| Time |
Nick |
Message |
| 00:39 |
|
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| 01:01 |
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| 01:05 |
thePalindrome |
Is there any documentation about adding a custom opcode? Or should I just replace one of the null entries? |
| 01:07 |
sofar |
opcode? |
| 01:08 |
sofar |
thePalindrome: what are you trying to do? |
| 01:10 |
thePalindrome |
I'm trying to add a server->client and client->server event that passes off to mods so that you can have custom events |
| 01:10 |
thePalindrome |
The network opcodes |
| 01:11 |
sofar |
you should probably never re-use old opcodes, always add at the end |
| 01:11 |
sofar |
I'm not sure that "opcode" is the right term for it, I kinda associate it with CPU stuff |
| 01:12 |
sofar |
but, anyway |
| 01:13 |
thePalindrome |
A ton are currently set to null, and I'm not sure wheter to replace or just extend the table |
| 01:13 |
thePalindrome |
Would it break backwards-compatability if I added extra opcodes? |
| 01:14 |
sofar |
depends on what you're doing and how you do it |
| 01:14 |
sofar |
what kind of event are you adding? |
| 01:15 |
thePalindrome |
Custom events that are passed to the mods that request them |
| 01:15 |
thePalindrome |
i.e. a mod could create a semi-"on_magic" event |
| 01:17 |
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| 01:20 |
thePalindrome |
I was thinking something along the lines of having a MOD_EVENT opcode that contains the mod ID and some possible metadata |
| 01:32 |
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| 01:36 |
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| 02:16 |
thePalindrome |
sofar: Am I just being dumb about this? :P |
| 02:17 |
sofar |
without client side scripting, you'll have to write client-side C++ code to handle all incoming, and send all events back to the server |
| 02:24 |
thePalindrome |
Scripts don't run on the client? |
| 02:27 |
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| 02:31 |
kaadmy |
thePalindrome: scripts are all server side |
| 02:32 |
kaadmy |
hence the 5+ second lag on heavily modded servers |
| 02:34 |
thePalindrome |
hmm that makes things much harder than I thought |
| 02:41 |
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| 02:43 |
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| 03:01 |
thePalindrome |
Is the jump from the 0.4 to the 0.5 series going to be expected to break compatability? |
| 03:03 |
VanessaE |
it was, but 0.5 ain't coming any time soon (as far as I know) |
| 03:03 |
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| 03:05 |
thePalindrome |
"was" as in, we changed our mind, or "was" as in "planned, but far off" |
| 03:05 |
VanessaE |
planned but sorta tabled for now |
| 03:07 |
thePalindrome |
Ah, so if/when 0.5.0 comes out, compatability will be broken? |
| 03:08 |
VanessaE |
mostly client <-> server compat to be specific |
| 03:08 |
VanessaE |
I don't recall there being a modding API breakage planned, except maybe for how health is handled. |
| 03:09 |
sofar |
if we decide to do server-side damage, we might as well break compat |
| 03:09 |
sofar |
since otherwise old clients take double damage |
| 03:09 |
VanessaE |
*nod* |
| 03:10 |
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| 03:10 |
VanessaE |
actually, in that case who cares ;) |
| 03:10 |
VanessaE |
let 'em take double damage, it'll give people incentive to update :) |
| 03:11 |
thePalindrome |
Alrighty, so that's a thing to keep in mind, since the only way I can think to accomplish this is to almost rewrite how mods are handled |
| 03:12 |
thePalindrome |
That way we can have custom mod events accessible from clients, and things like that |
| 03:12 |
VanessaE |
well, client-side modding is planned |
| 03:13 |
VanessaE |
soon-ish. |
| 03:13 |
thePalindrome |
So then we could have, say, client hot-keys? |
| 03:13 |
VanessaE |
idk, maybe. |
| 03:14 |
VanessaE |
that's been requested, too |
| 03:14 |
sofar |
yes, we could |
| 03:14 |
sofar |
client-side hotkeys |
| 03:14 |
sofar |
client-side hud |
| 03:14 |
sofar |
client-side sound |
| 03:14 |
sofar |
client-side particles |
| 03:14 |
VanessaE |
sofar: what was the disposition of that mod-supplied shaders idea RBA had? |
| 03:15 |
sofar |
pending, didn't get a negative I think |
| 03:15 |
sofar |
I'm sure it wasn't done |
| 03:15 |
VanessaE |
ok. |
| 03:15 |
thePalindrome |
What issue is tracking that |
| 03:15 |
VanessaE |
I thought it had been mostly voted down |
| 03:16 |
VanessaE |
https://github.com/minetest/minetest/pull/3391 this I think. |
| 03:17 |
VanessaE |
see also #3616 |
| 03:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel |
| 03:17 |
sofar |
game#1039 |
| 03:17 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1039 -- Tnt+: Changes for TNT mod after #862 by sofar |
| 03:18 |
VanessaE |
sofar: does that one include the stuff I've seen you doing in recent YT videos? |
| 03:18 |
sofar |
that's beyond that series |
| 03:18 |
VanessaE |
ok |
| 03:18 |
sofar |
#862 is getting merged today/tomorrow |
| 03:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/862 -- Add the option to bind to a specific address by ShadowNinja |
| 03:18 |
sofar |
this is past |
| 03:18 |
sofar |
game#862 |
| 03:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar |
| 03:19 |
sofar |
$ git branch | wc -l |
| 03:19 |
sofar |
38 |
| 03:19 |
sofar |
ew |
| 05:02 |
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| 08:09 |
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| 08:25 |
nrzkt |
ShadowNinja, did you try to compiler under windows 10 with C++11 ? there are some breaking things :p |
| 08:36 |
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| 08:40 |
nore |
I think I'll work on #3068 if nobody is |
| 08:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3068 -- blacklist for servers a player does not wish to see again |
| 08:46 |
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| 14:10 |
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| 14:12 |
Foghrye4 |
Hello. I have a question. So, if i'm not wrong, after 'ItemStack leftover = m_items[i].addItem(new_item, m_itemdef);' leftover will be equal to new_item and point to a same memory address, yes? |
| 14:13 |
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| 14:16 |
paramat |
channel has been quiet. freeze is waiting on a few final milestones: these need attention: #3948 game#978 . can anyone review #3995 ? also here are 2 easy reviews game#1036 game#1029 |
| 14:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
| 14:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1036 -- Boats: Increase maximum velocity to 5n/s by paramat |
| 14:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy |
| 14:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
| 14:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar |
| 14:17 |
paramat |
^ hmmmm nore nrzkt PilzAdam sfan5 |
| 14:19 |
paramat |
thanks |
| 14:21 |
paramat |
i'll be merging a few game PRs in 3 hours |
| 14:23 |
paramat |
nore is 3948 still for release? no activity for a week |
| 14:24 |
nore |
paramat: well, I'd like to get it in release, but it can be postponed |
| 14:26 |
paramat |
ok. looking at the milestones it looks like freeze is a week away, maybe less |
| 14:29 |
paramat |
depending on dev activity |
| 14:31 |
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| 14:45 |
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| 15:15 |
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| 18:05 |
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| 18:21 |
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| 18:23 |
paramat |
now merging game#862 geame#999 game#1011 game#1036 |
| 18:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar |
| 18:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1011 -- Tweaked flower and mushroom spreading by tenplus1 |
| 18:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1036 -- Boats: Increase maximum velocity to 5n/s by paramat |
| 18:24 |
paramat |
game#999 |
| 18:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
| 18:29 |
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| 18:34 |
paramat |
merged! |
| 18:38 |
sofar |
that's huge ;) |
| 18:38 |
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| 18:39 |
paramat |
it was very satisfying |
| 18:39 |
VanessaE |
paramat: you forgot one |
| 18:40 |
sofar |
the tnt one |
| 18:40 |
VanessaE |
jungle grass, for a neighbor |
| 18:40 |
sofar |
oh that |
| 18:41 |
VanessaE |
https://github.com/minetest/minetest_game/commit/7d93272caa4503979abb9b98a05a9b801870a72b#diff-fe24fdf96c7af2afc4edbda97f408e43R370 <-- needs to be inserted about here |
| 18:42 |
VanessaE |
(and of course the actual checks for it needed, further down) |
| 18:42 |
VanessaE |
also, https://github.com/minetest/minetest_game/commit/7d93272caa4503979abb9b98a05a9b801870a72b#diff-fe24fdf96c7af2afc4edbda97f408e43R393 is redundant |
| 18:42 |
paramat |
maybe not, as 'grass' is very similar to 'dirt with grass' but junglegrass is not |
| 18:42 |
VanessaE |
as air isn't among the neighbor nodes |
| 18:43 |
paramat |
nah 393 is needed |
| 18:44 |
VanessaE |
but imho junglegrass, while different in general, ought to be treated as if it's regular long grass for the sake of this abm |
| 18:44 |
VanessaE |
well ok, I can see the logic with the air check. |
| 18:45 |
* VanessaE |
shuts up now |
| 18:46 |
paramat |
i think it's best left out, we have enough neighbors in there :) |
| 18:48 |
VanessaE |
this is where groups are best used.. |
| 18:48 |
VanessaE |
group{grassy=1} or something |
| 18:49 |
paramat |
ahh good idea |
| 18:49 |
VanessaE |
then modders can define nodes that fit the same thing |
| 18:50 |
paramat |
will do |
| 18:52 |
sofar |
then the abm becomes `neighbors = { "group:dirt", "group:grass" } |
| 18:52 |
VanessaE |
exactly |
| 18:52 |
paramat |
dry grass in same group? |
| 18:53 |
VanessaE |
in its own group; |
| 18:53 |
VanessaE |
dry shrubs could be added to such. |
| 18:55 |
paramat |
i'll make a PR |
| 18:58 |
VanessaE |
some of plantlife's plants could be added to the 'grass(y)' group also. might prove useful. |
| 19:01 |
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| 19:18 |
sfan5 |
paramat: have you decided on a new date for feature freeze yet? |
| 19:19 |
paramat |
it happens when the milestones are completed, i'm hoping within a week |
| 19:25 |
paramat |
setting a date seems weird to me, it's not really possible, apart from being a rough date to get people focussed |
| 19:26 |
paramat |
i hope people are not relaxing because there's no date, the release is waiting on people's work =) |
| 19:27 |
sofar |
well as release mgr - you set the rules |
| 19:28 |
sofar |
it's not like you can't remove items from a release |
| 19:29 |
paramat |
several milestones have been removed, a relief |
| 19:30 |
paramat |
game#978 is a big issue |
| 19:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
| 19:31 |
paramat |
apart from that there's a few days of work needed for game |
| 19:32 |
paramat |
and a few days for engine |
| 19:34 |
paramat |
can anyone review #3995 ? it tests good |
| 19:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar |
| 19:35 |
paramat |
#3901 can possibly be removed from milestones as seems difficult to reproduce |
| 19:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/3901 -- Air bubbles not showing up under water |
| 19:39 |
sofar |
978 isn't as big of an issue anymore - the mods affected have been patched |
| 19:39 |
paramat |
game 978 is possibly not urgent but attention is needed, i'm too busy with toher stuff |
| 19:39 |
paramat |
just saw your comment :) |
| 19:39 |
sofar |
and I agree with shadowninja's assessment |
| 19:39 |
paramat |
(other stuff) |
| 19:41 |
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| 19:43 |
paramat |
my idea for #4000 is to not use a hack but do what is needed, stop mountaingen placing in air, it will be filling up the interiors of overgenerated dungeons and caves, i will need to move mountaingen into the base terrain loop (still keeping it optional) |
| 19:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4000 -- Mgv7: Stone in tunnels in mountain terrain at y = 48 when generating downwards |
| 19:49 |
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| 19:55 |
paramat |
removing milestone label from #3901 |
| 19:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3901 -- Air bubbles not showing up under water |
| 20:07 |
paramat |
easy review game#1029 the current heart is ugly needs replacing |
| 20:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy |
| 20:07 |
sofar |
paramat: ugh the toe-kicking thing is back in the character animation |
| 20:08 |
* sofar |
hits self over the head |
| 20:13 |
Fixer |
toe-kicking? |
| 20:17 |
Calinou |
I think he's referring to that idle animation bug? |
| 20:17 |
Calinou |
where at the end of the animation, the character's legs move back slightly |
| 20:30 |
paramat |
weird |
| 20:30 |
VanessaE |
that glitch was fixed like 2 years ago |
| 20:30 |
sofar |
It's fixed in the blend file |
| 20:31 |
sofar |
but no matter how much I export, not fixed :() |
| 20:31 |
VanessaE |
but you'll still probably see it if you're using any mod that supplies a new char model, they all seem to be based on the old glitchy one |
| 20:31 |
VanessaE |
Taoki: *poke* |
| 20:31 |
VanessaE |
^^^ he fixed it |
| 20:32 |
sofar |
I fixed it |
| 20:32 |
sofar |
like 3 months back |
| 20:32 |
VanessaE |
well fix it again :) |
| 20:33 |
sofar |
minetest-3d_armor/3d_armor/models/3d_armor_character.b3d |
| 20:33 |
sofar |
mobs/models/character.b3d |
| 20:33 |
VanessaE |
that's probably why |
| 20:34 |
VanessaE |
you know stu's knees-and-elbows model? |
| 20:34 |
VanessaE |
same glitch there, too |
| 20:40 |
paramat |
should junglegrass be in group:grass? |
| 20:41 |
VanessaE |
yes |
| 20:43 |
paramat |
yeah seems good, then it can be used to turn dirt into dirt with grass |
| 20:43 |
VanessaE |
exACTly. :) |
| 20:53 |
sofar |
cleaned out like 10 merged branches |
| 20:53 |
sofar |
git branch | wc -l |
| 20:53 |
sofar |
24 |
| 20:53 |
sofar |
nice, 14 down |
| 20:57 |
paramat |
game#1043 will test later |
| 20:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1043 -- Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM by paramat |
| 20:58 |
VanessaE |
seems okay (just looked at the code) |
| 21:02 |
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| 21:39 |
paramat |
game#1044 VanessaE |
| 21:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1044 -- Flowers: Make flower spread a public function to enable override by paramat |
| 21:44 |
sofar |
good one |
| 21:46 |
paramat |
will test it later |
| 21:56 |
VanessaE |
I think it's okay (didn't test) |
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