Time Nick Message 00:04 kahrl VanessaE: I didn't work on the extrude code, if you mean that 00:04 VanessaE oh ok 00:04 VanessaE I must be mixing it up with something else. 00:04 kahrl optimize_invtex? 00:05 VanessaE that might be it, yet 00:05 VanessaE yeah* 00:05 kahrl that makes the inventorycubes faster (but is a bit buggy still) 00:27 Exio4 are there "news" with libmtmap? 00:27 Exio4 about* 04:30 kahrl Exio4: guess not 04:32 kahrl thexyz: would it make sense to run updatepo.sh? 04:34 kahrl I notice some line numbers have changed, making it a bit hard to find where stuff is used (when coming from weblate) 04:38 thexyz no, not now 04:38 thexyz the guy's already translating 04:39 thexyz and I don't want to solve conflicts again 04:39 kahrl right 18:54 Sokomine hi. i've got a problem: i need visual_scale for something other than plantlike. signlike would be fine... 18:54 Sokomine reason for request: http://mg.viewskew.com/u/sokomine/m/screenshot-2572232307/ (want windmills that rotate without using entities) 18:55 Sokomine does not cover windmills only. waterweels and other rotating objects could also be done - and would look reasonably nice 18:56 Sokomine alternatively, applying animated textures to the entire nodebox might also help 18:58 PilzAdam I guess visual_scale can be easily added to torch- sign- and maybe raillike drawtypes 18:59 Sokomine that would be great. i have searched the code but am not familiar enough with it. can't find an exeption for the plantlike drawtype 19:01 Sokomine ah yes. seems to be in content_mapblock.cpp 19:04 celeron55_ adding it to signlike can be done right now as it's completely trivial for it 19:04 celeron55_ for anything else it's nontrivial to say how it should align 19:04 celeron55_ but signlike seems to be what sokomine needs 19:05 VanessaE +1 for making signlike respect visual_scale 19:05 VanessaE nodeboxes respecting it would be even better 19:05 VanessaE is that doable? 19:06 VanessaE reason: I suggested to ShadowNinja to use several flat/2d nodeboxes stacked up close together, so that the image displayed on the face looks extruded. 19:06 celeron55_ well it's probably possible by hammering around in the codebase until things seem to work 19:06 VanessaE heh 19:06 celeron55_ there are probably issues with collisions and textures 19:06 celeron55_ collisions may be unfixable 19:07 celeron55_ because it becomes impossible for code to check for collisions by checking nearby nodes, because some far node could extend 10000 nodes to there 19:07 VanessaE well it's more a matter of being able to make it appear right. I'm sure we can fake th3e collision boxes or something 19:07 VanessaE -3 19:07 VanessaE (fake it in the mod I mean) 19:09 celeron55_ Sokomine: did you already find what to do? 19:10 Sokomine the patch seems pretty easy 19:10 Sokomine yes, thank you. i'm experimenting with it now 19:10 celeron55_ it's a matter of replacing video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0) lines with video::S3DVertex(BS/2-d,BS/2*scale,BS/2*scale, 0,0,0, c, 0,0) 19:11 celeron55_ (scale being something where the scale is actually found in there...) 19:11 Sokomine yes. just had to find the right place for it 19:12 Sokomine there are some graphical glitches sometimes, but perhaps they can be solved as well 19:16 Sokomine it obviously helps if the signlike windmill-wheel is not attached directly to a wall; if 1 node is left between them, it looks far better. we can do a nodebox for the axis 19:17 Sokomine and: thanks for pointing me in the right direction. that's usually the most difficult part 19:44 VanessaE Sokomine: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/windmill.png 19:44 VanessaE please reload. 19:44 VanessaE 16 frames, and much cleaner than the first one 19:44 VanessaE (still 80px wide, so it'll keep the same apparent width) 19:45 VanessaE s/width/diameter/ 19:46 VanessaE er, NOW reload it. 19:46 VanessaE shit, wrong channel 19:46 VanessaE sorry guys. 20:15 Sokomine the patch required for this change only requires changes to 4 lines. how best to submit them? a pull request seems exaggerated. a diff can be found here: http://pastebin.com/xBgbcaYe 20:15 Sokomine it'd be easier to tell people to get latest git instead of everybody intrested patching again 20:17 Exio4 there were, and are, pull requests for a single line change 20:18 Sokomine so you'd prefer a pull request? 20:24 Exio4 i think it will make it don't get lost in the log 21:02 Sokomine hope i did everything right: https://github.com/minetest/minetest/pull/951 21:15 ShadowNinja *ahem* 76 pull requests. 21:17 ShadowNinja Most of them aren't controversial, and a lot of them are very simple/already have been agreed to. 21:17 celeron55_ Sokomine: the commit message is all wrong though 21:18 Sokomine oh. what's wrong there? 21:19 celeron55_ it should start with a capital letter and be in present tense 21:20 Sokomine ok. anything else? seems i can edit it 21:21 celeron55_ well the code could be made better by calculating BS/2*f.visual_scale to a short variable on a single line and using it there, that's over the 80 character suggested limit as it is now 8) 21:21 celeron55_ (yes, it is totally possible to find more than four problems in a four-line pull request) 21:26 ShadowNinja Sokomine: You have to change the actual commit message, not just the issue title. Use git commit --amend 21:31 Sokomine 80 character limit is a good idea. and yes, there's always something that can be improved. i'll see how it can be improved 21:31 proller 50 for tabs, 30 for code 21:51 ShadowNinja kahrl: Wouldn't it be better to use, say, -DRELEASE=1 instead of commenting out the like in CMakeLists.txt that adds -dev? 22:58 Sokomine after that -amend command, i get "Your branch and 'origin/master' have diverged, and have 1 and 1 different commit each, respectively." how can that be sorted out? 22:59 VanessaE git push -f 23:00 Sokomine that did help. thanks! 23:00 VanessaE mmhmm 23:01 VanessaE (torchlike works with visual_scale also?) 23:07 Sokomine with the newest modification, yes. thought it might be useful 23:08 Sokomine guess the pull-request is ready for further inspection. if there's still something wrong (i'm not that familiar with git apart from the normal pull-commit-way), or another style is used, or whatever, please tell 23:09 Sokomine hope you'll do more animations. it looks well if something seems to rotate. brings more life to the game 23:14 Naked hi hmmmm 23:14 hmmmm hello 23:15 VanessaE greetz, hmmmm. 23:15 hmmmm heya 23:21 Sokomine hi hmmmm