| Time | 
            Nick | 
            Message | 
        
        
	| 00:21 | 
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	| 00:22 | 
	turok | 
	hi all. looking to make my first contributions to minetest... followed the contribution messaging, environment is set up, best to just pick a "beginner friendly" issue and go for it? | 
        
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	| 17:49 | 
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	| 17:49 | 
	Krock | 
	!tell turok Yes, although there are only 6 of them. Best would be to pick something you dislike in Minetest, and check for similar requests. Try&error is also a way to get familiar with the code | 
        
	| 17:49 | 
	ShadowBot | 
	Krock: O.K. | 
        
	| 17:55 | 
	Krock | 
	will merge #9550 in 15 minutes | 
        
	| 17:55 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/9550 -- Connection: Fix deadlock in debug mode by SmallJoker | 
        
	| 17:55 | 
	Krock | 
	#9548 needs a second review | 
        
	| 17:55 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/9548 -- Fix alignment tags adding unwanted newlines by pyrollo | 
        
	| 18:12 | 
	Krock | 
	merging.. | 
        
	| 18:46 | 
	sfan5 | 
	merging #9548 in 10 m | 
        
	| 18:46 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/9548 -- Fix alignment tags adding unwanted newlines by pyrollo | 
        
	| 18:48 | 
	 | 
	Wuzzy joined #minetest-dev | 
        
	| 18:59 | 
	Krock | 
	rubenwardy: https://github.com/minetest/minetest/issues/8553#issuecomment-604621479 | 
        
	| 18:59 | 
	Krock | 
	this is not about what's drawn behind | 
        
	| 18:59 | 
	Krock | 
	but rather poor rendering performance of textures with alpha | 
        
	| 19:00 | 
	Krock | 
	which makes sense - because each transparent overlay needs to be calculated using the underlying pixels | 
        
	| 19:01 | 
	Krock | 
	which is probably also the reason why Freetype rendering is so slow | 
        
	| 19:06 | 
	sfan5 | 
	if you disable antialiasing, shouldn't 1-bit transparency suffice for font rendering? | 
        
	| 19:10 | 
	sfan5 | 
	>     * **Note**: This will be removed or modified in a future version. | 
        
	| 19:10 | 
	sfan5 | 
	extremely useful | 
        
	| 19:17 | 
	sfan5 | 
	https://github.com/minetest/minetest/commit/e297c7391#diff-1305560bd8befb32862f0feeefabd02eR547 | 
        
	| 19:17 | 
	sfan5 | 
	I guess it could be marked as stable? | 
        
	| 19:21 | 
	Krock | 
	yes | 
        
	| 19:27 | 
	rubenwardy | 
	OpenGL supports blending and alpha though? | 
        
	| 19:32 | 
	Krock | 
	yes it does, although hardware can implement it poorly | 
        
	| 19:32 | 
	sfan5 | 
	Krock: https://github.com/minetest/minetest/pull/9555 | 
        
	| 19:32 | 
	Krock | 
	another question: is it even possible for the server to get the player's password when SRP is used? | 
        
	| 19:33 | 
	Krock | 
	sfan5: not sure why you opened a PR for that. feel free to merge that patch | 
        
	| 19:34 | 
	sfan5 | 
	because I did more than just delete the line, maybe someone would have found something wrong with the additional documentation | 
        
	| 19:34 | 
	sfan5 | 
	but sure | 
        
	| 19:49 | 
	Wuzzy | 
	what's the point of ephemeral sounds? | 
        
	| 19:50 | 
	Wuzzy | 
	it seems completely pointless to me. If i dont need the handle, i just ignore the return value | 
        
	| 19:53 | 
	sfan5 | 
	less network traffic and memory usage, purely engine internal reasons | 
        
	| 19:54 | 
	Wuzzy | 
	ah its a performance thing | 
        
	| 19:55 | 
	Wuzzy | 
	Please can you add this (that it's a performance thing) to the docs? Otherwise most modders will consider this feature to be useless, and not use it (although they should) | 
        
	| 19:57 | 
	sfan5 | 
	the documentation does recommend usecases for ephemeral sounds, though without explaining the background | 
        
	| 19:59 | 
	Wuzzy | 
	true | 
        
	| 19:59 | 
	rubenwardy | 
	might be worth deprecating playing a sound with `ephemeral` as nil, so that mods opt into using non-ephemeral sounds | 
        
	| 20:00 | 
	Wuzzy | 
	this would generate MASSIVe log spam tho | 
        
	| 20:00 | 
	rubenwardy | 
	deprecation notices only occur once iirc | 
        
	| 20:00 | 
	rubenwardy | 
	although, that may only apply to strict.lua | 
        
	| 20:00 | 
	Wuzzy | 
	not for set_sky... | 
        
	| 20:00 | 
	rubenwardy | 
	and you can fix the deprecation by adding the argument explicitly | 
        
	| 20:00 | 
	rubenwardy | 
	which will work in previous versions | 
        
	| 20:01 | 
	Wuzzy | 
	set_sky currently generates log warnings although paramat suggested to consider the new set_sky API as experimental..... | 
        
	| 20:01 | 
	Wuzzy | 
	i mean, if you use the 5.1.0 syntax of set_sky you get punished with log warnings | 
        
	| 20:01 | 
	rubenwardy | 
	is the API for the new set_sky sound? | 
        
	| 20:01 | 
	sfan5 | 
	deprecation notices are logged each time | 
        
	| 20:01 | 
	Wuzzy | 
	IMO yes | 
        
	| 20:02 | 
	sfan5 | 
	the bigger problem with them is that I get the impression that no modders use them | 
        
	| 20:02 | 
	sfan5 | 
	since they are disabled by default | 
        
	| 20:02 | 
	rubenwardy | 
	aw, it's just the strict.lua global variable checking that doesn't log multiple times | 
        
	| 20:02 | 
	rubenwardy | 
	I swear deprecations do log by default? | 
        
	| 20:02 | 
	rubenwardy | 
	log to warnings | 
        
	| 20:02 | 
	Wuzzy | 
	there is a PR that will scream all warnings to chat (if you enable it). this is VERY important for dev. still not merged :(((( | 
        
	| 20:03 | 
	Wuzzy | 
	rubenwardy: yes they are logged but they are not screamed into chat. that's annoying when you're a gamedev like me ^^ | 
        
	| 20:04 | 
	Krock | 
	only renamed functions (getpos -> set_pos) are logged once per line | 
        
	| 20:04 | 
	sfan5 | 
	#    Handling for deprecated Lua API calls: | 
        
	| 20:04 | 
	sfan5 | 
	#    -    legacy: (try to) mimic old behaviour (default for release). | 
        
	| 20:04 | 
	Krock | 
	but that deprecation wrapper could be re-used for other functions as well | 
        
	| 20:04 | 
	Krock | 
	problem is the tail calls in LuaJIT | 
        
	| 20:04 | 
	sfan5 | 
	the others being "log" or "error" | 
        
	| 20:05 | 
	Wuzzy | 
	sfan5: yes I have set it to "log" but I want it to be screamed at. I always forget to check the logfile afterwards. It's better if I *instantly* see all warnings while testing ? | 
        
	| 20:05 | 
	sfan5 | 
	why afterwards, do you not have a console window open to run minetest? | 
        
	| 20:07 | 
	Krock | 
	also print() is shorter than minetest.chat_send_all | 
        
	| 20:07 | 
	Krock | 
	regarding the debugging potential in console/terminal | 
        
	| 20:08 | 
	Wuzzy | 
	print doesn't seem reliable/official tho | 
        
	| 20:08 | 
	Wuzzy | 
	is print() logged? | 
        
	| 20:08 | 
	Wuzzy | 
	i.e. goes into logfile? | 
        
	| 20:08 | 
	Krock | 
	no, but for testing you don't need it logged anyway | 
        
	| 20:09 | 
	Wuzzy | 
	good point | 
        
	| 20:09 | 
	Krock | 
	also - the print output is thread-safe, since it wraps the minetest.log() function | 
        
	| 20:09 | 
	Wuzzy | 
	i always do minetest.log("error", msg) because it's shorter than minetest.chat_send_all and its in RED ? | 
        
	| 20:09 | 
	Wuzzy | 
	(for temporary testing, ofcourse) | 
        
	| 20:10 | 
	rubenwardy | 
	ha, real modders use   error(msg) | 
        
	| 20:10 | 
	rubenwardy | 
	that's even more read | 
        
	| 20:10 | 
	rubenwardy | 
	-a | 
        
	| 20:11 | 
	Wuzzy | 
	oh right | 
        
	| 20:12 | 
	rubenwardy | 
	although, it's not actually red | 
        
	| 20:12 | 
	rubenwardy | 
	but it's more in your face | 
        
	| 20:12 | 
	rubenwardy | 
	(I'm joking) | 
        
	| 20:12 | 
	Wuzzy | 
	red is a lie. colors are a lie. everyhing is an illusion | 
        
	| 20:12 | 
	rubenwardy | 
	(obviously real modders log by writing to a default:book in a chest at  0,0,0) | 
        
	| 20:13 | 
	Krock | 
	rubenwardy: oh yes, enslaved node item | 
        
	| 20:13 | 
	Wuzzy | 
	(implying that real modders use MTG? no, that doesn't make sense) | 
        
	| 20:14 | 
	Wuzzy | 
	paramat: I feel the cloud density has been massively nerfed in MTG btw | 
        
	| 20:14 | 
	Wuzzy | 
	in most regions clouds are much less dense. its rare to see a 5.1.0-style density now | 
        
	| 20:14 | 
	Wuzzy | 
	and i think i never saw a density actually higher than in 5.1.0 | 
        
	| 20:16 | 
	sfan5 | 
	well it's now dependent on the biome(?) | 
        
	| 20:20 | 
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	| 20:21 | 
	Wuzzy | 
	humidity* | 
        
	| 20:22 | 
	Wuzzy | 
	it's semi-dependent on the humidity actually | 
        
	| 20:22 | 
	Wuzzy | 
	there's a separate noise as well | 
        
	| 20:24 | 
	Wuzzy | 
	Please somebody look at #9453 | 
        
	| 20:24 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/9453 -- Document builtin entities by Wuzzy2 | 
        
	| 20:25 | 
	Wuzzy | 
	ah, and also this small bugfix PR: #9302 | 
        
	| 20:25 | 
	ShadowBot | 
	https://github.com/minetest/minetest/issues/9302 -- Fix z-fighting of large stacked plantlike nodes by Wuzzy2 | 
        
	| 20:40 | 
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	| 21:17 | 
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	| 21:18 | 
	kilbith | 
	sfan5: we have had some disruptions at kidscode owing to the get_connected_players porting to C++ | 
        
	| 21:19 | 
	sfan5 | 
	did you pull in the later fixes for it too? | 
        
	| 21:19 | 
	kilbith | 
	it seems to behave differently under the hood than than the Lua version | 
        
	| 21:19 | 
	kilbith | 
	yes | 
        
	| 21:20 | 
	sfan5 | 
	these two? https://github.com/minetest/minetest/commit/7a7bfdca7c2dcbfe40467f64544112551abd7316 https://github.com/minetest/minetest/commit/1761d7d0f8a778e25ca70216520472a61610cbe5 | 
        
	| 21:20 | 
	sfan5 | 
	how does the "disruption" manifest? | 
        
	| 21:21 | 
	kilbith | 
	oh nevermind, sorry | 
        
	| 21:21 | 
	kilbith | 
	we don't have pulled these | 
        
	| 21:22 | 
	kilbith | 
	we have 1761d7d0f8a7 (Fix core.get_connected_players() returning unusable ObjectRefs) | 
        
	| 21:23 | 
	kilbith | 
	not 7a7bfdca7c2dcb | 
        
	| 21:23 | 
	 | 
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	| 21:23 | 
	sfan5 | 
	7a7bfdca is for a niche situation | 
        
	| 21:30 | 
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	| 21:33 | 
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	| 21:45 | 
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	| 21:47 | 
	Wuzzy | 
	oh no! i just realized you are forced to set pixel size for img in hypertext ? | 
        
	| 21:47 | 
	Wuzzy | 
	isn't it possible to enter relative "inventory slot" sizes, just like the normal image[] formspec element? | 
        
	| 21:48 | 
	Wuzzy | 
	this is a very odd design decision btw. ALL formspec elements use relative sizes, not absolute pixel counts. why make img in hypertext the exception? ? | 
        
	| 21:55 | 
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	| 22:47 | 
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	| 23:07 | 
	kilbith_ | 
	HTML standards man | 
        
	| 23:09 | 
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	| 23:20 | 
	nephele | 
	html in formspecs? | 
        
	| 23:20 | 
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	| 23:21 | 
	Wuzzy | 
	no | 
        
	| 23:23 | 
	Wuzzy | 
	formspecs will get a hypertext[] formspec element. It's a simple markup language, but it's NOT the same as HTML. It's also not SGML-compatible. | 
        
	| 23:24 | 
	nephele | 
	is there a design spec for that? | 
        
	| 23:26 | 
	Wuzzy | 
	idk | 
        
	| 23:27 | 
	Wuzzy | 
	but you can look into lua_api.txt to see how it works | 
        
	| 23:29 | 
	Wuzzy | 
	nephele: I have recently added a test for the hypertext[] in devtest: | 
        
	| 23:29 | 
	Wuzzy | 
	https://git.minetest.land/Wuzzy/devtest/src/branch/master/mods/testformspec/formspec.lua | 
        
	| 23:29 | 
	Wuzzy | 
	to test in-game, say "/test_formspec" then click "Hypertext" | 
        
	| 23:30 | 
	nephele | 
	Oof, that heavily looks like html | 
        
	| 23:31 | 
	nephele | 
	I kind of wonder why it isn't just normal formspec syntax? | 
        
	| 23:40 | 
	rubenwardy | 
	because normal formspec syntax is terrible | 
        
	| 23:44 | 
	nephele | 
	I disagree, but even if that were the case copying html and using both is surely worse .-. | 
        
	| 23:45 | 
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	| 23:45 | 
	Wuzzy | 
	html was not copied. | 
        
	| 23:45 | 
	Wuzzy | 
	its NOT HTML | 
        
	| 23:45 | 
	Wuzzy | 
	it just looks kinda like it | 
        
	| 23:46 | 
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	| 23:46 | 
	nephele | 
	It looks very much like a subset of it | 
        
	| 23:46 | 
	kilbith | 
	WUzzy always liking to argue | 
        
	| 23:46 | 
	Wuzzy | 
	its not a subset either | 
        
	| 23:46 | 
	kilbith | 
	is there anything that relax you in life | 
        
	| 23:47 | 
	nephele | 
	If the goal is to be /not/ html then copying it's brace style isn't a good idea either imo, if it's different atleast make it properly different | 
        
	| 23:47 | 
	Wuzzy | 
	tbh i dont care | 
        
	| 23:47 | 
	Wuzzy | 
	btw rubenwardy how do you escape "<" and ">" in hypertext? | 
        
	| 23:51 | 
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	| 23:52 | 
	kilbith_ | 
	nephele: do you have a better idea? | 
        
	| 23:58 | 
	nephele | 
	I'd likely just do it with the formspec syntax as is... i don't really like having to switch context like that :) | 
        
	| 23:58 | 
	kilbith_ | 
	Wuzzy: \<\> | 
        
	| 23:58 | 
	kilbith_ | 
	just checked | 
        
	| 23:59 | 
	nephele | 
	(that would be regardless of whether the formspec syntax changes or not= | 
        
	| 23:59 | 
	rubenwardy | 
	Wuzzy:  formspec_escape | 
        
	| 23:59 | 
	kilbith_ | 
	nephele: was that you which I had an argument on this topic few months ago? | 
        
	| 23:59 | 
	nephele | 
	I don't know | 
        
	| 23:59 | 
	Wuzzy | 
	rubenwardy: wat. |