19:01 |
Krock |
Calinou, could you help me searching a command to convert all the language files? |
| 19:02 |
Krock |
I've searched a while now but came to no short soulation |
| 19:05 |
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| 19:05 |
kaeza |
kdorf, afaik, technic mythril chests also have a similar function |
| 19:08 |
kdorf |
kaeza: thanks, I will take a look and see how it is accomplished there |
| 19:13 |
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Phroh|orca |
Hi |
| 20:15 |
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| 20:16 |
Megaf_ |
hi |
| 20:24 |
jin_xi_ |
ok, now colliding irrlicht particles with minetest terrain, but i think we'd need to add another collision function |
| 20:24 |
jin_xi_ |
which returns basically only if a collision occured and the normal of the plane that got hit |
| 20:26 |
VanessaE |
be sure you're only handling collisions at all if the particle[ spawner] in fact has them enabled |
| 20:26 |
VanessaE |
I mean, don't bother activating that affector if it isn't needed. |
| 20:26 |
jin_xi_ |
atm im just trying to get this running, no details |
| 20:26 |
VanessaE |
*nod* |
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| 23:48 |
Megaf_ |
Hi all |
| 23:51 |
Megaf_ |
A bug followed by a backtrace |
| 23:51 |
Megaf_ |
https://github.com/minetest/minetest/issues/1697 |
| 23:51 |
Megaf_ |
s/bug/crash |
| 23:51 |
Megaf_ |
not a really useful backtrace tho |