Time Nick Message 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 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 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 12:05 celeron55 https://forum.minetest.net/viewtopic.php?f=7&t=9177 12:05 celeron55 i finally got this to a publishable state 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? 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 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.digitalaudioconcepts.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/rubenwardy/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 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/issues?direction=desc&labels=bug%2Cblocker&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