| Time |
Nick |
Message |
| 00:03 |
PilzAdam |
paramat, https://github.com/minetest/minetest_game/pull/374 I guess you missed these fields? |
| 00:06 |
* paramat |
looks |
| 00:08 |
paramat |
i made pine needles non-flammable because i thought they would be too waxy to burn easily. sorry i forgot the other stuff |
| 00:12 |
paramat |
i guess since leaves decay and are lost they could be collected and composted/crafted back into dirt to fill root holes |
| 00:18 |
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| 00:27 |
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| 02:40 |
paramat |
back later |
| 02:40 |
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| 03:20 |
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| 04:01 |
Zeno` |
#1916 is nice! |
| 04:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1916 -- Restore finalColorBlend implementation in shaders. by RealBadAngel |
| 05:10 |
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| 05:10 |
hmmmm |
will anybody cry if I get rid of noise2d_perlin() and friends? |
| 05:10 |
hmmmm |
maybe i should just deprecate them and make new functions that take noiseparams, and remove the macros |
| 05:26 |
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| 05:28 |
paramat |
noise at point is needed, perlinmaps cant do everything |
| 05:31 |
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| 05:32 |
paramat |
btw i attempted to code player settable biome noise parameters, but had no idea what i was doing, so trashed that |
| 05:40 |
kaeza |
hmmmm, the new commit seems to work perfectly. thank you |
| 05:47 |
kaeza |
unrelated, but now mgv5 is crashing. here's the backtrace: https://gist.github.com/kaeza/8dc47768a5c6e6574f9c |
| 05:54 |
paramat |
! |
| 06:04 |
paramat |
warning during build: src/mg_schematic.cpp:60:49: warning: comparison between signed and unsigned integer expressions |
| 06:10 |
paramat |
yes mgv5 segfaults for me |
| 06:11 |
paramat |
sometimes |
| 06:12 |
hmmmm |
hmm |
| 06:12 |
hmmmm |
the "sometimes" about this bug is what irks me |
| 06:13 |
hmmmm |
did you notice in that backtrace what the value of the emergemanager pointer is? |
| 06:13 |
hmmmm |
0xbadf00d |
| 06:13 |
kaeza |
lol |
| 06:15 |
hmmmm |
it's funny, but it tells you that it was a placeholder value |
| 06:15 |
paramat |
hehe |
| 06:16 |
hmmmm |
nobody is going to return 0xbaadf00d on failure, if anything i bet it's the byte pattern that got written to the piece of memory the emergemanager pointer resided when it was freed |
| 06:17 |
hmmmm |
EmergeManager clearly exists, it's 0x63cd6a0 |
| 06:18 |
hmmmm |
or an uninitialized value |
| 06:20 |
hmmmm |
https://github.com/minetest/minetest/commit/2f134ce24fa3c9e32f0bbe063adc8114d70091de |
| 06:21 |
paramat |
wow thanks |
| 06:21 |
hmmmm |
paramat: you didn't need to rename the parameter to emerge_ - the scoping rules specify that local variables have precedence over class scope |
| 06:22 |
hmmmm |
although having a name that shadows another name is generally bad |
| 06:22 |
hmmmm |
i'll have to (or you, i don't know) fix that problem in all mapgens all at once |
| 06:23 |
paramat |
weird i didnt write that 'emerge_' |
| 06:24 |
hmmmm |
ahh could have been celeron |
| 06:24 |
paramat |
ah i copied from his mgv5 branch |
| 06:25 |
paramat |
when i should have checked the corresponding line in mgv7 |
| 06:25 |
hmmmm |
that's really my own bug |
| 06:25 |
hmmmm |
i didn't realize the parameter was named differently |
| 06:25 |
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| 06:26 |
hmmmm |
but yet it compiled because there was, in fact, an 'emerge' name in scope |
| 06:31 |
kaeza |
I tend to not use underscores at the beginning or end of an identifier for reasons like this. it takes more time to notice it is a different name than if it was something like `the_emerge` or something like that |
| 06:31 |
kaeza |
but then, it's a matter of preference, I guess |
| 06:31 |
hmmmm |
MapgenV5::emerge is a member that is in all uses, private, and should probably be prefixed with m_ |
| 06:31 |
paramat |
works on 4 tries of mgv5, thank you |
| 06:31 |
hmmmm |
sorry paramat |
| 06:32 |
hmmmm |
i keep breaking your stuff |
| 06:32 |
hmmmm |
i do tend to introduce a lot of bugs :-) |
| 06:32 |
paramat |
no problem. i should warn you i have a very random head |
| 06:52 |
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| 07:19 |
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| 07:21 |
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| 07:23 |
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| 07:24 |
paramat |
testing new biome api nodes: shore, underwater, water_top https://github.com/paramat/minetest/commit/ad63c81d962eb0a748ecd8f42ec90a048813390f |
| 07:24 |
Calinou |
they should all be bucketable, beware |
| 07:26 |
paramat |
sure, but these are not new nodes, nodes are assigned to these variables |
| 07:27 |
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| 07:50 |
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| 07:55 |
hmmmm |
shoot |
| 07:55 |
hmmmm |
that's a really stupidly simple idea |
| 07:55 |
hmmmm |
a shoreline is the only actual case where we'd need precise biome heights |
| 07:55 |
hmmmm |
feels hacky though... |
| 08:02 |
Calinou |
Zeno`, you broke view range minimum changing… |
| 08:02 |
Calinou |
I can't increase view distance with +/- anymore |
| 08:03 |
Zeno` |
ahhh... ok |
| 08:03 |
Zeno` |
will fix |
| 08:08 |
Zeno` |
fixed. Will merge shortly. Thanks Calinou |
| 08:08 |
Calinou |
no problem |
| 08:22 |
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| 08:22 |
Zeno` |
will merge #1918 soon after Travis tests (trivial bug/regression fix) |
| 08:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1918 -- Fix regression (increase/decrease viewing range with +/- keys) by Zeno- |
| 08:24 |
Calinou |
looks good (no code style mistakes) |
| 08:24 |
Calinou |
I think PRs should require approval of 2 core devs instead of 3 |
| 08:25 |
Calinou |
would get them merged faster |
| 08:26 |
Zeno` |
This is ok to merge without approval |
| 08:27 |
Zeno` |
i.e. small patch that fixes a trivial mistake |
| 08:28 |
sol_invictus |
Calinou: where is that coming from? >instead of 3 |
| 08:28 |
Calinou |
small PRs would require approval of only 1 |
| 08:28 |
Calinou |
sol_invictus, I've read/heard that somewhere |
| 08:29 |
Zeno` |
pull requests only require approval from 1 other dev |
| 08:29 |
Zeno` |
so if you make a PR and I agree and another dev agrees then it can be merged |
| 08:29 |
Calinou |
ah |
| 08:30 |
Calinou |
but they still get merged so slowly :( |
| 08:30 |
Calinou |
especially the good, user-visible ones |
| 08:30 |
Zeno` |
Calinou, RBA' |
| 08:30 |
Zeno` |
Calinou, RBA's shader PR fixes this: #1705 |
| 08:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/1705 -- Regression in smooth day-night transition |
| 08:32 |
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| 08:35 |
Calinou |
thanks |
| 08:36 |
Zeno` |
and it works. I'd merge it right now but I think RBA will turn up in a minute anyway |
| 08:37 |
Calinou |
https://github.com/minetest/minetest/issues/1919 ⇒ what is your opinion? |
| 08:37 |
Calinou |
I could do it |
| 08:38 |
Zeno` |
Is there a tool to convert md to groff? |
| 08:39 |
Zeno` |
I guess a man page might be overkill though for an API |
| 08:40 |
Zeno` |
Personally I think MD is a good step anyway |
| 08:42 |
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| 08:42 |
Calinou |
man page isn't as readable as MD |
| 08:44 |
Zeno` |
I agree |
| 08:44 |
Zeno` |
Not for this anyway |
| 08:44 |
Calinou |
https://github.com/minetest/minetest/pull/1441 |
| 08:45 |
Calinou |
this has been dormant, why wasn't it merged? |
| 08:45 |
Calinou |
this helps modders know which ores are registered |
| 08:46 |
Zeno` |
no idea, I think it's a good idea |
| 08:50 |
Krock |
Calinou, it's a good idea but ShadowNinja's comment should be read |
| 08:50 |
Krock |
the codes are not optimal yet |
| 08:51 |
Zeno` |
it optimal but perhaps not as readable as it could be ;) |
| 09:07 |
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| 09:33 |
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| 09:33 |
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| 09:54 |
RealBadAngel |
hi |
| 09:55 |
Krock |
moin, RealBadAngel |
| 09:58 |
Zeno` |
RBA, merge! |
| 09:58 |
Zeno` |
heh :) |
| 09:59 |
RealBadAngel |
hehe, ok |
| 10:00 |
Krock |
does #1920 happen on linux too? |
| 10:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1920 -- Ignore .git directories in modpacks |
| 10:06 |
RealBadAngel |
Zeno`, meged |
| 10:06 |
RealBadAngel |
+r |
| 10:11 |
Zeno` |
nice |
| 10:19 |
Krock |
#1921 linux test please |
| 10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1921 -- Ignore .name directories and files by SmallJoker |
| 10:27 |
Zeno` |
Krock where does it show up? (before the patch) |
| 10:27 |
Krock |
Zeno`, in the mod enable/disable menu |
| 10:28 |
Zeno` |
checking |
| 10:28 |
Zeno` |
I probably never see it because I used worldmods/ ?? |
| 10:28 |
Krock |
example: clone mesecons and you'll see a .git directory in the modpack |
| 10:29 |
Zeno` |
yeah I do it a bit different. Setting up a test |
| 10:34 |
Zeno` |
weird |
| 10:34 |
Zeno` |
doesn't show them for me |
| 10:34 |
Zeno` |
looking into it |
| 10:34 |
Krock |
it must be a modpack |
| 10:35 |
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| 10:35 |
Zeno` |
plantlife is a modpack? |
| 10:35 |
Zeno` |
certainly looks like it |
| 10:35 |
Zeno` |
I'll try mesecons as well |
| 10:40 |
Zeno` |
Krock, you cannot remove the check for ".." |
| 10:40 |
Zeno` |
still checking the other stuff |
| 10:40 |
Krock |
".."'s first letter is '.' |
| 10:41 |
Krock |
will be skipped aswell |
| 10:41 |
Calinou |
also check for ~ at the end of the name |
| 10:41 |
Krock |
why ~? |
| 10:41 |
Calinou |
file managers usually hide these |
| 10:41 |
Calinou |
backups |
| 10:41 |
Krock |
ah |
| 10:42 |
Zeno` |
yes, that's true |
| 10:42 |
Zeno` |
this is all wrapped in #ifdef _WIN32 so I cannot test |
| 10:42 |
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| 10:42 |
Krock |
Zeno`, I tested the win32 part |
| 10:42 |
Krock |
but not the linux one |
| 10:43 |
Zeno` |
sorry, that's what I meant. |
| 10:43 |
Zeno` |
first impression is that it looks fine, but I don't see the original issue for some reason. Give me 5 to work out why :) |
| 10:44 |
Krock |
ok. |
| 10:45 |
Krock |
eww. I forgot again how the function was called to get the length of a string |
| 10:46 |
Zeno` |
lines 259 and 260 do not appear necessary |
| 10:47 |
Zeno` |
because they're not even reached if line 256 is false |
| 10:49 |
Krock |
oh yes. |
| 10:50 |
PilzAdam |
good morning |
| 10:50 |
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| 10:50 |
Zeno` |
(which is not something you added I know) |
| 10:51 |
Krock |
moin, PilzAdam |
| 10:51 |
PilzAdam |
sfan5, https://github.com/minetest/minetest_game/pull/373 is tested now |
| 10:51 |
Zeno` |
But these linux lines explain why I don't see the issue. In that case I approve. May as well fix that superfluous check while you're at it though |
| 10:51 |
sfan5 |
nore already agreed, right? |
| 10:51 |
sfan5 |
if so then you can merge it |
| 10:52 |
Calinou |
hi PilzAdam |
| 10:52 |
nore |
sfan5, I did |
| 10:52 |
PilzAdam |
yes, nore agreed |
| 10:52 |
nore |
hi btw |
| 10:52 |
sfan5 |
hi nore |
| 10:52 |
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| 10:53 |
PilzAdam |
merged |
| 10:53 |
PilzAdam |
what about https://github.com/minetest/minetest_game/pull/374 ? |
| 10:55 |
Krock |
Zeno`, updated. |
| 10:56 |
Krock |
(also replaced spaces by tabs) |
| 10:57 |
sfan5 |
PilzAdam: looks good; thats a small fix; I'd suggest naming the commit 'Correct node definitons for pine saplings and pine needles' |
| 10:57 |
PilzAdam |
ok, I'll merge it then with the update commit message |
| 11:00 |
Zeno` |
Krock, that looks good |
| 11:02 |
Zeno` |
#1922 |
| 11:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/1922 -- Fix f6 debug/profiler display by Zeno- |
| 11:16 |
Zeno` |
Do any devs agree with #1917 ? |
| 11:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1917 -- Add space by srifqi |
| 11:18 |
Zeno` |
Any other devs* |
| 11:20 |
PilzAdam |
Zeno`, yes, 1917 seems good |
| 11:22 |
Zeno` |
Ok, I'll merge in 10 minutes (roughly) |
| 11:23 |
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| 11:23 |
Zeno` |
Also, there seems to be a lack of comments on #1772 |
| 11:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/1772 -- Increase third person view distance by Calinou |
| 11:24 |
Zeno` |
I was wary about it at first but after testing I think it's better than the current *2 |
| 11:28 |
PilzAdam |
sfan5, nore, https://github.com/minetest/minetest_game/pull/375 |
| 11:28 |
Zeno` |
merging 1917 now |
| 11:28 |
PilzAdam |
also, RealBadAngel, do you want to look at ^, since you originally wrote it (IIRC) |
| 11:35 |
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| 11:36 |
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| 11:37 |
Zeno` |
I'd like to merge #1772. Any comments? Any agreement? |
| 11:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/1772 -- Increase third person view distance by Calinou |
| 11:38 |
PilzAdam |
Zeno`, testing... |
| 11:41 |
Zeno` |
At least it's easy to test with different values :) |
| 11:41 |
PilzAdam |
Zeno`, it's better |
| 11:41 |
Zeno` |
ok, so merge? |
| 11:41 |
PilzAdam |
I'd say yes |
| 11:41 |
Zeno` |
merging ;) |
| 11:41 |
PilzAdam |
another thing I noticed: if you fly with noclip through stone the camera is always "pushed" to the player |
| 11:42 |
PilzAdam |
maybe don't move the camera closer to the player if noclip is enabled? |
| 11:42 |
* Zeno` |
looks |
| 11:45 |
Zeno` |
is that an issue? |
| 11:46 |
PilzAdam |
yes, at least for me |
| 11:46 |
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| 11:48 |
PenguinDad |
Zeno`: it's an issue for me too |
| 11:50 |
Zeno` |
where should it be re-positioned to if noclip is active? |
| 11:50 |
Zeno` |
(this seems to be a current issue rather than something introduced by the patch) |
| 11:50 |
PilzAdam |
yeah, its unrelated to 1772 |
| 11:51 |
Zeno` |
I just made a quick test and disabled repositioning if player can have noclip and noclip is also enabled for them |
| 11:52 |
Zeno` |
the problem is that it makes outside viewing "incorrect" just because noclip is enabled |
| 11:52 |
Zeno` |
I think that possibly I should merge 1772 and a new issue be opened by somebody? |
| 11:53 |
Krock |
^looks okay |
| 11:53 |
Zeno` |
PenguinDad, can you confirm this is an existing issue and not something related to #1772? |
| 11:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1772 -- Increase third person view distance by Calinou |
| 11:53 |
PilzAdam |
yes, merge 1772 first |
| 11:53 |
Zeno` |
ok |
| 11:54 |
PenguinDad |
Zeno`: it's of course unrelated to #1772 |
| 11:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/1772 -- Increase third person view distance by Calinou |
| 11:54 |
Zeno` |
ok, just making sure ;) |
| 11:54 |
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| 11:55 |
Krock |
Zeno`, does changing the font size not help to solve #1922 ? |
| 11:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1922 -- Fix f6 debug/profiler display by Zeno- |
| 11:56 |
Zeno` |
Krock, doesn't seem to. Try it before and after the patch (feedback is of course most welcome) |
| 11:57 |
Krock |
Zeno`, I see. the height of that window is broken before the patch |
| 11:58 |
Zeno` |
yeah |
| 11:58 |
Krock |
why is getTextHeight() not doing its job well anymore? |
| 11:58 |
Krock |
looks like it returns 0 all the time |
| 11:59 |
Zeno` |
nope |
| 11:59 |
Zeno` |
it returns 16 |
| 11:59 |
Krock |
hmm okay |
| 12:02 |
PilzAdam |
Zeno`, https://gist.github.com/PilzAdam/5386e4e1b38dbd6bff87 |
| 12:03 |
Krock |
Zeno`, it's not possible to change fov in-game |
| 12:04 |
Zeno` |
Krock? It wasn't before either (not with my tests anyway) |
| 12:04 |
Krock |
Zeno`, it was possible before those settings by variables came |
| 12:05 |
PilzAdam |
Zeno`, in singleplayer /set modifies the client's settings |
| 12:06 |
Zeno` |
Krock, there is a big TODO there. That will be address. I think the most important thing now is the speed improvement. Unless changing fov while playing is a deal-breaker of course... |
| 12:07 |
Zeno` |
PilzAdam, ah, I see now. Because that would affect the server instance "simple single player" launches |
| 12:07 |
Krock |
good, I hope it's fixed before release of 0.4.11 |
| 12:07 |
Zeno` |
Krock, you really change fov commonly when playing? |
| 12:08 |
Krock |
Zeno`, no but when I do this, I don't want to rejoin to see how it looks like |
| 12:09 |
Zeno` |
hmm, ok |
| 12:10 |
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| 12:10 |
Zeno` |
there is a much larger (and more correct) solution planned for after 0.4.11 (because I didn't want to introduce major changes at this late stage in the dev/release cycle) but I can make fov changeable in singleplayer games again |
| 12:18 |
Zeno` |
https://github.com/Zeno-/minetest/commit/d7d1ee82deeab3256cea6e1a2df334601390e928 |
| 12:19 |
Zeno` |
will merge in 10 |
| 12:20 |
Krock |
wait for an other agree |
| 12:21 |
Zeno` |
well, it's a simple "revert" of one line (basically) but ok |
| 12:22 |
Zeno` |
PilzAdam, should I merge that? |
| 12:22 |
Zeno` |
:D |
| 12:22 |
PilzAdam |
one could ask why you only do it for fov, since all client side settings can be changed in singleplayer... |
| 12:23 |
Krock |
better modify the /set command somehow |
| 12:23 |
PilzAdam |
Krock, no, definetly not |
| 12:23 |
Zeno` |
one could ask why using the non_cached versions increases the time spent in the main client loop by 7-10% :) |
| 12:23 |
PilzAdam |
don't fix glue with more glue </RealBadAngel> |
| 12:24 |
PilzAdam |
I don't know.... ask someone else |
| 12:24 |
Zeno` |
The real solution is a whole new class but adding that is something a relatively large change at this point (with release around the corner) is not.. good :) |
| 12:25 |
Zeno` |
The downside is some setting cannot be changed when playing simple single player. Most commercial games have lots of settings that require re-launching the game |
| 12:27 |
Zeno` |
e.g. changing antialiasing options in all games I can think of require a game restart |
| 12:27 |
Zeno` |
the few that don't close the device and re-open it |
| 12:28 |
Zeno` |
Maybe some settings are more important than others :) |
| 12:29 |
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| 12:31 |
kilbith |
Zeno: why merged Calinou PR so that you were testing the movable camera earlier? |
| 12:31 |
Zeno` |
kilbith, because I have a huge new class for the movable camera |
| 12:32 |
Zeno` |
But I don't feel that adding a PR for it before 0.4.11 is wise |
| 12:32 |
Zeno` |
I'd rather concentrate on existing issues this late in the cycle |
| 12:32 |
Zeno` |
Besides it needs a lot of testing |
| 12:32 |
kilbith |
gtg, will read logs sorry |
| 12:39 |
Zeno` |
one could also argue that it's not a bug because the documentation says that /set is for server settings |
| 12:39 |
Zeno` |
simple_single_player_mode is a bit of a spanner in the works though :( |
| 12:55 |
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| 13:06 |
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| 13:13 |
PilzAdam |
Zeno`, have you looked at that gist? |
| 13:17 |
Zeno` |
yeah |
| 13:17 |
Zeno` |
I only tested for about 5 minutes but in that time it seemed ok |
| 13:18 |
Zeno` |
It's similar to what I did (as a quick and dirty solution just to test) but higher up in the "hierarchy" |
| 13:19 |
Zeno` |
I think the camera for 3rd person view could do with a lot of tweaks and improvements |
| 13:20 |
Zeno` |
It's an area rich for experimentation and testing |
| 13:21 |
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| 13:27 |
PilzAdam |
yep |
| 13:36 |
Zeno` |
Comments on #1922 ? |
| 13:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/1922 -- Fix f6 debug/profiler display by Zeno- |
| 13:38 |
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| 13:52 |
Zeno` |
who coulda thunk that a bug fix would be so hard to merge |
| 13:53 |
PilzAdam |
Zeno`, merge it if it works |
| 13:55 |
Krock |
Is this a MTG-wide issue with the non-switchable screwdriver? |
| 13:56 |
PilzAdam |
did someone say screwdriver? https://github.com/minetest/minetest_game/pull/375 |
| 13:58 |
Krock |
no no. current screwdriver is good. |
| 13:58 |
PilzAdam |
what? are you serious? |
| 13:59 |
Krock |
yes. |
| 13:59 |
Krock |
it contains rotation possibilites into all directions |
| 14:00 |
PilzAdam |
can you explain how it works in one sentence? |
| 14:01 |
Krock |
A screwdriver lets you rotate a node with a specified mode which is set by holding left mouse button and shift. |
| 14:01 |
PilzAdam |
that sentence doesn't explain what a "mode" is |
| 14:02 |
PilzAdam |
for the rewritten screwdriver: "lefclick rotates around axis and rightlick changes axis" |
| 14:02 |
Krock |
which axis? |
| 14:02 |
PilzAdam |
all of them |
| 14:02 |
Krock |
aha |
| 14:03 |
Krock |
might takes a while until I get that new system |
| 14:03 |
PilzAdam |
I took me a minute or two; you can see the effect best with stairs |
| 14:03 |
PilzAdam |
leftclick rotates the smaller part, while the bigger "bottom" stays where it is |
| 14:04 |
PilzAdam |
and rightclick changes where the "bottom" part is |
| 14:04 |
Krock |
ah, but I think it requires more clicks until the target is reached |
| 14:05 |
PilzAdam |
with the old system you simply clicked randomly until you get your wanted result |
| 14:05 |
PilzAdam |
the new system allows you to actually understand what you are doing |
| 14:05 |
Zeno` |
that'd be nice :) |
| 14:08 |
Krock |
I see stairs got a rewrite, I can not put a stair onto an other anymore |
| 14:08 |
PilzAdam |
Krock, no? |
| 14:09 |
Krock |
hmm then I must blame an other subgame |
| 14:18 |
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| 15:25 |
Tesseract |
Lock https://github.com/minetest/minetest_game/pull/360 ? Comments are off-topic or posted without reading the description. Or delete comments. |
| 15:26 |
Tesseract |
Also cg72 is accusing of using her ideas without credit in another (closed) issue, which AFAIK isn't correct. |
| 15:30 |
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| 15:32 |
PilzAdam |
sfan5, https://github.com/minetest/minetest_game/pull/376 |
| 15:33 |
Krock |
PilzAdam, why default.LIGHT_MAX ? It's a global thing |
| 15:34 |
PilzAdam |
Krock, everything global a mod defines should be in a namespace |
| 15:34 |
PilzAdam |
it could be moved to builtin, though |
| 15:34 |
RealBadAngel |
Zeno`, PilzAdam adding new style settings class wont hurt, because it will work mutal |
| 15:34 |
Krock |
I agree. Please remove it on that place after adding it to the builtin mod |
| 15:35 |
RealBadAngel |
new class will use old way on startup - thats first |
| 15:35 |
RealBadAngel |
second, we can replace calls for settings one by one |
| 15:36 |
RealBadAngel |
at the very end old way will remain there just for lua mods |
| 15:37 |
RealBadAngel |
with 0,5k of calls in whole code, mainly in loops we can only gain speed |
| 15:37 |
RealBadAngel |
and IF c55 doesnt understand that, lets buy him lower end machine to check the impact |
| 15:39 |
Zeno` |
this is what I tried to do a week or so ago |
| 15:39 |
Zeno` |
and it's what *needs* to be done (I agree with RBA) |
| 15:40 |
Zeno` |
But, I am happy to wait until 0.4.11 is released to do this |
| 15:40 |
RealBadAngel |
about screwdriver, PilzAdam, if somebody cant read, thats not my fault |
| 15:40 |
Zeno` |
mainly because there is so much stuff to debug already |
| 15:41 |
RealBadAngel |
modes of screwdriver are explained on use |
| 15:41 |
Zeno` |
and more stuff to debug gets added every day |
| 15:41 |
Zeno` |
there has to be a feature freeze |
| 15:41 |
Zeno` |
not this willy nilly let's make a new fancy class do dah and merge it without asking other devs |
| 15:42 |
rubenwardy |
PilzAdam, how many mods will that LIGHT_MAX change break? |
| 15:42 |
Zeno` |
let's fix what is there now! *before* adding other stuff :( |
| 15:43 |
rubenwardy |
some mods us light = light_max - constant |
| 15:43 |
RealBadAngel |
making fancy new class with no use (yet) is the best way |
| 15:43 |
rubenwardy |
*use |
| 15:43 |
PilzAdam |
RealBadAngel, there are 2 problems with the current screwdriver: 1) some modes depend on the position of the player that uses the screwdriver 2) mode switching is too slow and unhandy |
| 15:43 |
RealBadAngel |
then adding a few places where it will be used its the right way |
| 15:43 |
PilzAdam |
rubenwardy, 0 |
| 15:43 |
Zeno` |
RBA, I'm not talking about the class we propose to merge |
| 15:43 |
RealBadAngel |
yes |
| 15:44 |
RealBadAngel |
first we need clean implementation |
| 15:44 |
RealBadAngel |
without usage at all |
| 15:44 |
Zeno` |
Although if I am against other classes being created, used, and merged at this point in time I can't argue that our new class should be different |
| 15:44 |
Zeno` |
let's just get 0.4.11 out the door! |
| 15:44 |
Zeno` |
right at this moment every day is a moving target |
| 15:44 |
Zeno` |
:( |
| 15:44 |
rubenwardy |
https://github.com/crazyginger72/mtlite_game/blob/24fa618adef3d6eecc0ec6997f41957250e65b7b/mods/farming/init.lua#L16 |
| 15:44 |
rubenwardy |
https://github.com/HybridDog/zegaton_game/blob/63e82a2c5993dd9070cb4b7d218b28562df8ec22/mods/homedecor/television.lua#L23 |
| 15:44 |
rubenwardy |
These aren't broken? |
| 15:45 |
RealBadAngel |
PilzAdam, ofc theyre depending on players position |
| 15:45 |
rubenwardy |
bad examples, those are games |
| 15:45 |
RealBadAngel |
they were designed to work that way |
| 15:45 |
kaeza |
rubenwardy, LIGHT_MAX global is still defined for backward compat |
| 15:45 |
rubenwardy |
Okay |
| 15:45 |
RealBadAngel |
look at face, bring top there, then rotate |
| 15:45 |
RealBadAngel |
for example |
| 15:45 |
PilzAdam |
rubenwardy, yes, because a) these are different games, so they don't even use minetest_game; and b) I added LIGHT_MAX under "Legacy" |
| 15:46 |
PilzAdam |
RealBadAngel, that is bad design |
| 15:47 |
kaeza |
PilzAdam, BTW, there are ways to make access to global LIGHT_MAX, etc, issue a warning, but not sure if that is desired |
| 15:47 |
PilzAdam |
RealBadAngel, also some modes even depend on the face you point at _and_ the player position |
| 15:48 |
PilzAdam |
when rotating stairs its easy to point at a face that you don't even want to point at |
| 15:48 |
Zeno` |
Let me ask this. How are we going to release 0.4.11 if new features are added every day without peer review? |
| 15:49 |
Zeno` |
There is no time to test and squash bugs :( (IMHO) |
| 15:49 |
Zeno` |
I'm only saying this because 0.4.11 is supposed to be released soon (?) |
| 15:50 |
Zeno` |
at the start of the cycle it's a different story |
| 15:50 |
PilzAdam |
Zeno`, features are added until a feature freeze is declared |
| 15:50 |
Zeno` |
PilzAdam, yes I understand, but ... yeah |
| 15:51 |
RealBadAngel |
PilzAdam, if you show me better and working screwdriver i will agree. atm current system is good for me. but im open for innovations |
| 15:51 |
PilzAdam |
RealBadAngel, https://github.com/minetest/minetest_game/pull/375 |
| 15:51 |
PilzAdam |
easy to understand |
| 15:51 |
PilzAdam |
the whole explanation fits into the tooltip (!)! |
| 15:52 |
RealBadAngel |
PilzAdam, i will try it |
| 15:55 |
PilzAdam |
this also has a few other benefits: no 32x32 textures needed; you can use the screwdriver while sneaking; the chat is not spammed with text about modes |
| 15:56 |
Zeno` |
I guess what I'm saying is that there is (probably) enough bugs and "blockers" to call a feature freeze *now* |
| 15:56 |
RealBadAngel |
PilzAdam, i will test it. If i find it comfortable and easy to understand i will accept it |
| 15:56 |
Zeno` |
if we don't then more will be added and 0.4.11 release will be delayed yet again |
| 15:57 |
RealBadAngel |
Zeno`, we still have some time till Xmas edition |
| 15:58 |
RealBadAngel |
ive closed one blocker today |
| 15:58 |
Zeno` |
not a lot though |
| 15:58 |
RealBadAngel |
will try to close another one |
| 15:59 |
Zeno` |
fair enough |
| 15:59 |
RealBadAngel |
with more changes, like settings class we can wait |
| 15:59 |
RealBadAngel |
for next dev phase |
| 15:59 |
PilzAdam |
sfan5, nore, will any of you (or better both) be available today for approving pull requests for minetest_game? |
| 15:59 |
PilzAdam |
if not then I might as well do something else |
| 16:00 |
RealBadAngel |
its kinda big change and shouldnt be applied in a hurry |
| 16:00 |
sfan5 |
PilzAdam: maybe later |
| 16:00 |
PilzAdam |
ping me then |
| 16:00 |
RealBadAngel |
lets do .11 first (with closing as many issues we can) and then we can start adding new stuff |
| 16:01 |
RealBadAngel |
theres enough of new things since .10 |
| 16:23 |
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| 17:15 |
Krock |
RealBadAngel, could you give me a +1 for #1921 ? |
| 17:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/1921 -- Ignore .name directories and files by SmallJoker |
| 17:16 |
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| 17:18 |
Tesseract |
Feature freeze tomorrow? That way there's still some weekend time for development. The freeze should last at least a week. |
| 17:22 |
Calinou |
Tesseract! I used you to preview my textures |
| 17:22 |
Calinou |
anyway… thanks for merging my PR about third person distance |
| 17:23 |
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| 18:50 |
PilzAdam |
sfan5, https://github.com/minetest/minetest_game/pull/368 the texture are updated now |
| 18:52 |
Krock |
PilzAdam, how about ^[brighten from wet soil -> dry soil? |
| 18:52 |
PilzAdam |
(nore already agreed to that one) |
| 18:52 |
Calinou |
^[brighten may be too bright, its effect can't be controlled |
| 18:52 |
PilzAdam |
Krock, some texture packs might not display dark soil as dark |
| 18:53 |
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| 19:01 |
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| 19:02 |
hmmmm |
are we in feature freeze yet? |
| 19:03 |
Krock |
/topic does not say so. |
| 19:06 |
kahrl |
the target for that was around the 10th IIRC |
| 19:07 |
kahrl |
...which means I should fix the serverlist icons pull today |
| 19:07 |
Krock |
Yes please. |
| 19:08 |
Krock |
And I need two +1 for my last pull request |
| 19:11 |
kahrl |
Krock: the GetDirListing one? |
| 19:12 |
Krock |
kahrl, exactly. |
| 19:12 |
kahrl |
let me check |
| 19:12 |
Krock |
I tested it on Windows. Unknown for Linux |
| 19:12 |
kahrl |
I've always wanted to rewrite GetDirListing completely |
| 19:13 |
kahrl |
the windows version I mean |
| 19:13 |
kahrl |
to get rid of the C style mallocs and sprintfs |
| 19:15 |
Krock |
You'll surely have time somewhen to do that :) |
| 19:15 |
kahrl |
which aren't bad in themselves but I think there are some off by one errors |
| 19:15 |
Krock |
But I think the serverlist has a higher priority |
| 19:15 |
kahrl |
check my windirlisting branch |
| 19:16 |
kahrl |
I don't have a windows compiler setup and at the time I wrote it, nobody wanted to test it, so it was forgotten |
| 19:17 |
kahrl |
https://github.com/kahrl/minetest/commit/5420a3a7ed3280a466a457c6e1814b7fbfc9ccd4 |
| 19:18 |
Krock |
kahrl, looks good but could you please make it up-to-date, so I don't need to recompile the complete minetest source? |
| 19:20 |
kahrl |
Krock: https://github.com/kahrl/minetest/commit/eca2fc046478627db6df8cd09d046a3cf013e47e |
| 19:21 |
kahrl |
another thing (more related to your PR) is: some caller actually want the dotfiles, e.g. RecursiveDelete |
| 19:21 |
kahrl |
callers* |
| 19:22 |
kahrl |
so perhaps the best strategy is to add an optional parameter include_dot_files = false |
| 19:23 |
Krock |
kahrl, I think it's better to do it like linux and simply hide it |
| 19:23 |
kahrl |
why? |
| 19:23 |
Krock |
Well, I could make it also lua-sided on the mainmenu |
| 19:24 |
kahrl |
if RecursiveDelete isn't guaranteed to work then it should simply be deleted |
| 19:24 |
kahrl |
recursively :P |
| 19:24 |
Krock |
kahrl, https://github.com/minetest/minetest/blob/master/src/filesys.cpp#L256 Linux already ignores it |
| 19:25 |
kahrl |
yeah, and I don't like how this is OS dependent |
| 19:25 |
kahrl |
RecursiveDelete isn't affected on linux because it runs rm -rf (the actual command) |
| 19:26 |
Krock |
so, you would suggest to remove that '.' limitation from linux codes too and add a check on the mainmenu codes? |
| 19:26 |
Krock |
s/on/in/ |
| 19:26 |
kahrl |
which mainmenu codes? |
| 19:26 |
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| 19:27 |
kahrl |
oh you mean because of #1920 |
| 19:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1920 -- Ignore .git directories in modpacks |
| 19:27 |
Krock |
yes |
| 19:28 |
kahrl |
well you could add a parameter ignore_dot_files to core.get_dirlist |
| 19:28 |
kahrl |
*include_dot_files |
| 19:28 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/mainmenu/modmgr.lua#L21 |
| 19:28 |
Krock |
I think I'll add the limitation there :) |
| 19:30 |
kahrl |
how about the texture packs tab? |
| 19:30 |
kahrl |
it also uses core.get_dirlist |
| 19:31 |
Krock |
ah yes. |
| 19:36 |
hmmmm |
ugh crap |
| 19:36 |
hmmmm |
I accidentally de-optimized noise |
| 19:37 |
hmmmm |
couple of commits ago i switched back to celeron's original trilinear interpolation that uses 31 operations as opposed to 21 |
| 19:37 |
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| 19:39 |
Krock |
:/ |
| 19:39 |
kahrl |
\: |
| 19:42 |
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| 19:43 |
Krock |
kahrl, merged your commit and mine together. compiling... |
| 19:44 |
PenguinDad |
hmmmm: re-optimize it then! ;) |
| 19:47 |
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| 19:50 |
Krock |
kahrl, 20:52:28: ERROR[main]: GetDirListing: FindFirstFile error. Error is 3 |
| 19:51 |
kahrl |
ok, I'm glad I didn't simply merge it without testing then ;) |
| 19:51 |
kahrl |
3 is ERROR_PATH_NOT_FOUND |
| 19:53 |
PilzAdam |
hmmmm, earlier today I tried to create a world with mgv5; when joining for the first time it said something like "could not create/read map_meta.txt" and then a segfault |
| 19:53 |
PilzAdam |
I can't reproduce it anymore |
| 19:53 |
hmmmm |
hrmm |
| 19:53 |
hmmmm |
interesting |
| 19:53 |
hmmmm |
would be nice if you can get a backtrace though |
| 19:54 |
PilzAdam |
when I restarted Minetest and joined the world it filled map_meta.txt with params for v6 |
| 19:54 |
hmmmm |
v6 is the default_mapgen |
| 19:54 |
Krock |
kahrl, it shows up the mods correctly |
| 19:54 |
kahrl |
Krock: can you make it print what dirSpec is when the error occurs? |
| 19:55 |
hmmmm |
it failed to read the params for the map currently so it figured "welp, let's just use the v6 params" |
| 19:55 |
Krock |
kahrl, ye sure if you want to wait 10 minutes again |
| 19:55 |
kahrl |
are you on an 80386? |
| 19:56 |
Krock |
kahrl, Athlon 4000+ |
| 19:56 |
kahrl |
what does it do in those 10 minutes then? :P |
| 19:56 |
Krock |
It compiles the .cpp files in the first 10s and links the stuff for 9min 50 |
| 19:57 |
PilzAdam |
also, kahrl, sometimes when clicking on "New world" the header imagine turns just white |
| 19:57 |
Krock |
because incremental linking is disabled |
| 19:57 |
PilzAdam |
*image |
| 19:57 |
Krock |
actually, it only takes 4s for filesys.cpp |
| 19:58 |
kahrl |
I don't use incremental linking either as far as I'm aware and it takes 2s |
| 19:58 |
kahrl |
but that's on linux |
| 19:58 |
Krock |
LNK4075 warning: /INCREMENTAL is disabled due the parameter /LTCG |
| 19:58 |
kahrl |
oh |
| 19:58 |
kahrl |
so it actually compiles the whole minetest each time you link |
| 19:58 |
kahrl |
minus the parsing stage |
| 19:58 |
Krock |
I've tried to remove that parameter but it causes troubles in an other library |
| 19:59 |
kahrl |
because with /LTCG the object files only contained the parsed source code in some tree format or something like that |
| 19:59 |
kahrl |
contain* |
| 19:59 |
Krock |
Using incremental linking would speed up my developing speed a lot :3 |
| 19:59 |
exio4 |
get a new computer, Krock |
| 20:00 |
exio4 |
that speeds up everything, even minetest! |
| 20:00 |
Krock |
exio4, it is not always a good soulation to speed up things with better hardware. |
| 20:00 |
exio4 |
for compiling, if you can't switch compilers (something like, gcc -> clang), then it is the best you can do |
| 20:01 |
Krock |
kahrl, 21:03:11: ERROR[main]: GetDirListing: FindFirstFile error. Error is 3, path: E\* |
| 20:01 |
kahrl |
aha |
| 20:01 |
Krock |
21:03:34: ERROR[main]: GetDirListing: FindFirstFile error. Error is 3, path: E:\Programme\minetest\bin\..\textures\server\* |
| 20:02 |
Krock |
21:03:34: ERROR[main]: GetDirListing: FindFirstFile error. Error is 3, path: \Programme\minetest\games\base_game\mods\dye\media\* |
| 20:02 |
Krock |
and many more |
| 20:02 |
kahrl |
so... I guess those problems were there before but the old code simply didn't tell you about them |
| 20:02 |
Krock |
yes |
| 20:03 |
kahrl |
which makes sense if a lot of code calls this without first checking if the dir exists |
| 20:03 |
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| 20:03 |
Krock |
Well, it should ignore those things because it is not expectable that the 'models' directory exists in every mod |
| 20:04 |
kahrl |
so replace if (dwError != ERROR_FILE_NOT_FOUND) with if (dwError != ERROR_FILE_NOT_FOUND && dwError != ERROR_PATH_NOT_FOUND) |
| 20:04 |
Krock |
ok |
| 20:05 |
Krock |
wait. that's not good. |
| 20:05 |
Krock |
better return the empty listing if it hasn't been found |
| 20:05 |
kahrl |
isn't that what it does? |
| 20:05 |
Krock |
yes but it it already returns a not_found error, then why checking if there are filesin the directory? |
| 20:06 |
kahrl |
I'm not sure what you mean |
| 20:06 |
Krock |
Well, it returns an error message when it throws an other error then file_not_found or folder_not_found |
| 20:07 |
kahrl |
yes |
| 20:07 |
Krock |
Otherwise it tried tog et the files of that folder |
| 20:07 |
kahrl |
I think that's reasonable |
| 20:07 |
Krock |
*tries to get |
| 20:07 |
kahrl |
no |
| 20:07 |
Krock |
oh sorry |
| 20:07 |
kahrl |
dir doesn't exist -> FindFirstFile returns INVALID_HANDLE_VALUE -> "if" branch is executed -> dwError is ERROR_PATH_NOT_FOUND -> inner if branch is not executed -> return listing -> empty listing is returned |
| 20:08 |
Krock |
I messed up the stuff because I replaced the wrong line /headdesk |
| 20:08 |
Krock |
sorry for the trouble |
| 20:10 |
Krock |
kahrl, added your changes with the corrected line: https://github.com/SmallJoker/minetest/commit/c0a68b33 Is that okay? |
| 20:10 |
kahrl |
looks good |
| 20:11 |
Krock |
and since there's no other error code than 3, it must work |
| 20:19 |
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| 20:26 |
kahrl |
so, about #1891 |
| 20:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
| 20:26 |
kahrl |
I agree that there is too little horizontal space for the server name in its current form |
| 20:27 |
kahrl |
putting the icons closer together only helps very little |
| 20:27 |
kahrl |
so how about something more radical |
| 20:27 |
kahrl |
why not get rid of all the vertlabels on the left? |
| 20:28 |
kahrl |
they're redundant with the tab header and taking up space for no reason |
| 20:28 |
kahrl |
also very ugly since c86b78c9b |
| 20:31 |
kahrl |
I also thought about reorganizing the whole menu (moving the server description below the serverlist and extend the serverlist to the right) but since I can't increase the menu height atm that's out of the question |
| 21:07 |
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| 21:27 |
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| 21:32 |
paramat |
nore sfan5 roots are removed from pines, i will rebase in an hour then it will be ready for merge https://github.com/minetest/minetest_game/pull/366 |
| 21:37 |
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| 21:37 |
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| 21:39 |
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| 21:42 |
kahrl |
updated #1891 |
| 21:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
| 21:43 |
kahrl |
I removed the vertlabels and re-layouted, I think it looks pretty good |
| 21:43 |
kahrl |
most importantly, the serverlist is now wider |
| 21:44 |
kahrl |
http://imgur.com/a/PjfAY#1 |
| 21:45 |
kahrl |
btw, why does it always show "Favorites:" even when not showing the favorites list but the public serverlist? |
| 21:45 |
kahrl |
I never really noticed that |
| 21:56 |
Taoki |
Made a little pull request, #1924 |
| 21:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1924 -- Liquid node footsteps by MirceaKitsune |
| 21:57 |
Taoki |
If it's accepted, I might add a swimming sound to minetest_game myself, and make a pull for that too. |
| 22:00 |
paramat |
i have some watery swimming sounds in my 'trail' mod, you're welcome to use them |
| 22:01 |
Taoki |
paramat: What's the link? Anyway doing them in Lua isn't a good idea. My pull fixes a small issue which prevented the footstep sounds of luqid nosed from being accounted, they will however work now |
| 22:01 |
Taoki |
**liquid nodes |
| 22:01 |
paramat |
link coming |
| 22:03 |
paramat |
https://forum.minetest.net/viewtopic.php?f=11&t=6773 |
| 22:04 |
Taoki |
Thanks |
| 22:04 |
paramat |
i think it should be done without view bobbing though for simplicity, also i can't stand that effect |
| 22:05 |
Taoki |
View bobbing not working in water was probably a bug in itself, this fixed both it and footstep sounds. |
| 22:05 |
Taoki |
If it's disabled in the settings then of course it doesn't happen in either liquid or land :) |
| 22:05 |
paramat |
those sounds are bubbly so good for underwater too |
| 22:06 |
Taoki |
Yeah |
| 22:06 |
paramat |
hm but they are perhaps too long to be triggered every footstep |
| 22:07 |
Taoki |
I can make them shorter in Audacity, not a problem |
| 22:13 |
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| 22:15 |
kilbith |
kahrl: you can place players online/max in a tooltip and put a coloured "loading bar" icon for that |
| 22:16 |
kahrl |
hmm, interesting idea |
| 22:16 |
Taoki |
Updated it to also work for climbing. It should be possible to now give the ladder footstep sounds, and have climb sounds as you go up or down |
| 22:17 |
kahrl |
kilbith: although that makes it hard to differentiate between 0/... and 1/... |
| 22:17 |
kahrl |
which is often a crucial difference |
| 22:18 |
kahrl |
also I'm not sure how to implement it with table[] |
| 22:18 |
kilbith |
that why this bar should adapt to the percentage of online/max |
| 22:19 |
kahrl |
but it would be too small to have any visual difference between, say, 0/50 and 1/50 |
| 22:19 |
Taoki |
Ok, actually I need to fix a few things... |
| 22:19 |
kahrl |
because it would simply be shorter than 50 pixels |
| 22:20 |
kilbith |
hmm, is it really important to differenciate 0/... and 1/... ? |
| 22:21 |
kahrl |
I'm pretty sure for a lot of people it is |
| 22:21 |
kilbith |
0/... = empty bar, thats all |
| 22:22 |
kahrl |
they don't want to play on a completely empty server and want to chat with other people, for others it's vice versa |
| 22:22 |
kahrl |
yeah I guess 0/... could have a special icon |
| 22:22 |
kilbith |
yes |
| 22:23 |
kahrl |
but imo the absolute number of players is important too |
| 22:23 |
kahrl |
for example if it's high, the chat will be very busy and might be hard to follow |
| 22:24 |
kilbith |
would be specified in tooltip |
| 22:24 |
kahrl |
right. |
| 22:26 |
kahrl |
so the only question would be how to implement it |
| 22:26 |
kahrl |
right now a tooltip can't be specified per row, only per column |
| 22:26 |
RealBadAngel |
#1925 any objections? |
| 22:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1925 -- Disable loading .mtl files. Theyre not used anyway. by RealBadAngel |
| 22:27 |
kahrl |
and you can't draw arbitrary things into a table, but that could be solved by just having say six icons for 0%, 1%-25%, 25%-50%, 50%-75%, 76%-99% and 100% |
| 22:31 |
kilbith |
and for the lag icon ? any plan for it ? |
| 22:33 |
kahrl |
I'm not sure if the lag is accurate |
| 22:33 |
kahrl |
if it is, then why not |
| 22:35 |
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| 22:35 |
kilbith |
also, i thought that server admins could place a small image under the description |
| 22:35 |
kilbith |
limited in size ofc |
| 22:37 |
kilbith |
that way servers should be more attractive |
| 22:40 |
kahrl |
sounds good but is again way out of scope ;) |
| 22:41 |
kahrl |
this would have to be somehow encoded and sent to the masterserver, then pulled from there by the client |
| 22:42 |
kahrl |
ideally not within the usual json file that's downloaded, otherwise it will become completely impossible to debug this json |
| 22:45 |
kahrl |
right now the purpose of this PR is to get done in time before feature freeze |
| 22:45 |
kahrl |
any icing on the cake can be done next year :) |
| 22:46 |
kilbith |
you can simply define a local location for that image - minetest.conf for enabling |
| 22:48 |
kilbith |
hmm, nvm |
| 22:48 |
kahrl |
I'm not saying it's hard to do |
| 22:48 |
kahrl |
just would require masterserver and core changes (since the serverlist announcement is in C++) which I don't want in this PR |
| 22:49 |
kilbith |
yes, do not bother with that |
| 22:55 |
paramat |
sfan5, nore has left but this is now rebased https://github.com/minetest/minetest_game/pull/366 i removed the roots as requested by nore |
| 23:02 |
Taoki |
Cool... climbing sounds on the ladder work out of the box with my patch :) |
| 23:11 |
RealBadAngel |
can i merge #1925? its a one liner |
| 23:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/1925 -- Disable loading .mtl files. Theyre not used anyway. by RealBadAngel |
| 23:27 |
Taoki |
Since I was commenting on a few pull requests, I was wondering about something: There's a rule that in order to accept a pull, at least 3 (if I'm correct) developers need to agree with the change. Do I... count? |
| 23:28 |
Taoki |
Since I don't have direct pull rights on Github. But I'm hoping I am in the dev team as well :) |
| 23:32 |
jin_xi |
+1 from me for Taoki on dev team, even tho my vote wont count... |
| 23:34 |
Taoki |
Thanks. Not really sure how much I'm in for now, to be honest... |
| 23:35 |
Taoki |
Truth be told, I wanted to discuss about that on the forum. I'm already familiar with the code, and would like to be able to contribute even more and better. |
| 23:44 |
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| 23:47 |
RealBadAngel |
can someone explain meaning of this? https://github.com/minetest/minetest/blob/master/src/client.cpp#L2654 |
| 23:47 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/client.cpp#L2624 |