Time  Nick          Message
08:17 Krock         ANAND: why so sad? :(
08:18 ANAND         #8495 (issue comment)
08:18 ShadowBot     https://github.com/minetest/minetest/issues/8495 -- Fix incorrect pointer placement repo-wide by ClobberXD
08:18 ANAND         :_(
08:19 ANAND         But what you said is perfectly valid. Nothing we can do about it. I'm just feigning to be in a state of utter misery - gotta get that PR merged somehow ;P
08:21 Krock         FYI: there are way more misplaced brackets and missing spaces
08:22 Krock         content_cao and _sao surely have such places
08:22 Krock         maybe game.cpp too, not sure.
08:22 ANAND         I too thought so
08:23 Krock         if you're already formatting these, it should be done so they can be removed from the LINT whitelist
08:23 Krock         and per-directory, rather than for the entire project
08:23 ANAND         But this PR only corrects the pointer placement
08:24 ANAND         Fixing code-style completely, but per-directory seems to be a more sensible idea.
12:42 Calinou       sofar: thanks :)
12:42 Calinou       Krock: well yeah, the upside of the README is that you can read it easily on a headless system like a VPS
12:43 Calinou       so if you stumble upon a mod archive, you know how to install it :P
12:43 Krock         oh I see. good point
15:12 Fixer         *,,,,,*
16:32 rubenwardy    yay, one approval! #8461
16:32 ShadowBot     https://github.com/minetest/minetest/issues/8461 -- Reimplement particles using the Irrlicht particle system and improve collision handling by DTA7
17:02 Fixer         \\\\o
17:03 srifqi        o/
17:22 ANAND         Been wanting to ask this for quite some time - What are the benefits of using Irrlicht particle system?
17:23 rubenwardy    faster
17:23 rubenwardy    waayyyyy faster
17:23 ANAND         Cool :D
17:23 rubenwardy    our implementation has a scene node per particle
17:23 rubenwardy    each particle thus has a draw call
17:23 MinetestBot   tumeninodes: Apr-27 03:22 UTC <benrob0329> I'm pretty handy with mesecons
17:23 rubenwardy    Irrlicht batches the particles into one draw call
17:23 ANAND         Eww...
17:24 tumeninodes   Hiiiidy hoe
17:24 rubenwardy    it's like doing   1000x drawParticle({x,y,z})     instead of        drawParticles([ {x,y,z}, ...1000 ])
17:25 ANAND         Heh
17:26 ANAND         Why then did MT create its own particle system? Is there a catch to Irrlicht's?
17:26 tumeninodes   I was looking at some other game engine's UIs, with a thought of possibly attempting to integrate them into MT, just purely out of daydreaming
17:26 rubenwardy    because people are stupid
17:26 rubenwardy    NIH
17:27 tumeninodes   I can confirm this... from experience, I'm a people, and I'm stupid
17:28 tumeninodes   https://doc.xenko.com/3.1/en/manual/ui/index.html
17:28 rubenwardy    UI is surprisingly painful
17:28 tumeninodes   !title
17:28 MinetestBot   tumeninodes: UI | Xenko
17:28 rubenwardy    added tooltip support last week: https://i.rubenwardy.com/Dz3bY.png
17:29 tumeninodes   nice. is the line space necessary or just a result of whatever?
17:29 ANAND         Nice
17:30 rubenwardy    line space?
17:30 rubenwardy    the empty line in the tool tip is on purpose
17:30 ANAND         Vertical separation
17:30 tumeninodes   between the name and the defs
17:30 rubenwardy    I'm planning on adding support for text colors and sizes
17:30 rubenwardy    in which case it'll be smaller and in different colors instead
17:31 tumeninodes   ah ok
17:31 ANAND         Quick question: How would style[] work on older clients (would it)?
17:31 rubenwardy    fun gimick: https://i.rubenwardy.com/FtDNF.png
17:31 rubenwardy    ANAND: it won't
17:31 ANAND         Then, how...
17:32 rubenwardy    unfortunately there will be errors, because formspec are stupid
17:32 tumeninodes   there are a few opensource engines on github, with decent UIs, which might not be overly difficult to integrate
17:32 ANAND         :(
17:32 rubenwardy    but there's an API to get client versions
17:32 rubenwardy    so you could use that
17:32 ANAND         Yeah but most mods aren't going to take the pain to do that :)
17:32 tumeninodes   The UI for Xenko of course is very elaborate and the most luxurious of them
17:33 IhrFussel     Hey do you guys think it is called 'kick off protection' or 'kick from protection'?
17:33 tumeninodes   kick to the balls?
17:33 ANAND         :P
17:33 IhrFussel     I'm implementing a way to make player leave your own protection
17:34 rubenwardy    another fun feature: https://i.rubenwardy.com/JJwWz.png
17:34 ANAND         Ah, then "Kick from ..." sounds more natural
17:34 tumeninodes   it looks nice but ugh, so much dead space
17:35 rubenwardy    yeah, it's not meant to look like that
17:35 rubenwardy    I've never tried to stretch it
17:35 tumeninodes   our formspec is so.... bland
17:35 rubenwardy    that one probably shouldn't be stretchable
17:36 tumeninodes   I still love Kenney's artwork ;D
17:36 rubenwardy    oh lol
17:36 rubenwardy    yeah, I'm still using that
17:36 rubenwardy    except my hand drawn dog
17:36 tumeninodes   I hope some day I have time to finish my version of it
17:36 rubenwardy    https://i.rubenwardy.com/rLq8h.png
17:37 tumeninodes   hahahaha Im busting laughing
17:37 ANAND         lol, what's that?
17:37 rubenwardy    it's a dog
17:37 rubenwardy    pretty obvious, gosh
17:37 rubenwardy    all it does currently is attempt to follow the player, and glitch through walls
17:37 tumeninodes   it looks like that dude's arm cut off with the middle finger up
17:38 rubenwardy    also
17:38 rubenwardy    here is my original artwork: https://blog.rubenwardy.com/static/blog/rvwp/4_inventories_placement.png
17:38 rubenwardy    you may notice the textures
17:38 ANAND         -_-
17:39 tumeninodes   I can't do, top down games they afuse me
17:39 rubenwardy    can't do?
17:39 rubenwardy    they're Minetest's textures
17:39 tumeninodes   can't play them
17:40 rubenwardy    oh lol
17:40 ANAND         tumeninodes: it really does look like what you described it to be, lol
17:40 rubenwardy    I love RimWorld so much
17:40 tumeninodes   yes, I noticed the sand and the book
17:40 tumeninodes   I was being kind and kid friendly and didn;t want to hurt rubenwardy's feelings too much
17:41 rubenwardy    Hey paramat, before you join join the channel and complain, please admire my map generation skills: https://i.rubenwardy.com/lRV1K.png
17:41 tumeninodes   really need to start thinking about looking at other UI options though
17:42 tumeninodes   being into series 5 now... it's just time
17:43 tumeninodes   and like I said, there ARE a few decent options I have seen already on github to look at, and still many pages of the search left to look through
17:45 tumeninodes   why does everyone go to lunch when I talk? xD
17:45 ANAND         lol
17:47 tumeninodes   !tell benrob0329 thanks dude I'm all set now, it was just for testing. But I did it already
17:47 MinetestBot   tumeninodes: I'll pass that on when benrob0329 is around
17:48 rubenwardy    what's series 5?
17:48 ANAND         5.0.0
17:48 tumeninodes   my psychotic way of saying 5.0.01
17:48 rubenwardy    ahh
17:48 tumeninodes   sounds cooler and I want to set a trend
17:48 rubenwardy    5.0.0.0.0.0.0.0.0.0.0.0.0.6
17:48 tumeninodes   wait 5.0.1
17:49 tumeninodes   0_o this is getting confizzling
17:49 ANAND         Dev is quite slow these days
17:49 tumeninodes   slow-er
17:50 tumeninodes   usually the same this time of year
17:50 ANAND         True
17:50 tumeninodes   which is a perfect time to startlooking at formspec replacement options.
17:51 tumeninodes   That way when people come back they have no idea wtf is going on
17:51 tumeninodes   it's a good business model, I've seen it done many times
17:51 ANAND         haha
17:52 tumeninodes   it makes people try harder, because they think something is going on that they've been left out of :D
17:54 ANAND         The new FS replacement should at least ditch this weird syntax and require a table-based syntax instead
17:55 ANAND         e.g. { type = "button", pos = {x = ,y = ,w = ,h =}, label = "Press here" }
17:56 ANAND         I'd also love to see non-modal UIs
17:57 ANAND         or, interactive HUD elements
17:57 tumeninodes   something not so stiff and restrictive
17:58 tumeninodes   a UI wetdream https://doc.xenko.com/3.1/en/manual/ui/index.html
17:59 rdococ        the layout should be fixed
17:59 ANAND         Wow, that's sophisticatedly cool
17:59 rdococ        x, y should be the same position for every UI element
17:59 ANAND         Yea
17:59 tumeninodes   why?
18:00 IhrFussel     I potentially found a HUGE security issue in the MT menu... can I tell someone trustworthy who has 5.0.1 handy?
18:00 ANAND         I'm on 5.1.0
18:00 rdococ        5.1 exists?
18:00 ANAND         The -dev version
18:00 rdococ        ah
18:00 ANAND         Well, ye can always trust the devs
18:01 ANAND         :)
18:01 tumeninodes   ther's something about the number5... and security issues
18:02 tumeninodes   G5, now 5.0.1
18:02 * tumeninodes puts on conspiracy hat
19:35 tenplus1      Hi folks :)
19:35 tenplus1      hey Krock
19:38 tumeninodes   o/
19:38 tenplus1      hi tumeni o/
19:41 tenplus1      Farming Redo was updated so that each crop has it's own rarety value
19:41 tumeninodes   gettin fancy
19:42 sfan5         what are the effects of that?
19:42 tenplus1      a needed feature it seems, some plants were a little too rare for players :D
19:42 sfan5         ah
19:43 tenplus1      hi sfan...  means that you can make things like carrots spawn all around but hemp rare as hell
19:43 tumeninodes   money is a little too rare for me.... can you fix that?
19:43 tenplus1      the farming.conf file lets you amend all the settings :)  farming.money = 500.0
19:43 tumeninodes   haha
19:44 Krock         hi tenplus1
19:44 tenplus1      hi dude
19:44 VanessaE      ah HAH
19:44 tenplus1      ]hi Vanessa :P
19:44 VanessaE      hi :)
19:46 tenplus1      anything new in the world of homedecor ?
19:47 tenplus1      was thinking of a removal's box that you could use to move ANY node with metadata and timers from one spot to another
20:06 tenplus1      nite folks
20:10 IhrFussel     Is 'return old_is_protected(pos, name)' inside protection mods only needed cause the server might use multiple protection mods? I mean if I'm 100% certain I only use this one mod for protection then I can simply return false instead right?
20:11 Fixer         hi tidyman
20:15 Krock         IhrFussel: return false will allow all actions
20:16 Krock         mods need to overwrite this function in order to prevent player interactions
20:16 Krock         it can also be overwritten entirely, without a backup variable, but that surely makes the mod incompatible with other protection mods
20:16 IhrFussel     Krock, I mean this https://github.com/minetest-mods/areas/blob/master/interact.lua#L2
20:18 IhrFussel     Well it's only for personal use in my case ... so it won't break if I replace that with 'return false'?
20:21 Krock         it also won't bring you any benefit from doing that
20:43 Krock         o/ bai
22:41 paramat       "please admire my map generation skills: https://i.rubenwardy.com/lRV1K.png" LOL
22:44 tumeninodes   I dream of a map... MGFlat, with a ridges/river settings like MGV7 added, with one large river winding down through the middle.... MG V8... priceless. ;)
22:45 tumeninodes   or... just MGFlat with the additional option
22:53 paramat       hey good to see you here. hmm good idea
22:55 tumeninodes   I'm hopefully slowly getting more active again, real life got busy
22:57 tumeninodes   gotta head out to take my kid so he can see endgame with his buds
22:58 tumeninodes   he's having social media withdrawls cuz he doesn't want to see spoilers xD
22:58 tumeninodes   bbl
23:06 rubenwardy    Minetest has 121,598 lines of C++
23:06 rubenwardy    122,290 including comments and empty lines
23:29 paramat       not many comments or empty lines then, thought there would be more
23:38 Fixer         rubenwardy: feels like pattern from some demos
23:38 rubenwardy    Fixer: it's literally just 2d noise