| Time |
Nick |
Message |
| 01:13 |
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| 01:16 |
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| 01:20 |
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| 02:19 |
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| 02:23 |
kilbith |
a very small prototype I'm making for a french public institution, it features the Camera API: https://www.youtube.com/watch?v=mfUyf2XlHKE&t=8s |
| 02:26 |
MTDiscord |
<Jonathon> for those of us who dont know French, what is the gist of the hud text? |
| 02:28 |
kilbith |
some gibberish, it's a mini demo for our customers |
| 02:29 |
MTDiscord |
<Jonathon> ah, thank you |
| 02:29 |
kilbith |
each letter is associated with a *blip* sound, in some old-school plateformer fashion |
| 02:30 |
kilbith |
* platformer |
| 02:39 |
rubenwardy |
That looks cool |
| 02:39 |
rubenwardy |
Although, it reminds me of how insufficient animation APIs are in Minetest, especially for UIs |
| 02:44 |
kilbith |
the HUD also tentatively break with UTF-8 chars, I was forced to trim all accented chars; I consider hiring a dev to fix that as UTF-8 = hell |
| 02:53 |
rubenwardy |
For my games, I have test GUIs which have a metric shittonne of unicode characters for testing |
| 02:55 |
kilbith |
GUI do work, HUD not |
| 02:56 |
rubenwardy |
Formspecs working correctly? Never happened before |
| 02:57 |
kilbith |
hmmm I may know why |
| 02:57 |
kilbith |
an accented char is two bytes (afaik), and I iterate byte by byte |
| 02:57 |
kilbith |
so it may not work until the next byte is in the loop |
| 02:59 |
kilbith |
I need that loop actually: https://github.com/minetest-mods/i3/blob/main/src/common.lua#L83 |
| 03:04 |
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| 03:12 |
rubenwardy |
Ah, problem in the mod then. We need to add a utf8 library to Lua for this |
| 03:13 |
MTDiscord |
<Jonathon> wasnt v-rob working on this? |
| 03:14 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/pull/12066 |
| 03:22 |
kilbith |
afaik LuaJIT already have the utf8 lib builtin |
| 04:00 |
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| 06:33 |
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| 06:42 |
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| 06:56 |
rubenwardy |
could do with this https://matklad.github.io/2021/02/06/ARCHITECTURE.md.html |
| 07:16 |
sfan5 |
rubenwardy: technically the right thing to link is #12418 but that fix isn't all that important |
| 07:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/12418 -- Remove float vector range checks from scriptapi by sfan5 |
| 07:16 |
sfan5 |
if you want to highlight a security fix I think you know which one |
| 07:18 |
sfan5 |
(the other commit is the more conservative fix that was supposed to go in 5.5.2) |
| 07:26 |
rubenwardy |
thanks |
| 07:26 |
rubenwardy |
the links are more for my own reference, ideally an advisory would be used if it exists |
| 07:26 |
rubenwardy |
but there's no need for really low priority stuff |
| 07:57 |
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| 20:21 |
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| 20:24 |
sfan5 |
https://0x0.st/o1ne.png who caused this to happen in devtest |
| 20:32 |
sfan5 |
we should really have a reference rendering of devtest nodes that can at least be compared manually |
| 20:44 |
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| 20:52 |
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| 20:54 |
schwarzwald[m] |
Or a git hook that doesn't allow you to commit unless you've run the devtest executable at least once since your last code changes. |
| 20:55 |
schwarzwald[m] |
I wonder whether that red text is obvious enough to people who have a color blindness. |
| 21:03 |
x2048 |
#12559 :) I literally spent an hour traversing through code to understand why tiled_n renders like this |
| 21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/12559 -- Devtest tiled:tiled_n texture is misleading |
| 21:03 |
sfan5 |
I checked the docs first :) |
| 21:04 |
x2048 |
Good habit :) |
| 21:05 |
sfan5 |
rotation the stair sometimes changed the texture tho so I think there's some kind of bug |
| 21:05 |
sfan5 |
unless I misunderstood the docs |
| 21:05 |
sfan5 |
rotating* |
| 21:05 |
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| 21:18 |
x2048 |
how do you rotate the nodes in devtest? |
| 21:19 |
sfan5 |
param2 tool |
| 21:22 |
x2048 |
of course, thank you! |
| 21:30 |
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| 22:48 |
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| 22:57 |
MTDiscord |
<Ronoaldo> sfan5: thank you so much for the help with the arm64 (aarch64) build. Using Lua from git fixed the crashes. You nailed it! |
| 23:09 |
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