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IRC log for #minetest-dev, 2014-04-27

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Time Nick Message
00:46 Sokomine joined #minetest-dev
00:47 Megaf People, I'm trying to import the player part of default mod from minetest_game to minimal
00:48 Megaf just copying and pasting the player.lua text into init.lua on a "player" folder didnt work, of course
00:49 Megaf What would be the right way of doing that?
00:49 PilzAdam Megaf, why do you want to do this?
00:50 Megaf PilzAdam: Because I'm making a game based on minimal
00:53 PilzAdam Megaf, I guess it relies on "default" being a table; so either add player.lua to the default mod or depend on it
00:55 Megaf ok
00:57 PilzAdam also you shouldn't base a game on minimal
00:57 PilzAdam it's really just a development test
00:59 Megaf PilzAdam: it worked
00:59 Megaf thanks
01:00 Megaf Worry not, I think I know what I'm doing, I'm sure about that, maybe
01:09 Megaf Anyone here to help me test it?
01:09 Megaf https://github.com/Megaf/RPi
01:09 Megaf I'm not sure if I pushed all files I have
01:10 Megaf I mean, pulled
01:10 PilzAdam I think you mean pushed
01:10 PilzAdam and this is not the right channel for game development
01:12 Megaf There's no right channel for that, I will just create a topic
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01:14 PilzAdam Megaf, #minetest is the right channel for basically everything except engine dev
01:16 Megaf Ok
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02:31 blaise apparently Megaf can't get her server to announce to the public list
02:31 blaise very sad
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05:06 RealBadAngel hi
05:06 RealBadAngel whats up folks?
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06:44 VanessaE_ hi
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08:51 RealBadAngel Hi nore, VanessaE_
08:51 nore hi
08:53 RealBadAngel nore, i would like to get some things speeded up. we do have many ideas lying on the shelf already
08:53 RealBadAngel wanna start some coding marathon?
08:56 RealBadAngel ive taken gsmapper onto desk
08:57 nore I've not much time now... sorry...
08:57 nore but anyway, good idea
08:58 RealBadAngel we shall focus on the issues
08:58 RealBadAngel ive readed that one c55 created
08:58 RealBadAngel i mean the list of goals
08:59 RealBadAngel i think he avoided visuals things
08:59 RealBadAngel and i should create my own one
09:00 RealBadAngel regarding shaders, rendering passes, missing draw types
09:01 RealBadAngel also the terminal thingy.... i shall finish that too one day
09:02 RealBadAngel meanwhile ive started to read and at least comment (if not close) the issues
09:02 RealBadAngel ive found that many are terribly outdated ones
09:03 RealBadAngel 2yrs even
09:03 RealBadAngel last few days ive closed (some of them fixed) a few ones
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14:12 sapier if noone complains I'm gonna merge #1198 soon, especially the hud indention fixes are a nightmare to rebase
14:12 ShadowBot https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier
14:19 sapier btw anyone out there to test #1253?
14:19 ShadowBot https://github.com/minetest/minetest/issues/1253 -- Add support for line based polarized 3d screens by sapier
14:23 RealBadAngel will 1198 solve problems with hearts images greater than 16px being displayed too big?
14:26 sapier no for pc it's mimicrying old behaviour
14:26 sapier it'a patch for android preparation
14:27 RealBadAngel so, what it does? m_hotbar_imagesize = HOTBAR_IMAGE_SIZE * porting::getDisplayDensity();
14:27 sapier if displayDensity would return different values scaling hotbar would be done
14:28 sapier android for example has 7 values, on pc we've got 3 values only (based on screensize)
14:28 RealBadAngel i see
14:29 sapier assuming screen size to be related to density is wrong too, but that's how it is done right now too, that patch adds a generic interface to be used by different ports
14:31 sapier right now only the basic hud elements are scaled because it's almost impossible to do this (correct) for user specified ones
14:34 RealBadAngel but the hearts were scaled correctly before
14:34 RealBadAngel i mean some time ago
14:34 RealBadAngel what was changed?
14:34 sapier define "correctly"
14:34 RealBadAngel same sized for all the image resolutions
14:35 sapier no scaling is correct scaling?
14:35 RealBadAngel no, it is not
14:36 RealBadAngel that change broke all the texture packs out there
14:36 sapier ok slow down  what's it supposed to be?
14:40 sapier my patch doesn't change the way hearts are drawn how is it supposed to break something  (not beeing broken before)?
14:45 sapier rba?
14:45 RealBadAngel the hearts(bubbles and so on) shall be same sized on the screen regardless the image resolution
14:45 sapier even if I wanted to do this I can't
14:46 sapier I don't have display density on pc and andorid does only have levels so size won't be identical
14:47 sapier And I'm quite sure it's gonna be less then a day till someone complains because of heart looking somehow disorted
14:49 sapier but still does this patch do anything bad to statbar not beeing same way then before?
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14:51 RealBadAngel this is fucked up already
14:51 RealBadAngel texture pack makers are forced to use just 16px images for that
14:52 RealBadAngel or choose to not to provide that images at all
14:52 sapier ok does a issue exist for it? I'd consider "scalable statbar" to be a feature request
14:53 RealBadAngel i repeat once again, it was workin correctly before
14:53 sapier define "before"?
14:53 sapier current master?
14:53 RealBadAngel huh i dont know atm what change broke it, it happened quite a while ago
14:54 sapier ok then it's a bug report ... I don't remember any issue for this? did I only miss it or is it missing?
14:55 RealBadAngel i think that theres an issue for that already
14:56 RealBadAngel https://github.com/minetest/minetest/issues/669
14:56 sapier ok good, but still I wont and even can't fix anything broken 1000 lines around some line I fix. I assume this patch will improve chances to fix the statbar things too but it's not targeted to fix it
14:56 RealBadAngel ok, i will code that
14:57 RealBadAngel i just hoped that your code fixes that ;)
14:57 sapier nope but I think you can use the getDensity thingy to fix it
15:10 RealBadAngel oke doke
15:10 VanessaE_ I remember before all that HUD stuff that images for hearts used to work fine and didn't have to be locked at ~16px
15:10 VanessaE_ HDX used to have a 128px hearts and they were properly scaled down
15:11 VanessaE_ when the change in question went in, suddenly half the screen was filled with, like, three hearts
15:11 sapier btw mods can scale their images themselfs after this patch
15:11 VanessaE_ I complained and my complaints were shot down
15:11 RealBadAngel yeah, indeed. that was hud that bwoke it
15:12 RealBadAngel sapier, youre wrong at definition. TP is not a mod
15:12 sapier I guess it's been broken because of lack of really sane way to fix it, without real knowledge about display dpi it's not possible to fix the size
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15:13 sapier I know that tp and mods are different, but hearts as well as bubbles are special things
15:13 RealBadAngel since it was already workin correctly youre wrong again... ;)
15:13 sapier they're user defined gui elements
15:13 VanessaE_ sapier: it's not about DPI knowledge, it's about display size.
15:13 sapier no I'm not, the old way was broken just seemed to work
15:14 VanessaE_ I don't know how HUD elements are specified, what I DO know is that those images were properly scaled before.
15:14 RealBadAngel broken the good way? i can live with that ;)
15:14 sapier no it isn't vanessae .... display size (in general) doesn't tell anything about icon size ... it's pure change dpi is quite similar for most pc displays for ages
15:15 VanessaE_ sapier: nonono, not "size of the user's display".  I mean "size of the displayed image"
15:15 RealBadAngel irrlicht can handle it itself
15:15 sapier no it doesn't vanessae, there are 24" displays with 1920x1080 but recently new 4k displays too
15:16 RealBadAngel sapier, push that code of yours so i can work on current one
15:16 sapier irrlicht doesn't even know about it
15:16 RealBadAngel i will code it
15:16 VanessaE_ sapier:  I went from a pair of 1280x1024 17" panels to a pair of 1600x1200 21" displays here so I am quite aware of that
15:17 RealBadAngel talking bout it lasts way longer that it will take coding that
15:18 sapier well rba doing it right is way more difficult then you may expect
15:18 RealBadAngel wanna bet?
15:18 RealBadAngel crate of beer
15:18 VanessaE_ sapier: if formspecs and even the hotbar scale themselves up and down to fit the player's window size, why don't the hearts?
15:18 sapier let's try your fix on all androdi devices we're gonna find too
15:18 twoelk yay, contest, contest
15:18 VanessaE_ the hotbar is a HUD element, is it not?
15:19 VanessaE_ and IT works *properly now*
15:19 sapier because formspec scaling is insane on high dpi screens
15:19 sapier you're gonna get a HUGE button just because you've got a big screen
15:19 VanessaE_ G*d damn it sapier I'm not talking about screen size here, I'm talking about window-relative
15:19 * RealBadAngel is sitting on a crate of beer
15:19 twoelk prost
15:20 VanessaE_ fix the window-relative scaling fuckup first
15:20 sapier vanessae if we scale everything to keep window relative size, we loose any benefit of bigger screens
15:20 VanessaE_ screen-resolution-relative scaling can be fixed separately if it's still an issue at that point
15:20 VanessaE_ not necessarily
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15:20 twoelk and adding infotext/tooltip for mainmenu elements might be nice
15:21 sapier how are we supposed to add e.g. a third button if we already have two buttons each using 50% of screen?
15:21 VanessaE_ if you have an item that scales to 2" diagonal regardless of the resolution and DPI of the screen, then surely a higher DPI screen will show more detail in that item (provided the source image has sufficient resolution and is using a proper scaling algorithm like Lanczos)
15:21 sapier I don't say it's not fixable, I only say you have to do a lot of testing to get it right
15:22 VanessaE_ (the 2" figure is just an example)
15:22 sapier how is it supposed to scale to 2" without knowledge about the dpi? ;-)
15:23 VanessaE_ sapier: um...by letting irrlicht scale it to whatever physical size you tell it to?
15:23 VanessaE_ irrlicht and opengl already know how to do that stuff
15:23 sapier irrlicht doesn't know about the physical size
15:23 VanessaE_ the application doesn't NEED to know the DPI of the screen
15:23 VanessaE_ that's the whole point of languages like opengl
15:23 VanessaE_ they're supposed to be pixel/DPI independent
15:23 sapier buy a high dpi screen and try it ... you're gonna be surprised how important knowledge about dpi is for most applications
15:24 sapier you can only avoid this by using vector graphics
15:24 twoelk svg ftw
15:24 VanessaE_ sapier: the only reason DPI should be needed is if you're sizing static elements that can't be scaled
15:25 VanessaE_ 90% of the on-screen elements in Minetest are scalable, so I thought
15:25 sapier as long as irrlicht doesn't provide a "scale to physical size" feature we need to do this ourselfs, and to do so we need knowledge about dpi
15:25 VanessaE_ doesn't it?
15:25 sapier no
15:26 VanessaE_ you're telling me you can't tell irrlicht "scale this object to 64x64 pixels"
15:26 VanessaE_ you already know the resolution/size of the "window" (screen, in the case of an Android device)
15:26 sapier when I talk about physical size I'm talking about the size a element will be if I put a ruler next to it
15:26 VanessaE_ you're telling me you can't calculate a good layout from that?
15:27 sapier 64x64 pixels can be anything from a frew mm to meters
15:27 VanessaE_ mmmh
15:27 twoelk so you ask systeminfo whats my dpi?
15:27 sapier no I can't calculate a layout to not waste space on high dpi screens and still work on low dpi screens
15:27 VanessaE_ if you've got a screen where 64px = "meters", you're in the wrong market for video games ;)
15:28 VanessaE_ but your point stands
15:28 twoelk depends on distance to screen
15:28 sapier go to las vegas vanessaE as far as I rember there's a screen with meters ;-)
15:28 RealBadAngel shall we all move to vegas to continue development of mt? ;)
15:29 sapier usually 64px is something from a few mm to cm
15:29 VanessaE_ fine, if you have to get DPI into the HUD spec, whatever.  But that doesn't solve the scalability problem of the imagery therein
15:30 sapier nope to really get use of high dpi screens mods need to switch between different layouts. As minetest itself has only hearts and bubbles our layout is relatively simple
15:30 VanessaE_ what mod?
15:30 VanessaE_ I'm talking about the default HUD here...
15:30 sapier e.g. inventoryplus
15:31 sapier statbar isn't minetest only but available to mods too
15:31 sapier so if you make it autoscale you may break mods using it
15:31 VanessaE_ somehow I just had a feeling this whole HUD thing was gonna end up being a clusterfuck
15:32 sapier no it's just incomplete
15:32 VanessaE_ well I warned and warned to do it right, from the beginning
15:32 sapier adding dpi is another step to get it done but it's still missing parts
15:33 sapier but I can't fix everything, I hud code is something I do only things absolutely necessary
15:35 twoelk maybe there should be several HUD layouts for pc or mobile devices
15:35 sapier e.g. for hearts and bubbles you need to make them double line on screens with width way smaller then height
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15:36 VanessaE_ twoelk has it right - mobile devices just plain need entirely new layouts.
15:36 sapier what's difference between mobile and pc? there are mobiles out there with way bigger screens then pc's have
15:36 VanessaE_ don't try to shoehorn PC-oriented HUD layouts into mobile devices or you cripple what PCs can do.
15:36 sapier imho you're both wrong
15:36 Calinou not bigger, higher defined; they use that higher resolution for high-quality fonts and such, not more information
15:37 sapier as I said we're close to having same issue on pc soon too
15:37 twoelk maybe split along the line of keyboard input and touchscreen
15:37 VanessaE_ sapier, most mobile devices have smaller (as in angular physical size measured in inches) screens than PCs and they can be rotated, too.
15:37 VanessaE_ NONE have screens as big as, for example, these panels in front of me.
15:38 sapier true, but some tablets have almost same display size as netbooks
15:38 sapier I don't think theres a sharp line between both
15:38 VanessaE_ for the sake of this argument, PC == laptop == netbook
15:38 VanessaE_ when I say "mobile", I expressly mean a tablet or phone
15:38 sapier and how are those layouts supposed to differ?
15:39 VanessaE_ twoelk just said it.
15:39 * twoelk is imagening a mobile phone with a screen as my cad machine in his pocket
15:39 sapier ok so windows 8 devices are mobiles?
15:39 sapier and my phone is a pc because it's got a built in keyboard
15:39 twoelk depending on coniguration = both
15:40 VanessaE_ or rather, you both did - different layouts that switch in if enough flags suggest the device needs it, multi-line arrangement of HUD elements, etc.
15:40 twoelk +f
15:40 sapier and what do you wanna change?
15:40 VanessaE_ Who said anything about Windows 8?
15:40 sapier windows 8 devices are quite common to have touchscreens
15:40 sapier even pc's
15:40 VanessaE_ come on sapier, don't be pedantic
15:40 VanessaE_ you know perfectly well what we're talking about
15:40 sapier and what about android television adapters, are those pc's or mobiles?
15:41 VanessaE_ iPad, iPhone, Android tablets and phones.
15:41 VanessaE_ THOSE are "mobile devices"
15:41 VanessaE_ treat anything else as a PC
15:41 VanessaE_ (kindle of course being a tablet too)
15:41 VanessaE_ well duh, do you carry your television around with you in your pocket? :P
15:42 VanessaE_ come on, use some common sense here
15:42 sapier no I don't I don't believe it's usefull to decide about mobile or not because the issues we face aren't really linked to that decision... it's pure chance they come together by now
15:42 twoelk my nephew does
15:42 Calinou <sapier> windows 8 devices are quite common to have touchscreens
15:42 Calinou <sapier> even pc's
15:42 Calinou none of them are actually used (in the PC world)
15:42 Calinou touch screen on a PC is gadget
15:42 VanessaE_ 99% of the people who would have an Android/Google TV adapter are gonna use it on a big plasma TV of some kind, if not some old CRT
15:43 sapier well my neighbour bought a aio touchscreen pc about 2 years ago and is heavyly using it
15:43 twoelk actually have one layout for classic pc and open ways for adding layouts for other devices => totally skinnable HUD
15:43 Calinou AIO with touch screen? the doctor must be happy
15:43 sapier it's basicaly a big screen with built in pc
15:44 VanessaE_ start with a PC-compatible layout - what we have now.  Optimize for that.  Make it fucking work PROPERLY.  Then create a new layout that works well on most tablets and phones.  Optimize that layout for those devices.
15:44 sapier of course touch screen control is something to decide and yes it's usually on mobile phones ... but that's not related to screensize or dpi at all
15:44 VanessaE_ leave it up to mod authors to make their mods adapt to small screens, if they need to at all
15:44 VanessaE_ stop trying to include 100838957487584 different kinds of devices.
15:45 sapier well if you tried some mods in my android port you know how important adaption is
15:45 Calinou having a mobile-compatible UI in the default game is a good thing
15:45 VanessaE_ then put your DPI thing in and let those mod authors figure it out
15:45 twoelk I vote for skinnable so that any user with a new device(including those we dont think of) can address his problem
15:45 sapier we even need to fix our built in hud (that's what the patch starting this discussion) does
15:45 VanessaE_ but stop trying to be SO adaptable that you sacrifice features that make things better on PC
15:46 sapier I won't write a new ui engine forget about it ... anyone else willing to do it?
15:46 VanessaE_ ...
15:47 sapier #1198 fixes most important things to be able to use minetest on a tablet or phone, no more no less
15:47 ShadowBot https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier
15:47 sapier without it you can't use minetest on (most) mobile devices
15:48 sapier with it you can even design your own dpi based ui layouts
15:48 VanessaE_ so push it then
15:48 VanessaE_ if it doesn't break anything
15:49 sapier that's the question I was asking ;-) because even if I tested it I usually test only things I know to be possibly affected
15:49 VanessaE_ my whole point is:  don't fuck up anything on existing PC systems just to make it work better on Android etc.
15:49 sapier well that's why this patch is supposet do exactly resemple old behaviour, even for things I don't believe it's correct
15:50 sapier -t+d-p+b
15:51 sapier that's quite funny once I fix issues I'm shouted for changing things if I don't change anything it's same for not changeing
15:51 VanessaE_ heh
15:53 VanessaE_ needs rebased
15:53 VanessaE_ wait, lemme check that
15:54 sapier argh ... hud again
15:54 VanessaE_ yep
15:54 VanessaE_ src/hud,cpp
15:54 VanessaE_ s/,/./
15:54 sapier I'm gonna rebase this a last time if it's not merged I'm gonna drop it
15:55 sapier including whole android port because that hud.cpp rebasing is just annoying and stupid
15:56 VanessaE_ well if it works then push it once you rebase
15:56 VanessaE_ no sense in losing good code because it's gone stale.
15:56 sapier fixing broken indentions in middle of code is worst thing for git merger possible
15:59 sapier argh ... a one line change did break automerge ... I'll never understand why merge is that stupid
16:06 twoelk I just moved some venting machinery in my cad drawing by 5cm , you wont believe what all I broke
16:07 sapier ok this time rebasing wasn't as complicated as last time
16:07 * twoelk is chatting while listening to the birds outside instead of doing proper work
16:07 sapier VanessaE_:  done
16:07 VanessaE_ sapier: ok, it merges clean
16:07 sapier twoelk: -> minetest ;-)
16:07 * VanessaE_ builds...
16:08 * twoelk is afraid of that monday morning deadline he should have never agreed to
16:09 Calinou you do CAD work? hello, please give us your sources
16:09 * Calinou moves moustache
16:09 twoelk what sauce?
16:09 twoelk quattro fromaggio?
16:09 Calinou mobs:dungeon_master
16:10 sapier sorry guys but chitchat goes to minetest please!
16:10 twoelk nope, thats blender, I suck with that one :-(
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16:13 sapier any comments to #1254
16:13 ShadowBot https://github.com/minetest/minetest/issues/1254 -- Add download rate to media progress bar (non http mode only!) by sapier
16:15 GhostDoge I just noticed everytime sapier changes some ui elements they get bigger :/
16:15 VanessaE_ sapier: ok, first thoughts on 1198:  I actually like your changes
16:15 VanessaE_ *gasp*
16:15 VanessaE_ *shock*
16:16 VanessaE_ the hotbar is significantly bigger than before, which i find quite desirable
16:16 sapier GhostDoge: actually you're not supposed to see any change
16:16 sapier ok seems I did something wrong
16:16 VanessaE_ I've got HEAD and your patch side by side right now and yours is bigger, but I like it!
16:16 VanessaE_ want a screenshot?
16:17 sapier yes that's not what it's supposed to be
16:17 VanessaE_ one moment...
16:19 VanessaE_ On the left, HEAD, on the right, with 1198 added:
16:19 VanessaE_ http://digitalaudioconcepts.com/vanessa/ho​bbies/minetest/screenshots/twoversions.png
16:20 sapier ahh ... crap ... it's a off by one issue
16:20 VanessaE_ awww but I like it with the bigger HUD
16:20 VanessaE_ it's easier to see :P
16:20 VanessaE_ (for my blind old eyes :P )
16:20 sapier I'll have to change it back later anyway
16:20 VanessaE_ ok
16:21 GhostDoge the bigger HUD is quite nic imho ;)
16:21 GhostDoge *nice
16:21 sapier you both know as good as me we're gonna be punched for a change like that
16:21 VanessaE_ true, true
16:22 VanessaE_ ok, change it back to the right size then
16:23 sapier ok done
16:24 VanessaE_ ok, rebuilding (from scratch)
16:24 twoelk when I change my key-binding is that reflected in the
16:24 twoelk ........ oh just read: deafault controls :-(
16:24 twoelk -a
16:27 sapier you're about two weeks late twoelk I recently changed that part
16:28 sapier I suggest writing a feature request
16:28 Calinou <sapier> any comments to #1254
16:28 ShadowBot https://github.com/minetest/minetest/issues/1254 -- Add download rate to media progress bar (non http mode only!) by sapier
16:28 Calinou rescale the damn bar, so that the bar progress on media, not on non-significant definitions
16:28 GhostDoge sapier: not fixed for me :/
16:28 twoelk I allready got 55 builds in my archive, I need to download again - and move all my tweaks to the new install? drat
16:29 sapier did you do a clean pull GhostDoge it's been a forced push
16:29 Calinou oh also, please do NOT call your users paranoid
16:29 Calinou it's extremely offensive
16:29 Calinou there are other reasons for not using remote_media
16:29 sapier porting.cpp line 545 and 548 are "<=" if you got correct code
16:29 Calinou (it's a good idea to have a switch anyway)
16:30 sapier ok ok you're right that comment is silly
16:31 Calinou not excluding your users is an important part in software development
16:31 Calinou see Mozilla (-:
16:31 Calinou small grammar tip: "Client: Adding remote server " is wrong, you don't put a capital after a :
16:31 VanessaE_ sapier: ok, at the default window size, it looks the same as HEAD.  Maximized to my 1600x1200 screen, your 1198 looks bigger than HEAD.  screenshot in a moment.
16:33 VanessaE_ At the bottom, HEAD.  At the top, with 1198 after you fixed the "off by one" issue.
16:33 VanessaE_ http://digitalaudioconcepts.com/vanessa/hobbi​es/minetest/screenshots/twoversions-take2.png
16:34 sapier hmm seems like it didn't scale for 1600x1200 before
16:34 VanessaE_ no, HEAD scales too, but it doesn't get as big as with 1198.
16:34 rubenwardy What is the correct way to tell if the game is in the loading stage in builtin?
16:35 rubenwardy ie: how does minetest.register_node etc get disabled?
16:35 sapier are you sure head does scale?
16:35 VanessaE_ sapier: stand by for a screenshot.
16:36 sapier ahh head does honor height too
16:36 sapier crap ... I wonder what height is related to a ui part beeing primary width
16:38 VanessaE_ yeah, scales with height, but not width
16:38 VanessaE_ interesting
16:38 VanessaE_ ok so you don't need this screenshot I was making :)
16:39 sapier hmm
16:40 VanessaE_ I think we must have settled on height being the thing to scale to because width is unpredictable
16:40 VanessaE_ (widescreen monitors, etc)
16:40 sapier I believe this to be a error in current master ... Y <= 800 Y <= 1280 ... those are typical X values not Y values
16:40 VanessaE_ damn my bad memory
16:41 sapier but why those numbers for height? they're completely unrelated
16:41 VanessaE_ idk
16:41 * VanessaE_ pokes celeron55
16:41 sapier It's not a big deal to change it of course but if it's a bug we can fix it too
16:42 VanessaE_ I dunno, you sure it's wise to "fix" it?
16:42 sapier as of point of discussion ... no
16:43 sapier I'm gonna do it same way as before
16:46 sapier >= 1280 do you know of any screen with this y reolution? (despite those spoken high dpi screens)
16:46 VanessaE_ nope
16:48 VanessaE_ 200, 240, 384, 480, 600, 720, 960, 1024, 1080, 1200, 1440  are the only ones I can think of, including really old tech
16:48 celeron55 sapier: i pulled the values from my ass back then and they are designed to work in an expected way on most monitors
16:48 celeron55 some of the values are tuned for my monitors though
16:48 celeron55 so you make me angry if you change behavior for them
16:48 RealBadAngel joined #minetest-dev
16:49 sapier are you sure you meant Y? and 1280 that doesn't make sense ;-)
16:49 celeron55 it's probably just some value between some values
16:49 sapier but I already changed it back to what it was before and added a comment about this beeing to discuss ;-)
16:50 RealBadAngel before: http://imgur.com/jPRzGUm and after: http://imgur.com/xIEHuLC
16:50 celeron55 i haven't heard any complaints since a long time ago about minetest's hotbar scaling so i assume the values have been perfect (for PCs)
16:50 RealBadAngel sorry for delay, i had a blackout here
16:50 sapier to me this feels like "tried with X ... didn't work, changed X to Y ... better ... keep it this way"
16:51 RealBadAngel 3 lines of code changed for things to be display correctly again
16:51 celeron55 maybe they were X values but then i realized height matters more... can't remember anything about that
16:51 VanessaE_ frankly, I like how it was in that commit I just merged
16:51 VanessaE_ having the HUD be a bit bigger when maximized is a good thing
16:52 sapier RealBadAngel:  for hearts sized that big bubbles wouln't fit any longer
16:53 RealBadAngel thats what im talking about since start :P
16:53 RealBadAngel that hearts are 256px
16:53 rubenwardy Just opened a pull request at #1255
16:53 RealBadAngel and current code displays them so big
16:53 RealBadAngel solution is to set dest_rect to 0,0,16,16
16:54 RealBadAngel and all the images will be scaled to fit that rectangle
16:54 sapier ok ... I completely missunderstood I thought you couldn't make them bigger
16:55 VanessaE_ sapier: see?  I told you. :P
16:55 VanessaE_ so push your DPI changes, then get RBA's code in
16:55 sapier but now I don't even think this is a bug, it's absolutely fine this way, we can't fix this automaticaly
16:55 VanessaE_ best of all possible solutions that way
16:56 rubenwardy_ joined #minetest-dev
16:57 BlockMen joined #minetest-dev
16:57 sapier how are we supposed to know if some mod e.g. wants to use bigger hearts but uses only 5 which would fit till start of bubbles
16:58 RealBadAngel it can display them using images
16:58 VanessaE_ sapier: you're misreading what RBA did.  he made it so that even bloody huge images will auto-scale to fit the proper bounding box of the hearts
16:58 sapier imho only way to fix it is making start pos confiurable and let some mod (can be builtin too) decide where to place them
16:58 RealBadAngel if it really wants to do such weird things
16:58 RealBadAngel this is default thing and is broken
16:58 VanessaE_ the "before" image is what the HUD code does now if the heart image is too big.
16:59 VanessaE_ "after" is after his fix to the code
16:59 VanessaE_ in other words, he did just exactly what I said should be done.
16:59 sapier and after looks wiered
16:59 VanessaE_ why?
16:59 VanessaE_ because of the gap?
16:59 sapier exactly that's strange
16:59 RealBadAngel lol, it looks exactly the way it does with 16px textures
17:00 VanessaE_ easily fixed.  anchor the bounding box at the bottom instead of the top of the box.
17:00 VanessaE_ RealBadAngel: move the bounding box down a bit.
17:00 sapier to me hearts are exactly aligned to hud so don't tell me that gap is there in default too
17:00 RealBadAngel ah that
17:01 RealBadAngel hold on a sec
17:01 sapier so you wanna force heart and bubble bars to have a pixel fixed width
17:01 VanessaE_ sapier: yes, because *they already do*
17:01 sapier no matter what originator of that bar wanted to use them for
17:01 VanessaE_ they are already forced to be ~180 pixels in size ANYWAY
17:01 sapier for what I know you can place bars like that wherever you want
17:02 RealBadAngel damn it, theyre damn fixed in size
17:02 RealBadAngel and displayed correctly only with 16px textures
17:02 sapier ok so imho the bug is those two bars beeing handled in a special way
17:03 RealBadAngel because code uses image as bounding box
17:03 RealBadAngel *image size
17:03 VanessaE_ sapier: that's what I've been trying to tell you this whole time
17:04 VanessaE_ those two bars are not auto-scaled or otherwise handled properly.
17:04 sapier those bars need to be removed from c++ code completely
17:04 VanessaE_ if you don't give them precisely the right image size, they're fucked up.
17:04 VanessaE_ and they didn't used to be that way!
17:04 sapier ok good, I can't believe the one implementing the lua hud not getting rid of those c++ coded bars too
17:05 RealBadAngel ok, http://imgur.com/282Zcwt
17:05 VanessaE_ RealBadAngel: good.
17:05 RealBadAngel now its perfect
17:06 BlockMen wait a second. is the alignment for lua hud bars fixed already?
17:06 BlockMen *or will be fixed
17:06 sapier no it's still a workaround, I believe it's wrong
17:06 RealBadAngel http://pastebin.com/0br9N8tA
17:06 sapier health and breath should be done as lua statbars
17:06 RealBadAngel no its not a workaround
17:06 RealBadAngel ^^ heres the code
17:07 sapier it is, no matter what fixed size you use it's quite simple to find some screen where it's wrong
17:07 VanessaE_ sapier: then by definition it'll be wrong on all screens *already*
17:07 BlockMen sapier, only if THAT does not happen anymore https://forum.minetest.net/vi​ewtopic.php?p=137674#p137674
17:07 RealBadAngel really?
17:07 RealBadAngel then try it
17:08 VanessaE_ sapier: because those bars have been forced to be ~180 pixels or so since this HUD stuff went in many months ago
17:10 RealBadAngel well, it can be easily scaled to be always the same size
17:11 RealBadAngel screen resolution is known
17:11 VanessaE_ or rather, *until* the HUD stuff went in
17:11 sapier I don't agree to http://pastebin.com/0br9N8tA ... built in fixed size is wrong find a better way to do it
17:12 sapier hearts and bubbles aren't the only things drawn by that code but ALL statbars so you're gonna force lua statbars to be 16 px too
17:12 VanessaE_ sapier:  http://pastebin.com/0br9N8tA replicates more or less how it was done prior to the HUD stuff busting it.
17:12 RealBadAngel lets say default screen size is 640x480  -> then 16px is 3,3% of screen height
17:13 RealBadAngel and 2,5% of height
17:13 sapier yes prior the hud stuff there haven't been lua statbars so that's quite obsolete
17:13 BlockMen one option could be #886 + using the values for statbar too
17:13 ShadowBot https://github.com/minetest/minetest/issues/886 -- Add option for scaling hotbar size manually by BlockMen
17:13 sapier I understand there is a problem but the current suggestion does fix one issue by causing another one
17:14 RealBadAngel thats wrong
17:14 RealBadAngel TEXTURE PACKS ARE NOT MODS for christ sake
17:14 sapier default is a MOD
17:14 VanessaE_ RealBadAngel: he means mods that add other kinds of HUD elements e.g. hunger or say a timer to get some task done.
17:15 RealBadAngel HUD element shall be displayed the very same size regardless the actual image resolution
17:15 sapier a suggestion, add a parameter to lua statbar specifying per statbar scaling AND make hearts as well as bubbles lua hotbars
17:15 VanessaE_ RealBadAngel: the same angular size you mean?
17:15 VanessaE_ (as in measured in inches/cm)
17:16 sapier this way you can set your fixed size while still beeing able to show bigger statbars
17:16 RealBadAngel no, in miles ;)
17:16 VanessaE_ :P
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17:17 RealBadAngel (0,0, 2.5% * screen_width, 3.3% * screen_height)
17:17 RealBadAngel thats the correct size of heart or bubble
17:17 BlockMen sapier, lua hud statbars need to be fixed before using it as default http://irc.minetest.ru/minet​est-dev/2014-04-27#i_3671729
17:17 VanessaE_ I agree with RBA's basic premise that a HUD element should always maintain the same angular size (relative to the window), regardless of the DPI of the screen or the resolutions of the textures that are supplied to make up those elements.
17:18 BlockMen the offset is "jumping" at different screen sizes
17:18 sapier I don't agree
17:18 VanessaE_ if doing that breaks Android et al., then make a new layout for that platform
17:18 VanessaE_ stop trying to make one size fits all
17:18 VanessaE_ it. does. not. work.
17:18 sapier I don't wanna have a 2000 px heart if 500 are enough
17:18 VanessaE_ non sequitur
17:18 VanessaE_ no one's gonna do that
17:18 sapier if you've fixed size you do
17:19 RealBadAngel i want my fucking 256x one to work and being displayed correctly
17:19 RealBadAngel is that too much? ;)
17:19 VanessaE_ but if in the future, you have a 4k display as you implied, then maybe a 16px heart will look ass ugly
17:19 Calinou UHD, not 4K
17:19 Calinou not the same thing
17:19 VanessaE_ if I supply a 64px heart, by G*d I want that heart to be scaled to fit the damn HUD!
17:19 sapier uhd is 1 char more ... as of efficiency 4k is better ;-)
17:19 RealBadAngel Calinou, luckily i had edit post window still opened ;)
17:20 VanessaE_ Calinou: the point stands, 4k, UHD, 8000x6000.  whatever the resolution.
17:20 BlockMen hello?? what about this?? http://irc.minetest.ru/minet​est-dev/2014-04-27#i_3671768
17:21 VanessaE_ sapier: as the screen and window resolution increase, the detail that can be displayed MUST INCREASE accordingly, if the imagery being supplied is sufficient.
17:21 VanessaE_ if it can't, you're doing it wrong
17:21 Calinou yeah, HUD scaling is broken sadly
17:21 Calinou since early 2013
17:23 VanessaE_ BlockMen: nice idea, but the problem is the statbars, not the hotbar.
17:23 VanessaE_ (and indeed, I like that idea)
17:23 BlockMen VanessaE_, i suggested useing that scaling value for the statbar aswell
17:24 VanessaE_ BlockMen: the problem is that the statbar images are displayed at their real resolution without any scaling at all - they aren't scaled up or down to fit any bounding box
17:24 RealBadAngel driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
17:25 VanessaE_ RealBadAngel just tested that this is fixable at least to the point we had it prior to the introduction of this HUD stuff
17:25 RealBadAngel dstrect is the size of the element
17:25 sapier ok so adding a desired size to statbar hud element would probably fix that issue too
17:25 RealBadAngel by now its being set to be image size
17:25 RealBadAngel real image size, in pixels
17:25 VanessaE_ sapier: yes, and simply figuring out the desired size and position is all that needs done
17:26 VanessaE_ if you can figure out the desired size and position of the hotbar, you can do the same for the statbars/
17:26 RealBadAngel so using something bigger than 16px break things up
17:26 VanessaE_ yes?
17:26 RealBadAngel there are two solutions:
17:26 RealBadAngel 1) set the dest rect to be 16px - this will make things works as before hud went int
17:26 RealBadAngel *in
17:27 RealBadAngel 2) set it to percentage value of screen size
17:27 VanessaE_ percentage of window size *
17:27 sapier there is NO simple way to find the desired size automaticaly
17:27 BlockMen VanessaE_:, i know. my suggestion was to add a scaling for a bounding box ;)
17:27 RealBadAngel ofc it is
17:27 sapier you don't know how big a custom stat bar is supposed to be
17:27 RealBadAngel we already do
17:27 VanessaE_ sapier: "custom"?
17:27 sapier any mod can specify it's own statbar
17:28 VanessaE_ then let those mods figure it out
17:28 sapier display it's own images
17:28 RealBadAngel so then hands off the default statbar
17:28 RealBadAngel simple as that :P
17:28 VanessaE_ that's where your DPI patch comes in, yes?
17:28 twoelk percentage of screensize works if the ratio is changed?
17:28 sapier by now they just provide images the size they wanna have their bar, rba's current changes make them fixed size no matter what is specified
17:28 VanessaE_ percentage of WINDOW SIZE damn it!
17:28 RealBadAngel it has to
17:28 rubenwardy Any comment on 'Item eat call back' pull request? ( https://github.com/minetest/minetest/pull/1255 - ShadowBot hates me)
17:28 RealBadAngel thats why percents are called so
17:29 sapier ok so all our hud is relative to 800x600 you're kidding vanessae
17:29 VanessaE_ sapier: um, no.
17:29 VanessaE_ all our HUD is relative to whatever size the window happens to be
17:29 VanessaE_ or did you forget that a window can be maximized?
17:29 twoelk and stretched
17:30 VanessaE_ screen size != window size
17:30 sapier that doesn't change the fact that a fixed size doesn't scale neither to screensize nor dpi
17:30 VanessaE_ and never will be except on some mobile devices
17:30 VanessaE_ fixed PERCENTAGE
17:30 VanessaE_ and it DOES
17:31 VanessaE_ 1% of a 640x480 screen is 6x9 pixels.  1% of a 1600x1200 screen is 16x12 pixels.
17:31 VanessaE_ er 6x5 in the former case.
17:31 twoelk fixed percentage of hight or width?
17:31 twoelk ratio my change
17:31 RealBadAngel lemme try how it will look basing on percentages
17:31 VanessaE_ twoelk: pick one.
17:31 VanessaE_ probably height, it changes less radically than width
17:32 * twoelk looks at mobile devices again
17:32 VanessaE_ or calculate the hypotenuse and use that.
17:32 twoelk ooh I love that
17:33 sapier ok so we never will be able to place more then 2 pictures of 400px next to each other because we have to scale those small images up to 1000px because we keep relations
17:33 VanessaE_ sapier: now you're being silly
17:34 twoelk maybe the HUD has to decide when to add a neww row to fit
17:35 twoelk -w
17:35 VanessaE_ of you take five, 1000 px and scale then to 20% screen size, they will all fit side by side even if the destination screen is only 500 pixels in width.
17:35 VanessaE_ that's why percentages work.
17:35 VanessaE_ them*
17:36 sapier ok then I'm gonna get a 10k screen and scale my 1000px pictures up to 2000px
17:36 VanessaE_ the whole point is to not have to worry how big the image is, merely to place it where you need it, even if it seems like it'll overlap something else, but scale it down to whatever the HUD says to scale it to so that it first.
17:36 VanessaE_ fits*
17:36 VanessaE_ come on, stop being silly
17:37 VanessaE_ the point here is to be able to supply say 64px imagery to the statbars for the case of future displays (and even current "redina" ones) so that they're displayed right
17:37 VanessaE_ instead of them spilling off the damn screen
17:37 VanessaE_ and not having to supply little bitty 16px images and having shitty-looking statbars as a result
17:38 sfan5 let's just use SVGs
17:38 twoelk voxel look
17:38 twoelk svg ftw
17:38 celeron55 i agree with VanessaE_; also i know the API is broken for that part currently
17:38 celeron55 this is a good time to fix it
17:39 sapier anyone willing to do this work celeron55?
17:39 celeron55 i'm not
17:39 sapier me too
17:40 sapier I agree with gui stuff does need some cleanup, but I disagree doing it just because someone feels it's somehow related to something I fixed
17:40 celeron55 well whatever leave it working somehow like currently and add notes to lua_api.txt telling that it's going to be fixed in the future
17:40 celeron55 (incompatibly)
17:40 RealBadAngel <sapier> ok so we never will be able to place more then 2 pictures of 400px next to each other because we have to scale those small images up to 1000px because we keep relations
17:40 RealBadAngel WHAT?
17:41 RealBadAngel damn, irrlicht automatically scales the images
17:41 RealBadAngel just set the dstrect....
17:41 VanessaE_ celeron55 agrees with me?  what??
17:41 * VanessaE_ faints
17:42 sapier if those 2 pictures are set to 50% screen width they will still use 50% of screen no matter how big your screen is RealBadAngel
17:42 RealBadAngel set it to anything but not the actual image size
17:43 RealBadAngel jeez, we just want 16px and lets say 256px heart images being displayed same size
17:43 celeron55 is kaeza interested? or who made the statbars in the first place?
17:43 BlockMen how about (just for now) DRAW_SIZE = IMG_SIZE * current*hotbar*scale?
17:44 BlockMen *current_hotbar_scale
17:44 RealBadAngel it cant use img_size
17:44 RealBadAngel no matter what
17:44 celeron55 anyway, it needs an explicitly set size
17:44 celeron55 otherwise it's not going to work
17:44 celeron55 also, can someone make sure an issue about this is added to github if there isn't one already?
17:44 RealBadAngel fixed one or based on window size
17:45 RealBadAngel there is one, 1 yr old
17:45 sapier NO RealBadAngel fixed will only fix hearts and bubbles but break mods
17:46 RealBadAngel sapier, HUD changes introduced bugs
17:46 RealBadAngel this is a bug
17:46 RealBadAngel stop calling it a feature
17:47 VanessaE_ so let it break mods
17:47 VanessaE_ they can be fixed.
17:47 VanessaE_ this was a bug to begin with
17:47 RealBadAngel all the texture packs out there (bigger than 16px) are unable to use own textures for hearts/bubbles
17:47 VanessaE_ and besides, don't nearly all mods use 16px textures anyway?  so are they even *likely* to break?
17:48 celeron55 RealBadAngel: we all know it already, don't repeat it
17:48 RealBadAngel this is not a bug. this is fucking big BUG.
17:48 RealBadAngel ok
17:48 VanessaE_ RealBadAngel: well HDX does supply its own textures for these, but only at ~17px
17:48 celeron55 RealBadAngel: the issue is that nobody is doing the work of fixing it
17:48 RealBadAngel celeron55, ive already pasted here working code
17:48 VanessaE_ celeron55: actually RealBadAngel did.
17:49 VanessaE_ [04-27 13:06] <RealBadAngel> http://pastebin.com/0br9N8tA
17:50 RealBadAngel i just used 16px as rect size, so all the images regardless the actual size are scaled to fit
17:50 celeron55 it makes them fixed size?
17:50 RealBadAngel yes
17:50 celeron55 well, it's better than what we currently have
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17:51 celeron55 now if sapier can make that work so that they are always the same size relative to the hotbar instead of always 16x16, it's relatively good
17:51 VanessaE_ celeron55: I propose calculating the diagonal resolution of the window and using that as a basis for setting the actual size of that bounding box
17:51 celeron55 is there an issue in doing this?
17:51 RealBadAngel http://imgur.com/282Zcwt
17:51 sapier no I wont touch this
17:51 RealBadAngel those hearts are 256px
17:51 sapier if you want it fixed size that's your issue I wont fix anything there
17:52 celeron55 sapier: well whatever then, ask me to do it once you're finished with the whatever dpi thing
17:53 sapier it's finished for what it's supposed to do but still has the (maybe unfixable) issue not having information about dpi on pc
17:53 RealBadAngel sapier what we do want exactly is that image 16px and any other resolution be the very same size on the screen
17:53 celeron55 that's easy; just make it user-configurable
17:53 sapier it's guessing the dpi according to resolution in order to mimicry same scaling as before
17:54 celeron55 but have some sane default "auto" setting
17:54 celeron55 it's not like users want things to be the same size on every display anyway
17:55 celeron55 some look at displays closer, some have bad eyesight and whatever
17:55 BlockMen celeron55, #886 does that
17:55 sapier RealBadAngel: I understand your wish but imho this will only hold within certain dpi/screensize range
17:55 ShadowBot https://github.com/minetest/minetest/issues/886 -- Add option for scaling hotbar size manually by BlockMen
17:55 sapier And I'm not convinced we stay within that range
17:55 RealBadAngel so use 16px * some variable depending actual viewport size
17:56 RealBadAngel i tested 2,5% of width and 3.3% of height
17:56 sapier basicaly your "some variable" is dpi
17:56 RealBadAngel yes
17:57 RealBadAngel it can be further scaled as blockmen is proposing
17:57 sapier so we waste any additional room gained by bigger screens
17:58 VanessaE_ damn it how many times do I have to repeat it?  DPI doesn't matter!  Window size matters!
17:58 BlockMen sapier, if the user wants, yes. thats the nice thing at settings
17:58 sapier BlockMen: RBA wants a FIXED value not a configurable one
17:58 RealBadAngel no, by now if we will have mt running on that "meters screen" from vegas we would need telescope to see the starbar :P
17:58 VanessaE_ if DPI is all that matters then you'll have the HUD/formspecs/etc filling up low-rez screens because their DPI is not set (or appears to be "average" e.g. ~96)
17:59 RealBadAngel *statbar
17:59 celeron55 https://github.com/minetest/minetest/issues/1256
17:59 sapier VanessaE_: that's what I wanna tell neither dpi NOR windowsize on it's own are enough
17:59 BlockMen sapier, [19:57] RealBadAngel: it can be further scaled ...
17:59 celeron55 link all your branches and patches in the comments of that issue
17:59 VanessaE_ sapier: window size on its own is all you need.
17:59 RealBadAngel yes
17:59 VanessaE_ you do not need DPI at all.
18:00 celeron55 so that solving it can be tracked
18:00 RealBadAngel lets say: size_x = 0.025 * screen_size.X * scale;
18:00 RealBadAngel thats all we do need
18:01 RealBadAngel if scale = 1.0 we will end up with what we do already have
18:02 sapier VanessaE a simple example in case I buy a screen having 3840x2160 having twice the physical width and height of my 1920x1089 screen, I don't want this screen to display my hud using twice as much pixels. Why? because if that screen uses same number of pixels the size of the hud will be exactly same
18:02 celeron55 you just set the DPI to be half that of your old screen
18:03 celeron55 then it uses the same amount of pixels for it
18:03 celeron55 wait
18:03 celeron55 i mean, set DPI to the same value
18:03 sapier if size depends on resolution like VanessaE suggests I can't do that
18:03 celeron55 (by default it should guess 2 times larger DPI though)
18:04 celeron55 that doesn't sound right
18:04 sapier for this example dpi for both screens would really be identical
18:05 VanessaE_ sapier: you're giving a ridiculous use case again
18:05 sapier really? I've got android devices here scaling from 0.75 dpi to 5.0
18:05 VanessaE_ 0.75 DPI?  ehm..
18:05 sapier 240x? ... yes I know
18:06 * twoelk has seen mt on highresolution mobile devices, physical screensize does matter
18:06 VanessaE_ and yeah, I know some Android devices are low-resolution
18:06 sapier append a android scale factor to those numbers
18:06 VanessaE_ mine's not exactly a retina display either
18:06 sapier I think something like 360 is 1.0 for android
18:07 RealBadAngel hold on, is screen_size not known on android or what?
18:07 sapier android provides both screen resolution as well as dpi
18:07 sapier on pc we do only have resolution
18:08 RealBadAngel so we have to use screen size, end of story
18:08 sapier imho we need three things, scale ui with dpi, add a user specified scaling factor, AND support different layouts for extremely smal as well as huge screens
18:09 sapier screensize fails terribly on android
18:09 RealBadAngel the last can be achieved with modified mods for that platforms
18:09 sapier 8" tablets are available from 1080 to something about 4k pixels
18:09 celeron55 layouts need some actual thought
18:10 celeron55 that's not an issue on tablets though, they work quite fine with the default one, right?
18:10 celeron55 as long as it's scaled up via DPI
18:10 rubenwardy sapier: for that use case, you could add a minetest.conf setting. GUI_SCALE
18:10 rubenwardy or something
18:10 sapier bad example, 1080 is available form 5" to 12" too
18:11 sapier rubenwardy: that's the user defined scaling factor, basicaly what BlockMen suggested
18:11 rubenwardy Ah, ok :P
18:16 sapier #1198 added BlockMen's user defined gui scale factor
18:16 ShadowBot https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier
18:23 RealBadAngel compiling ^^
18:24 RealBadAngel i will try to add the fixes there
18:25 sapier I still will disagree to a change maing stat bars c++ fixed size ... but you're free to get others to vote for it
18:26 RealBadAngel no matter how i want the texture packs to work correctly again
18:27 RealBadAngel the situation lasted way too long
18:27 RealBadAngel it led to bugs being called a feature
18:27 sapier and why don't you fix it in a generic way we can rely on?
18:28 celeron55 mnaking them fixed size is a temporary solution
18:28 RealBadAngel im compiling now your dpi patch, wanna see what i can do with it
18:28 celeron55 long-term solution is to add size definition to the API
18:28 celeron55 for statbars
18:29 celeron55 making them fixed size makes the HUD API stable, which is why it should be done now
18:29 VanessaE_ +1
18:29 sapier well I hope this feature isn't used by any mod because those will be broken after fixing size
18:30 VanessaE_ sapier: how exactly will they be broken?
18:30 VanessaE_ you haven't said yet
18:30 celeron55 they'll just be happy that in the future it won't break again and they get predictable sizes
18:30 VanessaE_ doesn't pretty much everyone assume a statbar is 10 "units" wide and composed of 16px images?
18:30 sapier because their stat bars will be fixed size instead of the size they wanted them to be
18:31 celeron55 everyone has used only 16px statbars as far as i know, and for those it's strictly an improvement
18:32 RealBadAngel sapier, in that dpi patch i cannot see anything in Hud::drawStatbar dpi related
18:32 RealBadAngel it pisses on dpi by using image size
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18:33 sapier yes because I didn't change behaviour of pc version
18:34 sapier I'm discussing for about 3 hours to get a patch in not changeing any visible behaviour do you really thing I will add a patch changing things and having to discuss 2 weeks?
18:35 RealBadAngel so lets do it that way: use internal hud variable statbar_element_size, set it by default to (16,16) and later on expose it for modding
18:35 RealBadAngel and everyone will be happy then
18:36 sapier do whatever you want, once this patch is added I can do the android port
18:36 VanessaE_ RealBadAngel: as long as the 16x16 is only temporary until it starts scaling with window size
18:37 sapier and I'm gonna file a hud issue to you for anything broken on android rba ;-)
18:37 RealBadAngel 16x16 is already used... by default textures
18:38 RealBadAngel so my change wont change anything for 16px texture packs
18:38 sapier as long as you keep npot2
18:38 RealBadAngel npot2?
18:38 sapier ok any additional issues with 1198? or is it good to merge now?
18:42 RealBadAngel im ok with it
18:42 * VanessaE_ re-checks
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18:47 VanessaE_ jeez my machine's slow to compile today.
18:48 VanessaE_ ok, HUD seems normal enough to me
18:48 VanessaE_ wait
18:48 RealBadAngel 20:48:19: ERROR[main]: draw_hotbar(): mainlist == NULL
18:48 VanessaE_ position of the air bubbles is wrong
18:48 VanessaE_ they're too far over to the left, butted up against the hearts
18:48 RealBadAngel just compiled game with dpi patch
18:49 sapier bubble position?
18:49 VanessaE_ wait, maybe it's my texture pack
18:49 VanessaE_ lemme check with defaults.
18:50 twoelk VanessaE_: I don't think the diagonal approach alone fits edge cases of extremely higher than wide screens, not that I would think playing on them is fun.
18:50 RealBadAngel http://i.imgur.com/SomJPW8.png
18:51 BlockMen ^ bubble pos looks normal for me
18:51 sapier I wonder where the hotbar thingy is from
18:51 VanessaE_ ok, it's my texture pack that buts them together, however the position is still wrong - in the default window size, the hearts + bubbles at full length are wider than the hotbar.  At maximized, they're far shorter.  In neither case are they centered over the hotbar.
18:51 sapier did you do a singleplayer game rba?
18:51 VanessaE_ I can't be sure if that's how they were before 1198.
18:51 VanessaE_ my screen matches RBA
18:52 BlockMen VanessaE_, they were always wider than hotbar
18:52 VanessaE_ (my texture pack has larger hearts, that's why they butted together)
18:52 VanessaE_ BlockMen: ok
18:52 VanessaE_ in that case, I guess 1198 is good
18:52 VanessaE_ RBA will take care of fixing the positioning and scale
18:52 VanessaE_ :)
18:53 RealBadAngel what about ERROR[main]: draw_hotbar(): mainlist == NULL ?
18:53 VanessaE_ RealBadAngel: didn't see that here
18:53 VanessaE_ I'm surprised that's still happening, I thought that was fixed.
18:53 RealBadAngel fresh build + sapier's patch
18:53 sapier It's not supposed to happen on new<-> new
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18:53 VanessaE_ I'm doing singleplayer here.
18:54 sapier that's not related to 1198 but still needs to be investigated
18:54 VanessaE_ inb4 proller says to revert 'shit" code :P
18:54 BlockMen RealBadAngel, is it always shown? i only know that when starting server and go to "early" into pause menu
18:54 BlockMen *+o
18:54 RealBadAngel no
18:54 RealBadAngel it happened once, the very first run
18:55 RealBadAngel started the game twice now and couldnt see that message
18:55 sapier hmm indicates some race condition in client state still beeing there
18:55 VanessaE_ yeah, I can't reproduce that either.
18:57 sapier rba I'd be glad if you find a way to reproduce it, I'm gonna try to find it by code reading, but any additional information is welcome
18:58 RealBadAngel it looks like rendering is called before mod could provide data for it
18:58 RealBadAngel i propose just to shut it up and let it wait for needed data
18:59 RealBadAngel so if list is not yet ready, just return
19:02 sapier ahh ... the fix for not showing it was lost ... so it is related to 1198
19:03 ShadowNinja sapier: Did you check my async pull?
19:03 sapier not today, did you change additional things?
19:05 sapier ok rba I removed that error message according to the comment I added there in master it's bogus and just result of initialization packets from server still missing
19:05 ShadowNinja sapier: No, but other things that i want to do are waiting on that.
19:07 sapier ok I'm gonna check again
19:07 ShadowNinja sapier: https://github.com/minetest/minetest/pull/1198/f​iles#diff-ec9c246444a86a039da70669e6740c89R1006 Use display_size and window_size and add pushV2.  (A template function might be best so that it works with any number type)
19:09 sapier true but I consider this to be addon benefit
19:10 sapier did you make serialize handle functions too?
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19:12 RealBadAngel sapier, btw, using fixed 16px for statbar is wrong with you but when you are using fixed 48px for hotbar thats ok? :)
19:13 sapier moving the files is still wrong, it's lua api support code not core support code
19:14 sapier if you find a way to create a hotbar from mods it's gonna be wrong yes ... until then it's just a convention
19:14 sapier and I added a define so it's slightly better then before ;-)
19:18 sapier ShadowNinja:  you know lua stack way better then me, serialize/deserialize seems to be able to handle functions too now, why don't you use it for the async function too? ... and the file move issue, everything else seems fine
19:20 sapier btw ShadowNinja you're maintainer of scriptapi you can decide on your own
19:21 VanessaE_ as long as we're dealing with the UI, can someone please fix the F5 display being cut off at roughly 800px wide?
19:21 VanessaE_ (make it clip at the actual window width instead)
19:21 sapier what's the f5 display?
19:22 VanessaE_ the debug info?
19:22 VanessaE_ you know, fps, drawtime, jitter, RTT, etc.
19:22 sapier ahh that one
19:23 VanessaE_ some figures in the top line are not visible if your font is too large, because the line is always cropped to 800px wide or thereabouts.
19:24 sapier I guess that's far from any code I recently touched sorry
19:24 VanessaE_ naw
19:24 VanessaE_ it's an old issue
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19:26 BlockMen should be somewhere in game.cpp (IIRC)
19:28 sapier lol :-) you're talking about hat huuuuge messy file? ;-)
19:28 VanessaE_ there, issue filed.
19:29 * BlockMen likes game.cpp
19:33 ShadowNinja sapier: Because only a function is valid usage of it.  You can't call, eg, a table.
19:34 sapier yes but you could check this before, it'd be more obvious
19:34 sapier at least for me
19:35 sapier but that's minor, I'm more concerned about the file moving as it doesn't match what I originaly intended to split those files
19:36 sapier still as I said, you're maintainer in the end it's your decision
19:41 RealBadAngel sapier, are you going to push that dpi stuff?
19:42 sapier if there aren't any additional issues yes
19:42 RealBadAngel only one was that one with empty list
19:42 VanessaE_ In the immortal words of Salt 'n Pepa, "push it".
19:42 sapier ok I fixed it
19:47 sapier hmm give me a minute ... failed final merge check
19:47 sapier dual line bar is broken
19:57 sapier fixed and merged
19:57 VanessaE_ yay
19:58 RealBadAngel hmmm
19:58 RealBadAngel hold on a sec
19:58 sapier to late
19:59 sapier what's broken?
19:59 RealBadAngel http://i.imgur.com/qqNmbvl.png
20:00 VanessaE_ eep
20:00 RealBadAngel hotbar is smaller than before
20:00 VanessaE_ error reading from file?
20:00 sapier I hope that's aoptical illusion ;-)
20:00 VanessaE_ also the difference in hotbar size is so tiny it's not worth correcting imho
20:01 RealBadAngel on my system porting::getDisplayDensity() returns 0.666667
20:01 sapier how is it supposed to be different ... hmm maybe a rounding issue
20:01 RealBadAngel so m_hotbar_imagesize = HOTBAR_IMAGE_SIZE * porting::getDisplayDensity(); gives 31
20:01 RealBadAngel instead of 32
20:02 sapier I'm gonna add a round()
20:02 VanessaE_ on mine, the previous build matches the current HEAD with the latest commit
20:04 * VanessaE_ shrugs.  system-specific issue I guess.
20:04 RealBadAngel "reading from file" is a shaders stuff, it reports that shader was read from hdd
20:04 sapier depends on how driver does rounding ... 31.99 is 32 or 31
20:04 VanessaE_ ah right.
20:05 sapier what file is that RealBadAngel?
20:06 RealBadAngel new code generates shaders for each drawtype and material type, but out of just one source shader
20:06 sapier no the m_hotbar_ima ... ;-)
20:07 sapier ahh I'm on wrong branch
20:07 RealBadAngel hud,cpp at very start
20:08 sapier m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
20:08 sapier can you verify this fixes the issue?
20:08 RealBadAngel why not ceil ?
20:09 VanessaE_ RealBadAngel: standard way to round is INT(val+0.5)
20:10 VanessaE_ if you do ceil() you'll always get a value that's 1 greater than the correct value
20:10 VanessaE_ or half the time anyway if you don't add 0.5
20:11 sapier you'll have to do -0.5 to get it right
20:12 RealBadAngel nothing has changed, its still smaller
20:12 VanessaE_ not if the value is within 0.5 of the next higher integer.
20:13 VanessaE_ oh
20:13 VanessaE_ misread
20:13 * VanessaE_ shuts up now.
20:13 sapier can you add a "errorstream << "Value is: " << (HOTBAR_IMAGE_SIZE * porting::getDisplayDensity()) << std::endl;"
20:13 RealBadAngel well, the value is 32 now
20:13 RealBadAngel but it is smaller than before
20:13 sapier very strange
20:14 sapier how can it be smaller with identical size?
20:15 VanessaE_ sapier: maybe his screen DPI is higher than it should be?
20:15 RealBadAngel i just set the variable to 48
20:15 RealBadAngel and guess what
20:15 RealBadAngel nothing has changed lol
20:15 VanessaE_ or not..
20:15 sapier it's not dpi on pc but only hardcoded pseudo value based uppon screen y ;-)
20:16 VanessaE_ oh ok
20:16 sapier hmm *g* you're sure it's not a optical illusion RBA? ;-)
20:17 VanessaE_ maybe he's messing with the wrong branch again :)
20:17 sapier well I didn't change anything that'd explain a 1px change today
20:18 RealBadAngel lemme grab the code again, on my copy changing that variable has no effect at all
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20:32 sapier shadowninja are you sure your comments are correct?
20:32 sapier >>Don't wait for async threads to shut down.  (Is this safe?  Might result in corruption if the thread is writing to a file.)<< thought you fixed that?
20:32 RealBadAngel compiled game again, hotbar is still smaller
20:33 VanessaE_ what's your window size?
20:34 sapier there's only 2 reachable size levels, hotbar doesn't scale continous
20:34 VanessaE_ or maybe this is an irrlicht issue>
20:34 VanessaE_ version issue I mean
20:34 VanessaE_ I run 1.7.2 here
20:34 sapier same version different behaviour?
20:36 sapier wait there's a scond location
20:36 sapier L439
20:36 RealBadAngel btw, setting the variable in constructor have no effect at all, Hud::resizeHotbar() is called and sets it
20:36 sapier can you do the floor thee too?
20:37 sapier that's L439 ;-)
20:37 RealBadAngel yup, i figured that out too
20:37 RealBadAngel i just set it there to 32
20:38 sapier so floor works too?
20:39 RealBadAngel http://i.imgur.com/BBXVuZc.png
20:39 RealBadAngel trying now with floor
20:39 VanessaE_ bingo
20:41 RealBadAngel yeah, it works with floor too
20:41 sapier ok I'm gonna push the fix
20:45 ShadowNinja sapier: Yes, I did.
20:46 sapier hmm missleading comment ShadowNinja
20:47 RealBadAngel looks like fix for statbar were there long time ago already
20:47 RealBadAngel https://github.com/minetes​t/minetest/pull/706/files
20:48 ShadowNinja sapier: Yes, I forgot to update the commit message.  Ite fix is actually in the next commit though.
20:48 sapier yes that's exactly what we're looking for
20:50 RealBadAngel but that expects mod that scale it
20:50 RealBadAngel not usable for texture packs
20:51 sapier if we replace the c++ bars by lua ones from builtin that's not a issue
20:58 RealBadAngel well that patch is completely wrong
20:59 sapier why?
20:59 RealBadAngel https://github.com/minetest/minetest/commi​t/eb87a9eb0aef9cb80919f0996ad18ae78b3f9029​#diff-af29bcc6c7dda4b2f32c1b2e0c0dba42R316
20:59 RealBadAngel this is texture size....
21:00 sapier yes but why do you think it's wrong?
21:01 RealBadAngel guess what happens when you tell engine to draw image with coords that exceedes original size
21:01 RealBadAngel propably image will be tiled
21:02 sapier well that's not what's wrong there but you're right there is a bug
21:02 sapier the modification should be done to dstrect L345 only
21:02 RealBadAngel it is, source bounding box have to be exact image size
21:02 sapier assuming draw2DImage does scaling, if not we need to enforce the scaling too
21:02 RealBadAngel dest box is the one responsible for scaling the image
21:03 sapier yes srcbox is used for dstbox there too ... no idea why a copy is created but there's the way to fix it
21:03 RealBadAngel for example, displaying half the heart is done by makin src box half the size
21:04 RealBadAngel propably doubling x from source box will end up displaying two hearts
21:04 sapier ok but all you tell isn't unfixable
21:05 sapier or did you mean something else with "completely wrong" because I understood it that way
21:06 RealBadAngel scale was applied to wrong box, that what i meant
21:07 RealBadAngel but either way, texture packs wont work with that
21:07 sapier ok ok I understood wrong
21:07 sapier yes that's only half of fix
21:08 sapier the other part is making hearts as well as bubbles lua statbars as they should've been made on implementing the lua stuff
21:08 RealBadAngel one thing is setting statbar_image size the very same way you did with hotbar_imagesize
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21:08 RealBadAngel the second is to add there scale factor (which could be set by mods)
21:09 sapier imho this should be a per statbar factor or size
21:09 sapier you may not want all bars to have same size
21:09 RealBadAngel to get what we do have now it should look like that: m_statbar_imagesize = STATBAR_IMAGE_SIZE * porting::getDisplayDensity();
21:10 RealBadAngel with STATBAR_IMAGE_SIZE = 24
21:10 sapier no as I said the define is only good as long as you can't create it from lua for this case it'd be better to do something like
21:10 RealBadAngel then use scale from lua
21:11 RealBadAngel to make it bigger or smaller
21:11 sapier m_statbar_imagesize = userspecsize * porting::getDisplayDensity() * g_settings.getFloat("gui_scale");
21:11 RealBadAngel base value has to be fixed, otherwise it wont be usable for texture packs
21:12 sapier it is usable for texture packs rba
21:12 sapier base value is supposed to be specified by builtin
21:12 RealBadAngel only 16px ones.....
21:12 sapier no
21:12 RealBadAngel using bigger ones will make it bigger
21:13 RealBadAngel because of that:
21:13 RealBadAngel core::dimension2di srcd(stat_texture->getOriginalSize());
21:13 sapier which is overridden by the patch we talked about
21:14 RealBadAngel yup, you have to run a mod to change it
21:14 RealBadAngel unactepable
21:15 sapier ok rba now I'm confused you want fixed size stats but bigger stats for some texture packs?
21:15 RealBadAngel ofc not
21:15 sapier so what are you talking about mods?
21:15 sapier heart and bubble statbar are created by builtin with size set to 16
21:15 sapier or whatever value you want
21:16 sapier not yet of course but that's what I suggest
21:16 BlockMen why builtin? put it in default
21:16 BlockMen i think lua statbars should be done by games
21:16 sapier ok doesn't matter where exactly as long as it's lua code supplied with mt
21:17 VanessaE_ put them in default.
21:17 BlockMen sapier, lua statbars have only one little issue. they are serverside
21:17 sapier and what's the problem?
21:18 sapier (relevant) health as well as air is stored on server too
21:18 BlockMen unneccesary traffic
21:18 RealBadAngel and wheres texture pack?
21:18 sapier that information is sent anyway
21:18 sapier ok we need to send it twice
21:18 BlockMen but you send always player:hud_change() too then
21:19 BlockMen for each bar
21:19 BlockMen i reduced it now as good as possible in my hud mod
21:19 RealBadAngel i dont remember server being aware of texture pack used...
21:19 sapier but for sake of code and design it's way better not to have some special hardcoded things
21:19 VanessaE_ sure, if the player takes damage or heals.
21:19 VanessaE_ is that really all that much traffic?
21:19 celeron55 that happens so rarely that traffic doesn't matter
21:19 VanessaE_ exactly.
21:20 celeron55 what can matter is lag, but the server usually determines those anwyay... except for fall damage
21:20 VanessaE_ I could see lag being an issue
21:20 VanessaE_ bah, ninja'd
21:20 sapier rba texture pack doesn't have an effect on size of bar
21:20 VanessaE_ sapier: it does.
21:20 RealBadAngel now it has
21:20 BlockMen VanessaE_, could you install on one server hud for testing?
21:20 sapier not if it's specified as intended in that patch
21:21 VanessaE_ sapier: well no, not after the patch in question, but until then it will.
21:21 sapier yes I know but we're talking about how we want it to be
21:21 VanessaE_ BlockMen: what sort of hud do you have in mind?  already I have the areas mod which uses some textual hud elements
21:21 VanessaE_ sapier: right.
21:22 BlockMen VanessaE_, https://forum.minetest.net/v​iewtopic.php?f=11&amp;t=6342
21:22 BlockMen that would be such a hud like it would be in default
21:22 BlockMen *except hunger ofc
21:23 VanessaE_ BlockMen: something like that is already on the Realtest server
21:23 VanessaE_ at least for the hotbar
21:23 RealBadAngel sapier, you seem to not understand the problem at all: http://i.imgur.com/GYoVdNC.png
21:24 BlockMen the hotbar is only send once on_join
21:25 VanessaE_ BlockMen: areas mod sends HUD updated frequently
21:25 sapier for what I understood RealBadAngel you want hotbars to be independent of texture packs
21:25 VanessaE_ (it tells you ownership info as you walk around)
21:25 VanessaE_ updates*
21:25 BlockMen VanessaE_, ah, ok
21:25 VanessaE_ probably more often than e.g. a hunger bar
21:25 RealBadAngel UI also uses hud elements, lotsa of them
21:25 BlockMen well, then it should be fine i guess
21:25 BlockMen and no, more often is health or drowning ;)
21:25 sapier if a hotbars size is specified by hotbar lua declaration each client will be notified about the base size of that bar, this is modified by dpi as well as user specified gui scale factor
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21:26 sapier tell me if I did miss something
21:26 john_minetest Hey, I found something that might be a bug. Not sure though so I want to ask here first.
21:26 VanessaE_ RealBadAngel:  that reminds me, https://github.com/minetest/minetest/issues/1248
21:28 RealBadAngel looks like some1 bwoked the waypoints, great :)
21:28 sapier guess know one had waypoints in view on doing the camera fix
21:29 john_minetest Hmmm... Can't reproduce the bug...
21:29 sapier -kw ... that the hell am I writing
21:30 RealBadAngel sapier, i will just fix that textures issue, you can add lua scaling to it if you want
21:30 RealBadAngel im pretty tired explaining obvious things for hours already ;)
21:30 sapier no as I said I wont continue on hud
21:30 RealBadAngel so i will add it too
21:30 sapier but I'm gonna write the issue about broken statbar scaling once you added it
21:30 RealBadAngel but first, textures fix
21:31 RealBadAngel it wont be broken in any way
21:31 sapier we'll see
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21:48 RealBadAngel sapier, http://i.imgur.com/FyIIDyq.png
21:48 RealBadAngel hearts are 256px, bubbles 16px
21:48 RealBadAngel so, whats broken?
21:49 sapier add a user defined stat bar and make it show a 512 px image ... it's supposed to be 512 px
21:49 RealBadAngel no its not
21:49 sapier IT IS
21:49 RealBadAngel stop calling a bug a feature
21:50 sapier you won't change my mind, in current version I can create variable sized statbars after your fix I can't do this any longer
21:50 RealBadAngel now any texture pack that is bigger than 16px CANNOT use own textures for statbars
21:51 VanessaE_ RealBadAngel: he means, create a new one where the modder has ostensibly decided that his/her statbar should actually BE 512px in size and see what it does
21:51 RealBadAngel you really wanna see statbar with 512px images?
21:52 VanessaE_ I don't....but sapier does ;)
21:52 RealBadAngel good, hold on. i will show you what happens
21:52 sapier NOT heart or bubble bar
21:53 ShadowNinja My builtin split and unification (No, that's not a contradiction) works.  :-)  64 files changed, 7667 insertions(+), 7646 deletions(-)
21:54 sapier great
21:54 sapier so you just did work about 50% colliding to mainmenu cleanup
21:54 sapier both multik changes
21:55 ShadowNinja sapier: git is smart, it will see that it was moved and morge it into the new location.
21:55 sapier git will terribly fail for this
21:55 sapier git is dumbass and far from smart
21:56 RealBadAngel http://i.imgur.com/Pscnjki.png
21:56 RealBadAngel here you go :P
21:56 sapier not hearts bar
21:56 VanessaE_ eep
21:57 RealBadAngel youre still thinkin that this bug is a FEATURE????
21:57 sapier yes
21:57 RealBadAngel lol, no more comments
21:57 sapier you doing silly things doesn't proove anything
21:57 RealBadAngel i just show you how badly it is broken
21:58 sapier well create a formspec showing a 10000000px image will still cause same thing
21:58 sapier therefore we need to force all images shown in minetest to 16px is this what you wanna say?
21:58 RealBadAngel no for christ sake, this is how you fucked up all the texture packs out there
21:58 RealBadAngel including mine, VanessaE_  and all other folks
21:59 sapier RealBadAngel: I don't say there's no bug, I just say your fix causes another bug
21:59 ShadowNinja sapier: I made half of this commit (everything was moved and with some edits), stashed it, merged async-rework, poped it, and there was only one small conflict an a line that had been changed in both.
21:59 ShadowNinja git won't detect renames for really small files, but those should be easy to merge.
21:59 RealBadAngel my fix doesnt cause anythin but fixes the issue
21:59 RealBadAngel if you want to scale up or down the statbar it can be added
21:59 VanessaE_ sapier: the "bug" that the proposed patch creates is not itself nearly as severe of a problem as what it fixes.  If a modder wants to create a statbar where the images are displayed at a fixed size, why can't the modding API just have some flag that says "fixed size"?
22:00 sapier I hope you're right about that ShadowNinja because I wont do any of those changes if it's too much work
22:00 ShadowNinja sapier: #1258
22:00 VanessaE_ in which case the statbar is displayed very much like the hearts/bubbles are right now
22:00 ShadowBot https://github.com/minetest/minetest/issues/1258 -- Organize builtin into subdirectories by ShadowNinja
22:00 sapier still fixing a bug by causing another bug is wrong by definition
22:00 RealBadAngel fuck, what it causes?
22:00 RealBadAngel can you explain me?
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22:00 sapier especially as both aren't bugs as of "minetest will crash and ruin your disk"
22:01 VanessaE_ sapier: ok then how would YOU prefer to fix it?
22:01 VanessaE_ remember, you have to be able to scale any size of texture whether it's supplied with the engine, with a mod, or with a user-installed texture pack
22:01 sapier create a lua statbar e.g. showing ballons make them sized 128 ... vertical alignment left side of screen  e.g. pos 10,600 ... max elements 3
22:03 RealBadAngel first of all, for that you would need a mod that will modify the statbar
22:03 sapier as I suggested, fixt that scaling patch, remove c++ statbars and make them added by default. this way you can do everything you can do now and still have your fixed heart and bubble bart
22:03 sapier -t
22:03 RealBadAngel and that feature is not added yet
22:03 RealBadAngel no i wont be able to fix that problem with ANY KIND OF MOD
22:04 RealBadAngel texture pack is client side only
22:04 sapier sorry I wont continue today, if you're gonna merge it that way I'll have to write that issue
22:04 RealBadAngel and server is not aware of it
22:05 sapier server doesn't need to know about it
22:05 sapier if server sends size is 48 it's gonna be 48 (plus dpi + user spec scaling factor)
22:05 sapier if server sends size is 1 it's gonna be 1 +...
22:05 sapier and if server sends 100000k ... guess what
22:05 RealBadAngel no its not sending anythin....
22:06 VanessaE_ sapier: and without any patch, the user's texture pack is gonna force that size to be whatever the textures want it to be.
22:06 sapier lua statbars are sent by server
22:06 RealBadAngel it takes the size from texture size only
22:06 sapier I'm talking about the PROPER solution we discussed not about the current state
22:06 RealBadAngel i dont know what youre smokin, but i have to ask you for your dealer number ;)
22:07 VanessaE_ ok with a proper solution sure
22:08 RealBadAngel https://github.com/minetest/minet​est/blob/master/src/hud.cpp#L318
22:08 VanessaE_ I guess I don't see the problem then, if the server says to the client "ok, display a statbar with image size 48px, max 3 elements at pos 10,600" and it's displayed precisely as that regardless of what textures are supplied either by the server or by the client, then isn't that exactly the solution we want?
22:08 RealBadAngel that you are calling sending the size by server?
22:08 VanessaE_ (even if the client has 256px textures being supplied to the statbar)
22:09 RealBadAngel well, propably yes, server sent to user 16px texture, so lets call it so ;)
22:09 VanessaE_ RealBadAngel: he means after the suggested path
22:09 VanessaE_ patch*
22:09 RealBadAngel i wont accept a patch that will ruin all the texture packs even more
22:10 RealBadAngel scale has to be added as another factor
22:10 RealBadAngel and maybe a flag to keep original image size
22:10 sapier the size I'm talking about is base size not scale
22:11 sapier a scale isn't enough, if user specifies scale to 2.5 and this is applied to a texture pack result is undefined
22:11 VanessaE_ server sends the "48px, max 3..." definition to the client, gives it a 16px texture to use, client scales it up to fit.  OOps, wait, client has a 256px texture it wants to use, so it instead scales THAT one down to 48px and uses it instead of the server-supplied file.  Is that not the ideal solution?
22:11 RealBadAngel but default behaviour have to be scaling the images to keep the very same size regardless their actual resolution
22:11 RealBadAngel this is what texture packs expect
22:11 sapier yes that's the base size  sent by server
22:12 VanessaE_ well base size +/- whatever the user's device says to display HUD elements at of course.
22:12 sapier and base size is specified for each stat bar
22:12 VanessaE_ I'm just talking about basics here
22:12 VanessaE_ try not to complicate it :P
22:12 sapier ok ok
22:13 VanessaE_ first get the fucking thing to display at the HUD-specified base :)
22:14 RealBadAngel btw, those ballons can be easily added with another hud element
22:14 RealBadAngel without any changes to current code
22:14 sapier but I want half baloon levels too
22:14 RealBadAngel sure, lemme code simple mod for that
22:14 sapier and I don't wanna add a half baloon texture
22:14 VanessaE_ I think we need a proper "half" image
22:15 VanessaE_ rather than cutting the "whole unit" image in half
22:15 VanessaE_ half a bubble, half a balloon looks weird :P
22:15 sapier I gonna go to bed now ... half bubbles and half balloons are to weired
22:16 sapier left #minetest-dev
22:16 VanessaE_ you guys put proper "halt unit" items in and I'll draw something that w.....
22:16 VanessaE_ would be appropriate for the purpose.
22:17 VanessaE_ half*
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22:56 cg72 https://github.com/minetest/minetest/issues/1259
23:08 ShadowNinja ~tell hmmmm Can you check #706 and see if it's O.K?
23:08 ShadowBot ShadowNinja: O.K.
23:11 cg72 https://github.com/minetest/minetest/issues/1259
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23:18 VanessaE_ ShadowNinja: damn that was quick!
23:18 VanessaE_ (fixing 1257 I mean)
23:19 ShadowNinja VanessaE_: :-D

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