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IRC log for #minetest-dev, 2014-04-26

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All times shown according to UTC.

Time Nick Message
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01:25 Megaf folks, how do I commend large portions of code in lua?
01:29 Megaf --[[ and ]] :)
01:30 kahrl print("that code is very nice")
01:30 kahrl oh, comment
01:30 kahrl :P
01:53 Megaf heh
01:54 Megaf VanessaE: can those normal textures be used in minetest minimal?
01:54 VanessaE "normal" textures?
01:55 Megaf I mean, texture packs
01:56 VanessaE well HDX works in minimal, so I suppose anything else should
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07:01 sapier any comments on #1198? that's required in order to support android devices because gui won't be really usable without it
07:01 ShadowBot https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier
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07:20 sapier and comments to #1241 are welcome too, it's the long waiting formspec cleanup ... yes I know it's quite a lot, most of it is code moving. Guess best way to check is just try it
07:20 ShadowBot https://github.com/minetest/minetest/issues/1241 -- Add formspec toolkit and refactor mainmenu to use it by sapier
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12:05 celeron55 https://forum.minetest.net/v​iewtopic.php?f=7&t=9177
12:05 celeron55 i finally got this to a publishable state
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12:17 celeron55 hmm, i'm not sure whether to enable replies or not
12:18 celeron55 i think i'll not do that; they would be just biased in weird ways and the point of that is to be how i see things, because it has seemed like people want to know that
12:22 Anchakor would sqlite work well as a sort of cache between memory and server when memory is getting full and dumping data is bad because server would need to retransmit them?
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12:23 Anchakor I was reading about binary serialization stuff for voxels and it seems there exist things, but very specialized, more like for volumetric data for movie effects
12:26 celeron55 i don't consider either of those important at all; minetest performs just fine for the voxel part
12:27 Anchakor yeah I know, I am asking not for minetest, just what is your experience with sqlite performance and in general as used by minetest
12:28 celeron55 client-side caching wouldn't hurt though
12:30 celeron55 and yes, most of development related to voxels isn't exactly about the stuff that minetest has, altough i guess some of it might still apply
12:30 Anchakor dbs are usually used for persistance, so this is unusual use case, since for cache-like stuff you don't need persistance
12:31 Anchakor though you could use the persistance to do then compute chunk data hashes for server to compare whether to send updated version
12:34 celeron55 timestamps are better for that
12:35 celeron55 (because they don't require hashing content)
12:37 Anchakor true, mtime ftw
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16:07 rubenwardy I would like to talk about Voxel Area Entities from a user interface view point. How would they be created? ( http://dev.minetest.net/TODO#Voxel_Area_Entities )
16:07 VanessaE_ celeron55: regarding multiple sub-games, if you think mine's ready to include (I suppose it is), it at least has a name now.  Dreambuilder Game.
16:07 rubenwardy Also, is this the currect place?
16:07 VanessaE_ (the download for it is always at http://minetest.digitalaudioconce​pts.com/Dreambuilder_Game.tar.bz2 .. there is no git repo yet)
16:13 celeron55 rubenwardy: at least initially probably by placing some kind of core node (which might be removable afterwards without breaking the VAE)
16:13 celeron55 not sure
16:13 rubenwardy I am writing a gist with a few suggestions
16:13 celeron55 also, that wiki page is very old and completely written by hmmmm
16:13 celeron55 (but it can be used i guess)
16:16 rubenwardy I imagine calculating rigid body physics with VAEs would be a PITA
16:16 celeron55 VanessaE_: whether it is ready is mostly up to you and votes, but i guess i might find time to check it
16:17 celeron55 rubenwardy: i don't think planning anything like that should be done initially
16:17 celeron55 just something that barely works and can be improved on
16:17 rubenwardy I thought that might be the cas
16:17 rubenwardy e
16:17 celeron55 it's enough of a challenge anyway
16:19 celeron55 however, rigid body physics are trivial with a physics library
16:20 celeron55 i'd imagine a small and portable one can be found
16:21 rubenwardy These are my ideas: https://gist.github.com/rube​nwardy/5b4ba1163afa1e504592
16:22 celeron55 user interface idea: if it's simply up to a mod to do something like minetest.create_vae(position), then a mod can eg. create a workbench on which if you place a node, the mod just sets it to be the base of a VAE
16:22 celeron55 that's be quite an intuitive and flexible end result
16:22 rubenwardy That is a good idea
16:22 celeron55 then you can build on the node and take it off from the workbench
16:23 celeron55 rubenwardy: link that from the wiki so everyone finds it
16:23 rubenwardy I will do
16:23 celeron55 i'll link the wiki from my roadmap
16:30 rubenwardy Thinking about moving VAEs is less of a problem. Mods / subgame could add engine blocks, steering wheel blocks, etc.
16:31 rubenwardy What about players hitting the VAE to move it?
16:31 celeron55 i consider all of that game-specific
16:31 rubenwardy That is true.
16:33 celeron55 which does imply that those should be reasonably easy to do
16:36 rubenwardy Time for some HTML5 XD
16:39 [PavelS] How VAE will combine node and entity stuff?
17:27 hmmmm a prerequisite for voxel area entities is fixing the god damn block position "hashing"
17:27 hmmmm I can't think of a more fucked up way to pack 36 bits of information
17:32 hmmmm well, there could also be an additional 'vae' table in the map
17:32 hmmmm either way would require the presence of a map version
17:32 hmmmm map format version
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20:55 BlockMen are there any ideas on next release yet?
20:56 BlockMen or other way round: what has to be done for 0.4.10
22:20 PilzAdam BlockMen, https://github.com/minetest/minetest/issue​s?direction=desc&labels=bug%2Cblocker&​amp;page=1&sort=created&state=open
22:20 BlockMen does it crash anything?
22:21 BlockMen if not, why is it a blocker then?
22:22 PilzAdam its a bug that was (probably) introduced after the last release; and it makes the game unplayable
22:23 PilzAdam also I marked it as blocker as a reminder to all the other shader bugs introduced by RBA's changes
22:33 BlockMen F3? also how "large" is the area this happens?
22:34 BlockMen there is IMO no reason to mark as blocker since you can still play the game and it does not crash because of
22:34 BlockMen ^ that does not mean i want leave it as is for 0.4.10
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