| Time |
Nick |
Message |
| 00:04 |
kahrl |
#1891 |
| 00:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
| 00:05 |
kahrl |
(thanks to john_minetest for creating the icons) |
| 00:05 |
hmmmm |
the icons could probably be more compact |
| 00:05 |
hmmmm |
i really wish that interface scaled with the screen size |
| 00:05 |
kahrl |
yeah, let's see how that looks |
| 00:06 |
hmmmm |
well, that's another problem for another day |
| 00:06 |
hmmmm |
autoscaling formspecs. lol. |
| 00:09 |
kahrl |
http://i.imgur.com/EonsYv1.png |
| 00:11 |
kahrl |
btw, the large space in front of clients_max is because there are some servers with clients_max = 1000 |
| 00:11 |
kahrl |
wonder if that should be limited in the menu |
| 00:12 |
paramat |
hmmmmm > "what if each biome defined a "size factor".." hmmmmm > "..I don't want to manually adjust the spread, i think the spread should be adjusted by the number of biomes currently active". good idea, i realised players will not need to adjust octaves, persistence or seed of the heat/humid noises, so we can auto-set the spreads of those noises from a new per-mapgen 'biome size' parameter multiplied by sqrt(number |
| 00:12 |
paramat |
of active biomes). so heat/humidity noises do not need to be settable through .conf at all =) i will work on this |
| 02:07 |
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| 02:45 |
hmmmm |
hrmmm |
| 02:46 |
hmmmm |
feeling conflicted on where to place getNoiseParams() |
| 02:47 |
hmmmm |
Settings::getNoiseParams() would be nice... I like NoiseParams blah = g_settings->getNoiseParams("np_blah"); but should I put something that specific inside of settings.cpp? |
| 02:47 |
hmmmm |
currently, getNoiseParams() is just a macro defined in noise.h, not an actual method in Settings. |
| 03:20 |
OldCoder |
Excuse silly question. After 3 years I need to learn how to wield an item. |
| 03:20 |
OldCoder |
How may I wield an item in my inventory? Google shows nothing for such a basic question. |
| 03:32 |
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| 04:44 |
Zeno` |
I cannot build latest commits :) |
| 04:46 |
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| 05:19 |
Zeno` |
one-liner (missing include) so pushed fix |
| 05:22 |
cg72 |
Zeno` you saved the day |
| 05:26 |
cg72 |
Zeno`>= real_dev |
| 05:27 |
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| 05:41 |
hmmmm |
uh oh |
| 05:41 |
hmmmm |
how did algorithm not get included |
| 05:41 |
hmmmm |
that's probably thanks to my use of std::remove |
| 05:42 |
hmmmm |
=/ "builds for me" != "builds" |
| 05:42 |
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| 05:44 |
hmmmm |
all of those clang warnings are pretty much trivial to fix |
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| 07:57 |
paramat |
https://github.com/minetest/minetest/pull/1892 Add node_stone to mgv5 biomes |
| 08:00 |
paramat |
nore if the MTgame team decide to add snow biomes to mgv6 i might be able to do that (after 0.4.11 as i am busy) but it will have to be enabled using a parameter to not break old worlds |
| 08:03 |
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| 10:26 |
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| 10:28 |
Zeno` |
Will merge #1893 as a simple bug fix in about an hour unless anyone objects |
| 10:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno- |
| 10:45 |
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| 10:52 |
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| 10:55 |
kahrl |
Could the mainmenu tabs that are not singleplayer be expanded downward so they occupy the space of the missing game button bar? |
| 10:55 |
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| 11:00 |
Zeno` |
Hi kahrl ... <Zeno`> Will merge #1893 as a simple bug fix in about an hour unless anyone objects |
| 11:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno- |
| 11:02 |
Zeno` |
I wish I knew what time I wrote that comment |
| 11:02 |
Zeno` |
I think it must have been almost an hour ago. Feels like it anyway |
| 11:03 |
kahrl |
Zeno`: hmm |
| 11:04 |
kahrl |
right now the code handles the case where enable_node_highlighting changes in-game, your patch does not |
| 11:04 |
kahrl |
Zeno`: doesn't your irc client show message times? |
| 11:05 |
Zeno` |
karhl, I checked if it could be enabled and disabled in-game; I'll just use the g_settings() method... I was debating with myself about that anyway |
| 11:05 |
Zeno` |
kahrl, my IRC client probably does. I've never looked at the menu :) |
| 11:05 |
kahrl |
Zeno`: alternatively you could initialize m_highlighted_pos to some out-of-range value in the Client constructor, say 31337,31337,31337 |
| 11:05 |
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| 11:07 |
Zeno` |
would that be a better way do you think? |
| 11:08 |
kahrl |
it would mean fewer ifs and thus easier code, so probably yeah |
| 11:08 |
Zeno` |
ok, good idea |
| 11:09 |
kahrl |
where's RBA btw? he meant to fix this :) |
| 11:09 |
Zeno` |
I haven't seen him for a few days |
| 11:15 |
Zeno` |
pushed update |
| 11:18 |
kahrl |
looks good |
| 11:20 |
Zeno` |
ok, I'll merge in a bit |
| 11:21 |
Zeno` |
The reason I didn't do that (out-of-range thing) in the first place was that I wasn't sure if that was actually checked. I am assuming now that it is. I'll have to look at those sections of code more closely one day soon |
| 11:21 |
Zeno` |
I.e. I wasn't sure of side-effects |
| 11:27 |
kahrl |
hmm, maybe it's a little inefficient because it adds update mesh tasks for the mapblock of 31337,31337,31337 |
| 11:28 |
kahrl |
does that actually cause MapBlockMesh() to be called? |
| 11:28 |
kahrl |
I hope not |
| 11:30 |
Zeno` |
well actually it probably does :/ |
| 11:31 |
Zeno` |
It appears to get added to the mesh m_queue anyway :p |
| 11:31 |
kahrl |
damn |
| 11:31 |
kahrl |
oh |
| 11:31 |
kahrl |
could you try initializing the strangely named m_show_hud to false instead? |
| 11:32 |
Zeno` |
pretty sure I tried that, but will do again because I'm not totally sure now |
| 11:33 |
Zeno` |
hmm, I mustn't have. /me looks at the code again |
| 11:34 |
Zeno` |
initialising to false seems to work, I just want to triple check |
| 11:35 |
Zeno` |
I'm not sure I like that name |
| 11:35 |
Zeno` |
it's used in a very strange place |
| 11:35 |
kahrl |
yeah I'm not sure what RBA smoked when he chose that named, but it must've been good ;) |
| 11:36 |
kahrl |
s/named/name |
| 11:36 |
Zeno` |
toggling hud on/off in game makes it come back ;) |
| 11:36 |
Zeno` |
actually I can probably modify thegame.cpp since it's passed to setHighlighted |
| 11:37 |
Zeno` |
and make it always false if node highlighting is disabled |
| 11:37 |
Zeno` |
there's already a check there where it's called anyway |
| 11:37 |
Zeno` |
seems hacky though :/ |
| 11:38 |
kahrl |
why, it seems reasonable |
| 11:38 |
Zeno` |
well, probably only because the param name is show_hud :) |
| 11:39 |
kahrl |
it's already forced to false if the pointed type is not a node |
| 11:39 |
kahrl |
rename it :) |
| 11:40 |
Zeno` |
and it would add 2 mesh tasks that are not normally there when enable_node_highlighting is false. Perhaps where show_hud is toggled might be better. I'll look more closely |
| 11:41 |
Zeno` |
yes, that's the perfect place |
| 11:41 |
kahrl |
I think there is already a bug |
| 11:41 |
kahrl |
in master I mean, that you'll fix with that |
| 11:42 |
kahrl |
ah no, sorry |
| 11:44 |
kahrl |
I thought that with enable_node_highlighting, if you disabled the hud, moved the mouse off the node and enabled the hud again, it would show the old highlight |
| 11:44 |
kahrl |
but it doesn't do that because the code in processPlayerInteraction runs every frame |
| 11:44 |
kahrl |
which makes me wonder what the point of the line in toggleHud is |
| 11:45 |
Zeno` |
it's to stop the highlighting when the hud is hidden |
| 11:45 |
kahrl |
oh, because of the pointed != runData->pointed_old |
| 11:46 |
kahrl |
makes sense now, I find it confusing though as you might be able to tell ;) |
| 11:46 |
Zeno` |
wth am I going to rename it to, though lol |
| 11:47 |
Zeno` |
force_highlighting_off :/ |
| 11:48 |
kahrl |
bool highlighted? |
| 11:49 |
Zeno` |
I'm not crazy about either suggestion but I guess they're both better than show_hud |
| 11:49 |
Zeno` |
hide_highlighting |
| 11:49 |
Zeno` |
I'll go with that for want of a better name |
| 11:50 |
kahrl |
why make it negative? |
| 11:50 |
Zeno` |
I am a negative person |
| 11:50 |
kahrl |
:) |
| 11:51 |
Zeno` |
nah, show_highlights |
| 11:51 |
Zeno` |
show_highlighted |
| 11:52 |
kahrl |
yeah |
| 11:59 |
Zeno` |
ok, done |
| 11:59 |
Zeno` |
tested with node highlighting on/off and also toggling hud/on off with highlighting on and off |
| 12:00 |
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| 12:02 |
kahrl |
Zeno`: nice, merge it |
| 12:02 |
Zeno` |
ok. For paranoia's sake I'll wait for Travis |
| 12:02 |
kahrl |
https://github.com/minetest/minetest/blob/master/builtin/fstk/tabview.lua#L31 |
| 12:03 |
kahrl |
^ why does this check tab.size when the rest of the code uses tab.tabsize? and why x,y instead of width,height? |
| 12:03 |
kahrl |
sapier: ? |
| 12:05 |
kahrl |
well tabsize works but it also moves the tab buttons, which is undesirable |
| 12:29 |
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| 14:46 |
Zeno` |
The font manager is not receiving callbacks (e.g. changing font_size in minetest.conf has no effect) |
| 14:46 |
Zeno` |
Strangely enough this mechanism introduced looks almost exactly the same as my proposed solution |
| 14:48 |
Zeno` |
It's possible to change parseConfigLines() to call all of the callbacks but they would have to be all called for each known settings string at the time they're called :/ |
| 14:51 |
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| 14:57 |
Zeno` |
Any issues with merging #1853? |
| 14:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno- |
| 15:00 |
Zeno` |
hmm changing font size does work but not for formspecs |
| 15:01 |
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| 15:02 |
* Zeno` |
pokes kahrl |
| 15:05 |
Zeno` |
Should the tile name remain? |
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| 17:44 |
Calinou |
font_size no longer works? I'm stuck with a tiny (yet Freetype) font |
| 17:44 |
Calinou |
increasing GUI scaling doesn't increase all elements, and makes some elements too large |
| 17:44 |
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| 17:46 |
Krock |
Calinou, call sapier |
| 17:48 |
Calinou |
sapier() |
| 17:49 |
Krock |
yes. |
| 17:50 |
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| 17:53 |
VanessaE |
minetest.sapier(fix_fonts, true) |
| 17:55 |
sol_invictus |
I already reported this problem yesterday |
| 17:56 |
sol_invictus |
http://irc.minetest.ru/minetest-dev/2014-11-30#i_4044526 |
| 17:56 |
Krock |
minetest.get_player_by_name(sapier):add_task(fix_fonts) |
| 17:58 |
sol_invictus |
I think you either should define fix_fonts functions or pass it as a string |
| 17:58 |
VanessaE |
string-named functions are deprecated :) |
| 17:58 |
Krock |
^ |
| 17:58 |
Krock |
sol_invictus, it's a global variable |
| 17:59 |
sol_invictus |
hah, tasks passed around as globals is an interesting concept |
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| 18:14 |
Krock |
Calinou! Your turn! |
| 18:16 |
VanessaE |
minetest.sapier(fix_fonts, true) |
| 18:16 |
VanessaE |
Server terminated after calling an instance of font_size: undefined |
| 18:16 |
VanessaE |
;) |
| 18:19 |
sol_invictus |
good one VanessaE |
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| 19:59 |
Kodexky |
Hi. Android build is broken again. fontengine.cpp is missing in Android.mk |
| 20:01 |
Krock |
\o/ |
| 20:03 |
sapier |
well it's gonna be fixed prior release ;-) |
| 20:17 |
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| 20:22 |
kahrl |
Kodexky: fixed |
| 20:26 |
sapier |
you're to fast for me kahrl ;-) |
| 20:34 |
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| 20:35 |
twoelk |
could it be that minetest.conf.example is missing a space in line 65 right after the hash? |
| 20:37 |
CraigyDavi |
Yep, and capital letter |
| 20:40 |
twoelk |
my little experimental parser keeps tripping in that line (among other things) |
| 20:42 |
sapier |
hmm but your parser should be able to handle minor style issues like that ;-) |
| 20:42 |
kahrl |
twoelk: the comment indicator is "#", not "# " |
| 20:43 |
twoelk |
I try to split comment from example |
| 20:45 |
kahrl |
well... the .example is really meant for human consumption, not for being parsed |
| 20:46 |
twoelk |
well I though it might work :-/ |
| 20:46 |
kahrl |
I'll fix that line but I can't promise your parser will keep working |
| 20:48 |
twoelk |
was fiddling with an out of game configuration gui that takes the possible configuration keys from that file, instead of hardcoding everything |
| 20:48 |
twoelk |
not really working as intended, maybe never will |
| 20:48 |
sapier |
twoelk that's not gonna work |
| 20:49 |
twoelk |
:-( |
| 20:49 |
sapier |
we can't guarantee description will always follow some style, and we don't even want to |
| 20:50 |
twoelk |
I'm ok with the first - but the second? |
| 20:52 |
* twoelk |
sulks at being sabotaged before even getting on the road |
| 20:52 |
sapier |
it's not sabotaged but why force ppl to follow some exactly defined style in a comment? |
| 20:53 |
sapier |
sometimes a different style is more readable and readability is goal for that file |
| 20:54 |
twoelk |
oh well at least my feasabilty tests added a missing space lol |
| 21:02 |
kahrl |
sapier: do you think we could/should make the non-singleplayer tabs larger? |
| 21:02 |
Kodexky |
kahrl: :) |
| 21:03 |
kahrl |
the game button bar isn't shown on them so the space could be used productively for the actual tab |
| 21:03 |
sapier |
kahrl the tab headers or the tabs itself? |
| 21:03 |
kahrl |
the tabs themselves, expanding them downward to occupy the space of the game button bar |
| 21:03 |
sapier |
would be a minor change |
| 21:04 |
sapier |
you can specify a size per tab only if none is specified original size is used |
| 21:04 |
kahrl |
I tried setting tabsize on them, that works but it moves the tab header bar |
| 21:04 |
kahrl |
is there a way to avoid that? |
| 21:05 |
sapier |
let me have a look but if I remember correct a tabview tries to be centered. we could add a "fixed" mode but that'd be strange on higher resolutions |
| 21:05 |
sapier |
hmm we'd need to separate x and y centering |
| 21:06 |
sapier |
not yet supported as fstk tries to remain simple ;-) |
| 21:06 |
kahrl |
another minor thing, https://github.com/minetest/minetest/blob/master/builtin/fstk/tabview.lua#L31 |
| 21:06 |
kahrl |
this should check for .tabsize, not .size, and .width/.height, not .x/.y |
| 21:07 |
kahrl |
oh and 'table' instead of table |
| 21:07 |
sapier |
ok if I remember correct there's already a open fstk update pull request, I'll change it in there |
| 21:07 |
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| 21:11 |
sapier |
I'll add x and y alignment options too there |
| 21:11 |
kahrl |
thanks :) |
| 21:12 |
sapier |
hmm not sure if this is what you need ;-) |
| 21:12 |
sapier |
because the y position of a x sized tab will still be different from a x+2 sized tab |
| 21:12 |
kahrl |
hmm |
| 21:13 |
sapier |
that's the problem with "we want a fixed size main menu" |
| 21:13 |
sapier |
we'd have to do a very very special handling to get same position |
| 21:14 |
kahrl |
yeah I can't think of a clean way to do it either |
| 21:15 |
sapier |
we'd have to calculate the exact position of the original menu and then foce position the bigger one ... no idea how to do this in a clean way |
| 21:16 |
kahrl |
make the bigger size the default and (if the tab activates the game button bar) 1. position the tab 2. subtract space for the game button bar from the max y 3. add the game button bar? |
| 21:17 |
sapier |
button bar and menu are independent objects |
| 21:17 |
sapier |
I'd prefere not to link them |
| 21:18 |
kahrl |
that's a bit counterintuitive because its visibility depends on which tab is selected |
| 21:18 |
sapier |
fstk ain't a full gui toolkit ;-) |
| 21:19 |
sapier |
there is limited parentship but it's not as complex and full featured as in gtk or qt |
| 21:19 |
kahrl |
I see |
| 21:20 |
sapier |
for what I remember the buttonbar is child of tabview, at same level as tab itself |
| 21:20 |
sapier |
but I'd have to verify this it's some time since I did that |
| 21:23 |
sapier |
is it really that crucial to have it at exactly same position? modstore uses different size too? |
| 21:24 |
kahrl |
yeah |
| 21:24 |
kahrl |
it's quite annoying if you click one tabheader, move mouse to the right or left and the cursor is no longer on the tabheader |
| 21:25 |
kahrl |
*tabheader bar |
| 21:25 |
kahrl |
it's not a problem with sub-dialogs because you don't enter or leave them through the tabheader bar |
| 21:26 |
sapier |
you're right |
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