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IRC log for #minetest-dev, 2014-09-19

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Time Nick Message
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01:03 ShadowNinja kahrl: Does https://github.com/minetest/minetest/pull/1634 look O.K. to you?
01:04 kahrl ShadowNinja: are you sure the fetchJsonValue change is compatible with all the things we fetch?
01:05 ShadowNinja kahrl: Yes, only one thing actually wanted the "list" from fetchJsonValue, so it's actually a bug fix.
01:05 TriBlade9 ShadowNinja, Nope, setting it to 0 doesn
01:06 TriBlade9 doesn't stop movement. Should I add a check for that?
01:07 ShadowNinja TriBlade9: It shouldn't need a check, you should do it with multiplication or something like that that addjusts with the value.
01:07 TriBlade9 The problem with multiplication is that it, well, makes gravity overkill when you set higher values
01:07 TriBlade9 Same with jump height.
01:08 kahrl ShadowNinja: why is CurlFetchThread now a friend class?
01:09 RealBadAngel going to merge now https://github.com/minetest/minetest/pull/1646
01:09 ShadowNinja kahrl: I made some things private.
01:09 kahrl why?
01:09 RealBadAngel any objections?
01:09 kahrl I think if they are used from outside they should be public
01:10 proller ShadowNinja, why you always make 0 sense commits like renaming variables ^ ?
01:10 proller there is no more problems ?
01:10 ShadowNinja kahrl: Because they're internal to the HTTPFetch operation, nothing outside should need them.
01:10 TriBlade9 Renaming variables isn't always a bad idea?
01:10 TriBlade9 Such as 'BS' x]
01:11 RealBadAngel TriBlade9, btw, try not to insert whitespaces in your pulls
01:11 TriBlade9 Whitespaces being spaces or tabs?
01:11 RealBadAngel yes
01:11 kahrl ShadowNinja: then provide a getResult() or something like that
01:11 kahrl because the result *is* needed from outside
01:11 TriBlade9 What do you mean RBA? I will try once I know what whitespaces not to add.
01:11 ShadowNinja kahrl: complete() returns the result.
01:11 proller depend on target, if have first place in github game - renaming very good
01:11 RealBadAngel empty line with a tab for example
01:12 TriBlade9 Oh, right
01:12 TriBlade9 Did I do that? :L
01:12 TriBlade9 Sorry
01:12 RealBadAngel or extra spaces (tabs) at the end of the line
01:12 RealBadAngel yes you did
01:12 proller if make game and solve real problems - renaming ~useless
01:12 TriBlade9 Darn
01:12 TriBlade9 My IDE is supposed to strip those out when I save files
01:12 kahrl ShadowNinja: right... hmm why doesn't CurlFetchThread use this return value
01:12 RealBadAngel dont worry it happens to me all the time
01:12 TriBlade9 My bad
01:13 RealBadAngel i just squashed your pull and found one
01:13 TriBlade9 I will keep that in mind and do it proprly next time
01:13 TriBlade9 I love that word, "squashed" :P
01:13 RealBadAngel yeah yeah, i say the same
01:13 ShadowNinja kahrl: I didn't look closely at what CurlFetchThread does, I'll check.
01:13 RealBadAngel and there is always a horde of them
01:14 kahrl ShadowNinja: oh, you added that return value
01:14 kahrl ShadowNinja: but yeah in that case just use it
01:14 RealBadAngel kahrl, ShadowNinja have you checked the proposed main menu theme?
01:14 kahrl RealBadAngel: not yet
01:14 ShadowNinja RealBadAngel: Music you mean?  If so, no.
01:15 RealBadAngel http://incompetech.com/music/royalty-​free/index.html?keywords=the+descent
01:15 RealBadAngel just listen to it while chatting then
01:15 TriBlade9 ShadowNinja, I'm going to test some multipliers, I'll get back to you on that.
01:16 TriBlade9 RBA, if I ever got around to it, I could probably compose some half-decent music for MT
01:16 ShadowNinja kahrl: It also accesses the request and caller.
01:16 kahrl ShadowNinja: oh... didn't see that
01:16 RealBadAngel TriBlade9, browse that site. this is all one guy work
01:16 RealBadAngel free to use
01:17 RealBadAngel hes just amazing
01:17 kahrl ShadowNinja: provide a getCaller()?
01:17 TriBlade9 RealBadAngel, Reminds me slightly of Runescape
01:17 TriBlade9 But otherwise it sounds great
01:18 RealBadAngel and for me Hans Zimmer scores
01:18 TriBlade9 ^^^^^^^^^^^^^^^^^^^^^
01:18 TriBlade9 If only Two Steps From Hell was Royalty Free
01:19 RealBadAngel hes also having lotsa tracks in style of UT2
01:19 RealBadAngel but im afraid those wont go here ;)
01:19 TriBlade9 :P
01:19 RealBadAngel pity
01:20 TriBlade9 Is there one with a bit of a more uplifting tone?
01:20 TriBlade9 Dark, deep music just doesn't seem to fit with a game with no real scary mobs.
01:20 RealBadAngel search for Neo Western
01:20 TriBlade9 I would if the site would load properly >_>
01:20 RealBadAngel and scroll down the page a bit
01:20 TriBlade9 I can't search
01:20 TriBlade9 It uses google custom search
01:20 kahrl RealBadAngel: haha, now I'll always think of the beginning of FLoB season 4 when I start minetest
01:21 RealBadAngel http://incompetech.com/music/royalty-​free/index.html?keywords=neo+western
01:21 RealBadAngel neo western is 7th result on that page
01:21 TriBlade9 RBA, wow, umm
01:21 TriBlade9 That's a bit *too* cheery :P
01:22 RealBadAngel http://incompetech.com/music/royalty-​free/index.html?keywords=the+complex
01:22 TriBlade9 A Track that fits like every game menu ever is Audiomachine - Knights and Lords
01:22 proller TriBlade9, renaming bs is very bad idea because bs must be deleted
01:22 TriBlade9 But it's not free
01:22 RealBadAngel still "the descent" is the best pick for main menu
01:22 TriBlade9 No proller, that's BS
01:22 RealBadAngel cinematic feel
01:23 RealBadAngel and "something gonna happen"
01:23 TriBlade9 Yea
01:23 TriBlade9 Seriously though, check out Audiomachine - Knights and Lords
01:23 TriBlade9 It totally fits everything
01:23 TriBlade9 Perhaps not the end
01:24 RealBadAngel ok, to cheer you up
01:24 RealBadAngel http://incompetech.com/music/royalt​y-free/index.html?isrc=USUAN1100765
01:25 RealBadAngel ShadowNinja, what about you?
01:26 TriBlade9 Woah, I like The Complex
01:26 TriBlade9 Doesn't really fit Minetest
01:26 TriBlade9 Has a bit of a Pacific Rim meets Tribal sound
01:27 ShadowNinja kahrl: And getRequest().  I'll do that.
01:28 ShadowNinja RealBadAngel: Hmmm?
01:28 TriBlade9 Just tested your menu build, The idea is great, but crossfading is really needed for games
01:28 VanessaE that's two who call for crossfading :P
01:28 TriBlade9 I wonder how hard it is
01:28 TriBlade9 NEssa, shouldn't you be sleeping right now? x]
01:28 VanessaE it's only 9:28pm, not yet.
01:29 TriBlade9 I go to bed at 10:00, no later, period
01:29 VanessaE er excuse me, THREE if you count me :P
01:29 VanessaE 10? hah
01:29 VanessaE I don't usually hit the sheets before midnight
01:29 TriBlade9 Except for last night, when my driver got lost and ended up taking us on a four-hour detour over dirt roads
01:29 VanessaE usually closer to 1am
01:29 TriBlade9 That was fun -_-
01:29 RealBadAngel ShadowNinja, <RealBadAngel> http://incompetech.com/music/royalty-​free/index.html?keywords=the+descent
01:29 RealBadAngel <RealBadAngel> just listen to it while chatting then
01:29 TriBlade9 So does everyone else apparently VanessaE :P
01:29 kahrl ShadowNinja: well in that case you only really need getRequest()
01:30 kahrl but it doesn't really matter if you add getCaller too
01:30 ShadowNinja RealBadAngel: Now's not a good time to listen to music.  Tomorrow.
01:30 RealBadAngel ok
01:31 RealBadAngel TriBlade9, merged selection boxes pull
01:31 TriBlade9 Yay :D
01:31 TriBlade9 TYVM
01:31 ShadowNinja kahrl: Hmmm, it looked like there was a top-level caller var too.
01:31 TriBlade9 Owait
01:31 RealBadAngel you may close the issue
01:31 TriBlade9 Now I have to rebase everything again >_>
01:31 VanessaE TriBlade9: I'd have worded that as "thickness" of those lines btw
01:31 VanessaE not "width"
01:31 VanessaE too late now :)
01:31 VanessaE (sorry I didn't catch it sooner)
01:32 TriBlade9 Lady, you were exactly one minute too late >:U
01:32 VanessaE sorry
01:32 TriBlade9 np
01:32 * VanessaE hides
01:32 TriBlade9 One day we'll clean up all the wording
01:32 TriBlade9 There's a lot that needs to be changed
01:32 TriBlade9 Still trying to find a good multiplier value for player movement
01:33 TriBlade9 It doesn't work well at all
01:34 RealBadAngel TriBlade9, theres simple way to do that, i mean rebasing
01:34 TriBlade9 git rebase http://github.com/minetest/minetest/ master?
01:34 TriBlade9 Or something like that?
01:35 RealBadAngel http://pastebin.com/zH3xdWha
01:35 RealBadAngel after those commands your master will be in sync with minetest/master
01:35 TriBlade9 Oh, TYVM
01:35 TriBlade9 Then I just rebase all the other branches to master
01:35 RealBadAngel then you can create new branch and work on it
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01:36 RealBadAngel or so
01:36 TriBlade9 Uggh
01:36 TriBlade9 How am I such a git newbie after all these years?
01:37 TriBlade9 fatal: 'upstream' does not appear to be a git repository
01:37 VanessaE cd into your repo directory :P
01:37 TriBlade9 in it
01:37 TriBlade9 checked out in master
01:38 RealBadAngel maybe not properly cloned?
01:38 TriBlade9 Possibly...
01:38 kahrl ShadowNinja: the rest looks fine to me
01:38 TriBlade9 Story of mylife is doing stuff in weird ways
01:38 TriBlade9 Such as rebasing master by reverse-pull-requesting upstream
01:38 kahrl ShadowNinja: I was going to set CURLOPT_INTERFACE like you did but didn't get around to it :P
01:39 RealBadAngel git remote add upstream https://github.com/minetest/minetest.git
01:39 ShadowNinja kahrl: Hmmm, seems I have to copy the resuly for _deliver_result, since it's deleted just after.
01:40 RealBadAngel try this in your repo
01:40 TriBlade9 Ty RBA
01:40 RealBadAngel then again those from my pastebin
01:40 TriBlade9 I already did that though, right before you pasted it :P
01:40 kahrl ShadowNinja: doesn't httpfetch_deliver_result copy it already?
01:41 ShadowNinja kahrl: Not unless std::vector::push_back() copies it.
01:41 TriBlade9 RBA, I downloaded "The Complex" and added it to my music collection. /like
01:42 kahrl ShadowNinja: well, it does
01:42 ShadowNinja kahrl: Hmmm, O.K.
01:42 * ShadowNinja doesn't like unnecessary copies.
01:42 kahrl just like when you do int i = 42; v.push_back(i); it doesn't push a reference to i, it pushes the value 42
01:43 RealBadAngel kahrl, ShadowNinja i would like to add simple setting to disable crack animations, do i have to make a pull for it? or do you agree?
01:43 ShadowNinja RealBadAngel: Not without an alternative progress method.
01:43 TriBlade9 Block changing color perhaps?
01:43 RealBadAngel particles are
01:44 ShadowNinja kahrl: Yes, I see how it can't, we'd have to make it a vector of pointers.
01:44 RealBadAngel i do play with highlighting and particles
01:44 RealBadAngel i dont need cracks at all
01:45 RealBadAngel ofc that cracks will be enabled by default
01:45 VanessaE ShadowNinja: I proposed to RealBadAngel that perhaps the mesh itself can be split into many small polys and gradually warped and distorted to show dig progress
01:45 ShadowNinja kahrl: Also accesses `curl`...
01:45 VanessaE as an alternative to a crack animation
01:45 kahrl ShadowNinja: huh
01:45 TriBlade9 That would be cool VanesasE, but how well would it work on Nodeboxes and alternative drawtypes?
01:46 RealBadAngel it fails on plantlike
01:46 kahrl seems it's a good thing all those things are fixed :P
01:46 VanessaE ShadowNinja: with "ready to explode" looking like basically a somewhat cubic pile of rubble
01:46 ShadowNinja RealBadAngel: But it has no progress.  I suppose the setting's O.K. as locg as it's cached and off by default though.
01:46 VanessaE TriBlade9: same difference.  just split it into polys and warp the shit out of it.  doesn't really matter what it looks like, the point is to distort it
01:46 RealBadAngel ofc it does not show progress but just the fact node is being digged
01:47 TriBlade9 VanessaE, then each level must be a progression on the last one
01:47 RealBadAngel for me its enough
01:47 kahrl ShadowNinja: I don't see a good way to change that though, so I guess it's getEasyHandle() time
01:47 VanessaE TriBlade9: exactly.
01:47 TriBlade9 Which I see being tricky for drawtypes such as torchest and plants
01:47 RealBadAngel anyway such setting will be needed
01:47 TriBlade9 Also, I was looking all over for a way to register a drawtype, how on earth does that work?
01:48 VanessaE TriBlade9: trend each warping step such that vertexes tend to be closer to y=-0.5
01:48 RealBadAngel and i dont wanna add the code again and again to my builds ;)
01:48 VanessaE and X/Z tend to be closer to +/- 0.5
01:48 VanessaE that would cause the mesh to tend to spread out in a pile
01:48 VanessaE (I'm using node coords here since I don't know what the vertex coords look like)
01:49 RealBadAngel TriBlade9, look for pull request that adds for example glasslike_framed
01:49 TriBlade9 We could try that VanessaE
01:49 TriBlade9 Okay RBA
01:49 RealBadAngel here you will find all the places you need to visit while adding new one
01:49 TriBlade9 I want to write a drawtype that's similar to Minecraft's fire
01:49 TriBlade9 Which I *assume* won't be too hard
01:50 RealBadAngel drawtypes are not that hard
01:50 TriBlade9 Do they require protocl bumps?
01:50 RealBadAngel content_mapblock.cpp
01:50 VanessaE TriBlade9: *googles it* don't we have this drawtype already?  in the form of flat nodeboxes?
01:50 kahrl so like allfaces, but only draw sides that are adjacent to non-air (and draw them with a little offset)
01:51 kahrl right?
01:51 TriBlade9 Yep
01:51 TriBlade9 'xactly
01:51 RealBadAngel rest is just api stuff
01:51 ShadowNinja kahrl: http://sprunge.us/XGVF?diff compiles and runs.
01:51 TriBlade9 I also started testing an API for FOV
01:51 TriBlade9 But that kinda failed so far
01:51 RealBadAngel there was pull with FOV already, by Jeija
01:52 RealBadAngel that changed FOV when running
01:52 kahrl ShadowNinja: nice
01:52 kahrl ShadowNinja: I think it can be merged now, unless you want some more testing
01:52 RealBadAngel kahrl, are you ok with the setting?
01:53 kahrl RealBadAngel: which one? cracks?
01:53 ShadowNinja kahrl: Great, thanks!  :-)
01:53 RealBadAngel yup
01:53 kahrl RealBadAngel: sure do it
01:53 TriBlade9 RealBadAngel Changing the FOV when running is fine, but what would really be nice is allowing Lua to change the player FOV
01:53 RealBadAngel k, will push it in the morning, now time to visit the bed ;)
01:53 TriBlade9 Hi bed, how are you? Doing well? Okay!
01:54 TriBlade9 *RBA comes back to IRC*
01:54 VanessaE ok visiting time is over
01:54 TriBlade9 G'night RBA
01:54 RealBadAngel hehe, cya folks
01:54 VanessaE night RealBadAngel
01:54 TriBlade9 Now that he's gone we can really start talking business >:D
01:54 TriBlade9 Oh, he's not gone? Ooops...
01:58 ShadowNinja kahrl: What about the settings cleanup?
02:01 TriBlade9 Welp, it seems FOV has been recommended several times, but never merged, so I'm not gonna do it this time :/
02:03 ShadowNinja TriBlade9: Zoom or configurable FOV?
02:04 TriBlade9 LUA FOV
02:05 TriBlade9 player:set_fov(fov, [addremove])
02:05 ShadowNinja Oh.
02:05 TriBlade9 s/LUA/Lua/
02:14 ShadowNinja TriBlade9: Yes, LUA's a different language: https://github.com/mniip/LUA
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02:21 TriBlade9 hi jordy and Zeno
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08:07 Zeno` TriBlade9, interesting PR
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08:12 TriBlade9 Thank you Zeno`, I think x]
08:15 Zeno` It looks good
08:16 Zeno` I think :3  still testing :)
08:20 TriBlade9 Glad to hear it :D
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08:58 TriBlade9 Anyone know where getContent is defined? O-
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09:00 Zeno` mapnode.h
09:01 TriBlade9 k, ty
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09:49 Megaf 06:40:49: ERROR[ServerThread]: ServerEnv: Trying to store id=4577 statically but block (0,0,-6) already contains 16 objects. Forcing delete.
09:50 Megaf entity duplication bug?
09:50 RealBadAngel TriBlade9, when adding new drawtype you have to update also the shaders generation code:
09:50 RealBadAngel https://github.com/minetest/minete​st/blob/master/src/shader.cpp#L633
09:50 RealBadAngel insert new drawtype here and change the loop below
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09:53 RealBadAngel also you need to add new drawtype as the last one in enum
09:53 TriBlade9 It must be the last one?
09:53 TriBlade9 Alright
09:53 RealBadAngel otherwise you will fuck up drawtypes in old worlds
09:53 TriBlade9 Holy sheet
09:53 TriBlade9 Got it
09:53 TriBlade9 I was organizing them by "relation"
09:54 RealBadAngel you wouldnt be able to see problems in newly generated one
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09:54 RealBadAngel but try to join for example a server with such modified client
09:54 RealBadAngel drawtypes will be mixed then
09:54 TriBlade9 kk
09:58 RealBadAngel about the style, for(u32 j = 0; j < 4; j++)
09:58 RealBadAngel use spaces
09:58 TriBlade9 ...
09:58 RealBadAngel once youre using them once not
09:58 TriBlade9 Give me a break there, that was direct copying :P
09:58 TriBlade9 okay, will do x]
09:59 RealBadAngel im playing ShadowNinja now ;) he used to give such hints for me lol
09:59 TriBlade9 That's fine
09:59 TriBlade9 I have a lot to learn, I've got a ton of PR's and have only been working for three days
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10:04 RealBadAngel https://github.com/minetest/minetest/pull/1658/f​iles#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1071
10:04 RealBadAngel with commented out loop you get here with i uninitialized
10:05 RealBadAngel wait, always 6
10:05 TriBlade9 ?
10:05 TriBlade9 It works fine, so far as I can tell
10:05 TriBlade9 But don't worry, I removed that loop anyways
10:05 TriBlade9 It was a wasted loop
10:06 RealBadAngel if(doDraw[i] == 1)  will get i = 6 from loop above
10:07 TriBlade9 k
10:07 RealBadAngel also i in your function have 3 different types, int u32 and u16
10:07 TriBlade9 Copy-pasting strikes again
10:07 TriBlade9 int I assume is best
10:07 RealBadAngel yup
10:07 TriBlade9 int or u16?
10:07 RealBadAngel just pick one
10:07 TriBlade9 kk
10:07 TriBlade9 I'll go with int
10:08 TriBlade9 For now I gotta go east
10:08 TriBlade9 *eat
10:08 TriBlade9 TYVM for taking the time to review my code! Another pair of eyes is always very helpful and important
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10:12 Zeno` ok, I guess I should remove the refactor of main since it doesn't seem to be something that's wanted?
10:13 rubenwardy Merging is slow in this community. Just wait a little :P
10:14 Zeno` I don't want it merged, I want testing :D
10:15 Zeno` I'll leave it for now because I want to clean it up tomorrow anyway
10:16 RealBadAngel Zeno`, when you will think its ready for testing just let me know
10:19 RealBadAngel Zeno`, such cleanups are needed rly
10:19 Zeno` RealBadAngel, I think it's ready for testing now
10:19 RealBadAngel "I want to clean it up tomorrow anyway"
10:19 Zeno` I want to make sure that the restructure behaves as expected before I refactor/cleanup
10:20 Zeno` If something is not behaving as it should then cleaning up is... jumping the gun
10:20 Zeno` I've tested everything I can think of but who knows
10:20 RealBadAngel no one knows
10:20 Zeno` yup
10:21 RealBadAngel VanessaE always finds bugs for me even if im 110% there are none
10:21 Zeno` kahrl found a bug in the other day
10:21 Zeno` it's how things work :)
10:21 Zeno` in it*
10:22 RealBadAngel also (at least for me) it helps to give a huge commit a short break
10:22 Zeno` yep for sure
10:22 RealBadAngel do something totally another
10:22 RealBadAngel and comeback and actually read it again
10:23 RealBadAngel im removing lotsa bugs this way
10:24 RealBadAngel when i started to code for mt i wanted my code merged asap, now i rather want to wait a bit
10:24 Zeno` that's why I've left it today and yesterday (apart from removing some parenthesis that confused me)
10:24 RealBadAngel time brings new solutions and ideas, also help finding bugs
10:24 Zeno` Well as long as people might be testing then I'm cool with that :)
10:25 Zeno` I just thought that maybe it was "lost"
10:25 Zeno` hehe
10:25 RealBadAngel but ofc you have to fight for your pull, nobody will do that for you ;)
10:25 Zeno` How far off is .11 ?
10:26 Zeno` If it's soon then I don't think it should be part of 0.4.11
10:26 Zeno` Mainly because it's got so many changes
10:26 RealBadAngel i do have some unreleased code for 0.4.11
10:27 rubenwardy Just checked through #1644 (Refactor main). It is pretty good.
10:27 RealBadAngel i already bumped protocol version for it
10:27 rubenwardy Haven't tested it
10:27 Zeno` Thanks rubenwardy. I've tested as much as I can think of but... yeah
10:27 RealBadAngel so i think soon is about a few weeks
10:27 Zeno` a few weeks? well yeah I think it should not be in 0.4.11
10:28 Zeno` even if it does work
10:28 Zeno` (which it does)
10:28 RealBadAngel pass that code through ShadowNinja
10:29 Zeno` I have trouble catching up with SN unfortunately. I think our timezones are too different :/
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10:29 RealBadAngel there are emails pms etc
10:29 Zeno` Part of the cleanup will rely on one of my PRs that SN incorporated into one of his anyway
10:30 RealBadAngel also SN likes to comment the code on github
10:30 Zeno` this one: https://github.com/minetest/minetest/pull/1623
10:30 Zeno` I'll leave him a message via the bot on inchranet
10:32 RealBadAngel and btw if you were looking for someting to take break from main, we need data storage, per key, from Lua
10:33 RealBadAngel so mods can save their data in db files
10:33 RealBadAngel freeminer already has that
10:36 Zeno` data storage?
10:36 RealBadAngel saving any data to db
10:37 Zeno` rubenwardy, I'll fix the indentation. Thanks
10:37 RealBadAngel mods now do have to create tons of files in world folders
10:37 Zeno` oh I see
10:37 Zeno` ok I might chat with SN about that
10:38 RealBadAngel check out maybe how freeminer have it done
10:38 Zeno` yep, good idea
10:38 RealBadAngel im not in db's at all
10:38 RealBadAngel but i do need that feature badly
10:39 Zeno` rubenwardy, in my defence some of those indentation issues are not mine ;) Just copy/paste stuff. I'll go through the whole file though
10:39 RealBadAngel many modders do in fact
10:39 Zeno` what's the major advantage of it being in the db?
10:40 RealBadAngel no files in world folders, no need to save on exit, checking if its done
10:40 RealBadAngel easy access
10:40 Zeno` keeping things together
10:41 Zeno` yeah, sounds reasonable at first glance
10:41 RealBadAngel http://wiki.mudlet.org/w/Manual:​Lua_Functions#Database_Functions
10:41 RealBadAngel check out another project
10:42 jin_xi lol minetest code style guide says to not copy the style around your changes, as the style will probably bad
10:42 rubenwardy You're welcome. The Minetest project is quite hypocritical about code style.
10:42 rubenwardy Exactly, jin_xi :P
10:43 Zeno` I know... I'll run astyle against every source file
10:43 Zeno` hehe
10:43 Zeno` that would be a nice PR
10:43 Zeno` RealBadAngel, I like that API
10:44 RealBadAngel that would be lovely to have
10:44 RealBadAngel easy and flexible
10:57 rubenwardy Can a dev / someone with knowledge verify this: https://forum.minetest.net/vi​ewtopic.php?p=154658#p154658
10:57 rubenwardy About minetest. to core. in Lua scripts
11:00 rubenwardy s/Please can/Can
11:00 rubenwardy :P
11:03 RealBadAngel all core functions are now core, whats the problem?
11:05 RealBadAngel its the internal namespace, not name of the engine
11:05 rubenwardy is minetest = core ?
11:06 rubenwardy It doesn't matter though, I was just making a point. About renaming things.
11:10 rubenwardy nvm
11:14 RealBadAngel yes
11:15 RealBadAngel ofc its just namespace
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11:58 Zeno` RealBadAngel, I am addicted to the new node highlighting
11:58 Zeno` f'ing awesome
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12:05 TBC_x what is BS in the code anyways?
12:06 TBC_x it is kinda hard to look up in vim
12:11 TriBlade9 Block Size
12:12 TriBlade9 Messed me up too TBC_x
12:13 proller just useless random number
12:15 Zeno` Why do people say "anyways"? I even hear it on TV now
12:16 Zeno` lol @ the urban dictionary entry
12:17 TBC_x anyways... why not?
12:20 Zeno` It's not... right
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12:38 erlehmann hey people
12:38 erlehmann i want to be of development again
12:38 rubenwardy That's good to hear.
12:39 TriBlade9 rubenwardy, you know how nodes in-hand are drawn with the same methods as in-world nodes?
12:39 TriBlade9 Is there a way to determin wether or not it is being drawn in-hand?
12:40 rubenwardy It is different
12:40 rubenwardy in-world nodes are added to a mesh
12:40 rubenwardy Look for wield item in local player, player or camera
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12:40 erlehmann i want to make slime monsters
12:41 erlehmann that cover stuff with goo
12:41 erlehmann some kind of slimy snails
12:41 rubenwardy erlehmann: c++ or Lua?
12:41 erlehmann lua
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12:41 erlehmann C++ is madness, as proved by “It’s worth noting that function calls are always indeterminately sequenced. This means that one always occurs before the other, but we cannot say which way around.”
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12:43 erlehmann rubenwardy so i want to create a simple mob.
12:43 proller wat
12:43 erlehmann proller http://josephmansfield.uk/articles​/c++-sequenced-before-graphs.html via https://news.ycombinator.com/item?id=8339280
12:44 proller its reason to not write on c ?
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12:44 rubenwardy !title https://forum.minetest.net/v​iewtopic.php?f=7&amp;t=10156
12:45 rubenwardy "Advanced Cave Culling Algorithm"
12:45 rubenwardy Doesn't Minetest do frustum culling, so this point it moot?
12:45 rubenwardy s/it/is?
12:45 proller no.
12:46 erlehmann i once met moot
12:46 erlehmann he is about the same age as i am
12:46 erlehmann 5 years ago that was
12:46 erlehmann http://blog.dieweltistgarnichtso.n​et/interview-moot-of-4chan-part-1
12:47 proller mt uses wtfculling
12:47 proller and wtfmesh optimize
12:47 RealBadAngel Zeno`, to be honest im not quite satisfied with it
12:48 RealBadAngel i feel sorry that i heard the voice of the croud and made it white
12:48 TriBlade9 rubenwardy, I am positive the content_mapblock method is being used to render the in-hand item (because that's what im trying to fix)
12:48 RealBadAngel *crowd
12:48 TriBlade9 The problem is, the default rendered state in empty air looks terrible in hand
12:48 jin_xi sup proller, i am wondering why you would fork that and not rather work on hexedra with its much better code instead? but you seem to keep mergeing all changes of minetest
12:49 TriBlade9 RealBadAngel, do you think you could help with this one?
12:49 proller because i find hexaedra after fork
12:49 proller and it requires much work too
12:49 jin_xi ok, but why not jump ship?
12:49 jin_xi oh
12:49 proller mt now playable
12:49 proller hexa - not
12:50 RealBadAngel Zeno`, replace halo.png with this one: http://i.imgur.com/flfrKZi.png
12:50 RealBadAngel this is how it should look like
12:50 TBC_x what is wtfculling?
12:50 proller also hexa have some arch problems like pure opengl and lua
12:50 TriBlade9 Imma push to my branch with the goofy code
12:50 jin_xi but the situation is weird, no? you cant really go far with freeminer if you wanna keep compatibility yet your fixes in fm cant go into mt
12:51 RealBadAngel TriBlade9, you mean the extrude code for wielded?
12:51 proller network compatibility already broken in fm/next ad it will be merged after next release
12:51 TriBlade9 No RealBadAngel
12:51 RealBadAngel so what?
12:52 TriBlade9 I'm rendering the fire in-hand, but the default state is for the bottom-side of the node
12:52 TriBlade9 So it looks terrible in-hand
12:52 TriBlade9 I'm trying to detect in-hand rendering and instead draw the top-side rendering
12:52 rubenwardy https://github.com/minetest/minete​st/blob/master/src/camera.cpp#L100
12:53 TriBlade9 ?
12:53 rubenwardy https://github.com/minetest/minete​st/blob/master/src/camera.cpp#L695
12:53 RealBadAngel TriBlade9, wielded rendering needs lotsa work
12:53 TriBlade9 Wow
12:54 TriBlade9 That seems a bit overkill for a simple render test
12:54 rubenwardy Nodes in wielded rendering are not side shaded, which would be good
12:54 TriBlade9 That would be nice
12:54 TriBlade9 Right now I'm just trying to fix the stupid node
12:55 rubenwardy See function above for setting the wield :P
12:55 rubenwardy You can work it out
12:55 TriBlade9 IK
12:55 TriBlade9 It's just overkill and could introduce incompatibilities
12:55 TriBlade9 I'm just gonna sacrifice the air-node thing looking a bit more awesome
12:56 TriBlade9 Alright, time for another push
12:58 RealBadAngel brb
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12:59 rubenwardy Is weblate still down?
13:01 sruz25 should I make pull request for that inventory rmb_down drag drop?
13:02 sruz25 just managed to settle my argument with git
13:02 rubenwardy You can
13:02 jin_xi why not. its no guarantee it will be merged but you will get comments and discussion this way
13:02 TriBlade9 Thanks a lot rubenwardy, the squash worked fine ;)
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13:03 TriBlade9 Take a look at the new graphics for bottom-fire
13:03 TriBlade9 I'd say it's better than MC's
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13:03 Zeno` I'm terrified of squashes lol
13:03 rubenwardy Have you read http://dev.minetest.net/Git_Guidelines  sruz25?
13:04 rubenwardy oops
13:04 TriBlade9 Me too
13:04 TriBlade9 They taste horrible Zeno`
13:04 sruz25 yeah
13:05 rubenwardy There was a page on Git pull requests and stuff like leaving it in its own branch, and single commits
13:05 rubenwardy also http://dev.minetest.net/Code_style_guidelines
13:05 Zeno` I can squash easily, it still doesn't sit well with me though. So I branch before I squash
13:06 sruz25 oh, I haven't read that
13:06 Zeno` squash in many ways is against the git philosophy (IMO)
13:06 Zeno` but it's no big deal really
13:07 Zeno` but, squashing a branch (or whatever) with many commits makes bisecting almost impossible
13:07 TriBlade9 :/
13:08 rubenwardy It is okay if you make a mistake
13:08 Zeno` which squashed commit introduced the regression, bug, whatever? :)
13:08 rubenwardy like "Add x", "fix typo in X"
13:08 Zeno` oh yeah for sure
13:08 * rubenwardy is building TriBlade9/firetype
13:09 Zeno` anyway, as I said... we must work within the guidelines
13:11 TriBlade9 :O
13:11 shadowzone Hi Zeno`.
13:12 PenguinDad Zeno`: You also like merge commits don't you?
13:12 exio4 the only squashes I do in my toy repositories are when I miss a file in the last commit or "silly things" like that
13:12 exio4 :P
13:14 Zeno` PenguinDad, ?
13:14 Zeno` If I merge remote/master how can I avoid a commit?
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13:16 Zeno` If I can I will do it
13:18 PenguinDad Zeno`: git pull --rebase usually works for me
13:19 TriBlade9 Thanks a lot for checking this out and helping rubenwardy :D
13:19 TriBlade9 One of these days I'll make a better texture for fire, the current one sucks and makes the cool stuff in the firetype branch not stand out as much :/
13:21 rubenwardy Commented, TriBlade9 :P
13:21 RealBadAngel squasing makes sense when youre pulling to mainstream
13:21 Zeno` it does
13:21 TriBlade9 Wondering what I missed before reading rubenwardy x]
13:21 shadowzone Would it be possible to impliment a IRC chat system on the minetest GUI?
13:21 Zeno` PenguinDad, rebase?
13:22 RealBadAngel we dont want here the history of the commit
13:22 RealBadAngel just the final one
13:22 shadowzone Or is that too difficult?
13:22 Zeno` how will that work when I'm on a branch?
13:22 Zeno` RBA, for simple changes that's fine
13:22 TriBlade9 Umm, afaik, it is impossible to ignore different groups of nodes rubenwardy :C
13:23 TriBlade9 Right now even water counts as a node
13:23 Zeno` Anyway
13:23 RealBadAngel Zeno, not really, you will be not allowed to merge to mainstream with your commit building history
13:24 Zeno` I don't intend that PR to be the final version. When things are good I'll branch again and squash
13:24 TriBlade9 Oh darn...
13:24 TriBlade9 DarnDarndArn
13:24 TriBlade9 This is going to be a pain now
13:24 RealBadAngel we all know that the code evolves, changes when you spot the problem, wanna optimize it or whatever
13:24 TriBlade9 Zeno`, I see why you hate squashing >_>
13:25 RealBadAngel but thats just for you
13:25 Zeno` But since I've restricted my changes to one file anyway I'll just make a new branch and paste main.cpp in
13:25 Zeno` yeah it is
13:25 Zeno` which is why I need feedback :)
13:25 rubenwardy TriBlade9, this is above my level of knowledge in git. You'll need someone else's help.
13:25 RealBadAngel mainstream doesnt need your personal story ;) it needs working code just
13:26 Zeno` to know when to "squash" or do whatever I choose to do to make it one commit
13:26 TriBlade9 Git is one crazy beast
13:26 TriBlade9 Anyways, ruben, replied
13:26 RealBadAngel TriBlade9, yes, it is
13:26 TriBlade9 *attempted to reply, github timed out
13:26 Zeno` but after a squash that has, say 100 commits, you cannot bisect
13:26 RealBadAngel but one can get used to it
13:27 rubenwardy TriBlade9, check whether the node def has the right group here: https://github.com/minetest/minetest/pull/1658/f​iles#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1067
13:27 TriBlade9 Yea, how does one get the group from that?
13:27 Zeno` which is why I have limited my changes to one file... so I can keep the history and simply make a new branch
13:27 TriBlade9 All I've been able to pull is the numeric block ID
13:28 TriBlade9 Also, what if the mod-maker wants different groups?
13:28 TriBlade9 And such
13:28 rubenwardy That is a problem.
13:28 TriBlade9 Re-commented x]
13:29 TriBlade9 Not really
13:29 TriBlade9 The mod maker should prevent the fire from going over non-flammable blocks (such as water)
13:29 rubenwardy Well, the mod maker could make their own group.
13:29 rubenwardy So the fire only clings to group:some_group
13:29 rubenwardy and they add some_group to the ones they want
13:29 TriBlade9 That would be nice, I just can't find the place to get it
13:30 TriBlade9 Also, if you dare, try using the MC textures for the fire, It is friggin beautiful
13:31 TriBlade9 Try placing fire on the bottom-side of the block, That's the best part IMO
13:31 RealBadAngel btw, http://incompetech.com/music/ro​yalty-free/?keywords=constance
13:31 RealBadAngel thats connecting to the server tune
13:32 TriBlade9 OMG
13:32 TriBlade9 I can imagine thinking
13:32 TriBlade9 "Cmon, you have to load, get that media hurry! They're gonna catch us! What is taking you so long?"
13:32 * TriBlade9 times out
13:32 RealBadAngel " Actually, this will make any scene tense - like it or not."
13:33 rubenwardy TriBlade9,  https://github.com/minetest/minet​est/blob/master/src/itemdef.h#L69
13:33 rubenwardy Use content_t to get the item def somehow.
13:33 TriBlade9 I've been trying to think of something that would work for that ruben -_-
13:33 TriBlade9 So far nothing
13:33 TriBlade9 Plus I'm sleep-deprived x]
13:34 TriBlade9 That would open up so many possibilities though :D
13:34 TriBlade9 Btw, lua multiplying strings doesn't work :C
13:34 rubenwardy Ah, ok
13:35 rubenwardy Well good luck :P
13:35 TriBlade9 In fact
13:35 TriBlade9 Indexing strings as arrays doesn't even seem to work O-o
13:36 TriBlade9 attempt to concatenate a nil value
13:40 TriBlade9 Fixed it using string.sub, hopefully that will work for now
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13:50 TriBlade9 WB ruben
13:50 TriBlade9 I think I figured out how to squash properly rubenwardy, see the chat_colors PR
13:51 TriBlade9 I did what you said, in the way that worked. (string.sub)
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13:57 rubenwardy Well done :P
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14:00 TriBlade9 Too tired to re-do the fire branch
14:00 TriBlade9 But sfan5 added it to the 0.4.11 milestone :D
14:00 TriBlade9 I'll fix that tomorrow
14:01 TriBlade9 Can't rebase the optional_object_highlighting one, I think I'll re-do that and put it in a new PR
14:01 TriBlade9 Good night! Peace
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14:36 sruz25 made the pull request
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14:57 RealBadAngel kahrl, here>
14:57 RealBadAngel ?
14:59 * RealBadAngel plays http://incompetech.com/music/ro​yalty-free/?keywords=constance waiting till kahrl connects to the server... ;)
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16:35 ShadowNinja Zeno`: Don't squash big commits.  But small ones should.  Big commits can be squashed just before merging, or not at all depending on the size of each individual commit.
16:41 RealBadAngel ShadowNinja, http://incompetech.com/music/ro​yalty-free/?keywords=constance
16:41 RealBadAngel do you like it for connecting to the server?
16:43 cg72 if we have music will there be an option to turn it off?
16:43 RealBadAngel separate sliders for music and sfx
16:44 cg72 yeah \o/
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17:01 ShadowNinja RealBadAngel: It's O.K.  I think that would get annoying very fast though.
17:02 ShadowNinja "The Descent" sounds good.
17:02 ShadowNinja (So far)
17:03 cg72 i want some upbeat pop kinda thing or something more gamey not so serious, its minetest not CoD
17:12 Megaf RealBadAngel: Nodehighlight made FPS drop from 46 FPS to 6 FPS
17:12 Megaf That is not a good thing
17:12 Megaf It has to be as lightweight as the selection box
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17:15 RealBadAngel megaf, are you sure bout that?
17:15 Megaf However, still a pretty good feature, really good to mine in dark caves
17:15 RealBadAngel it is faster code than selection boxes
17:15 Megaf RealBadAngel: but more taxing on the GPU
17:16 Megaf Im runing minetest on a virtualbox machine, maybe thats why I got such a drop on framerate
17:16 RealBadAngel megaf, for christ sake...
17:16 RealBadAngel run it on your fridge :P
17:16 RealBadAngel its faster :P
17:17 Megaf man, I have a Macbook Pro running OS X, you know how hard it is to compile minetest on Mac?
17:17 Megaf It took years and only one guy managed to compile it, and after installing lots of depentencies
17:18 RealBadAngel idk what revelations or what kind of fruits youre using instead of pc
17:18 RealBadAngel get yourself a computer
17:18 RealBadAngel 5 yrs old is good enough to have 60fps
17:19 RealBadAngel and such you can propably find around trash cans
17:19 VanessaE Megaf: I cannot reproduce that.  turning the highlight box off does not affect my fps or view range for the same scene
17:19 cg72 mine is over 10 for my test pc and i get 45+fps on the onboard gpu
17:20 VanessaE Megaf: and stop running minetest on weird setups like virtual machines.  run it on bare hardware before complaining.
17:20 Megaf Im the best tester you have...
17:21 VanessaE tester you may be, but you have a BAD habit of complaining loudly about stuff only to turn around and find out that it was your own fault that something broke :P
17:21 Megaf And I got fog disabled and fixed viewing distance
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17:21 RealBadAngel Megaf, sometimes i have the feeling that you are the best abuser
17:21 RealBadAngel not the user :P
17:22 Megaf lol RealBadAngel
17:22 VanessaE Megaf: don't lock your view distance.
17:22 Megaf VanessaE: is useful to evaluate FPS changes on diferent scenarios
17:22 VanessaE it is, but it can also screw up that same evaluation
17:23 RealBadAngel ShadowNinja, i made some test abot those tracks, got them on my phone and were listening to them at work
17:23 RealBadAngel dozens of times per track
17:23 Megaf by the way, FPS_MAX doesnt seem to be working
17:24 Megaf Neither on OS X nor Debian
17:24 RealBadAngel tracks that annoyed me next day went off
17:24 VanessaE Megaf: you can't cap the fps and cap the view range at the same time.
17:25 RealBadAngel why not, some tape on the left corner on the screen
17:25 Megaf FPS cap and viewing distance cap are useful in orther to make your computer heat less and use less energy/battery
17:25 RealBadAngel can be that yellow one with note FPS = 30
17:26 VanessaE Megaf: it is NOT POSSIBLE to lock both at the same time
17:26 ShadowNinja RealBadAngel: Now the node under lava that I want to rollback_check isn't selected because I'm not in air.  :-(
17:26 VanessaE Megaf: if you lock the view range, you're forcing the rendering engine to render everything at that view range, even if it would take more fps to do it
17:26 VanessaE or less fps
17:26 Megaf hm
17:26 proller i like view distance =1000  ;)
17:27 VanessaE proller: show me a screenshot giving 30 fps and 1000 view range AND ALL OF IT FILLED.
17:27 VanessaE or shut the fuck up
17:27 RealBadAngel ShadowNinja, can you explain it a bit more detailed?
17:27 RealBadAngel selection mechanism has not changed at all
17:27 RealBadAngel it is very same for selection boxes and highlighting
17:28 RealBadAngel it is the very same code, not touched by me
17:28 Megaf RealBadAngel: nodebox selector still drawn around players, is that expected?
17:28 ShadowNinja RealBadAngel: I'm flying in lava, punching a node in the lava.  The highlight box doesn't seem to show it.  I thought you made it so that the selection box doesn't show up when you aren't in air.
17:30 ShadowNinja ''tell Zeno` Your main() rework seems to work.  The code looks much better too.  It doesn't require the Settings patch though.
17:30 HLuaBot I'll tell that to "Zeno`" next time I see them around.
17:30 Megaf I really like this nodehighlight thing, it should be enabled by default
17:30 VanessaE Megaf: now you like it?
17:31 VanessaE I thought it was killing your fps?
17:31 Megaf ShadowNinja: node highlight is not supposed to highlight lava and water, is it?
17:31 Megaf it doesnt here, I like the way it is
17:31 VanessaE Megaf: it is, if you are wielding a bucket.
17:31 ShadowNinja Megaf: Correct, but it should highlight normal nodes when you're in lava.
17:31 Megaf oh
17:32 Megaf well, if Im diving in lava it will still highlight other nodes that are not lava
17:33 Megaf or when I'm diving
17:33 Megaf VanessaE: I do like it, There is no significant fps drop in a real scenario
17:34 VanessaE of course, to be fair, when you're diving into lava, in most servers you'll be dead in a few seconds, so it doesn't matter WHAT you can or can't point at ;)
17:34 Megaf sorry RealBadAngel, false alarm
17:34 VanessaE Megaf: so it was just the VM then?
17:34 Megaf I think so, I can not test it on the real hardware yet
17:34 VanessaE Megaf: that's what I figured was the case.  virtual machines are notorious for not having good hardware video acceleration.  even something as simple as an 8-poly cubic mesh can be horribly slow.
17:35 Megaf VanessaE: I will be able to compile minetest for OS X in a couple of days or weeks when I finally finish downloading the XCode using this slow 3G I have
17:36 VanessaE Megaf: ah, you didn't say that this failure was on the OS-X setup.  that's a WHOLE different animal.
17:37 ShadowNinja RealBadAngel: NVM, seems to work locally, must have just been really hard to see.
17:37 ShadowNinja I might be a few commits behind though.
17:38 Megaf VanessaE: Debian on a VBox VM running on OS X (Setup where I'm testing node highlighting)
17:38 Megaf for real playing I use the OS X builds but they are not really up to date
17:39 VanessaE oy
17:39 VanessaE jesus Megaf no wonder you have so much trouble
17:39 VanessaE can't you just run this on a normal Debian install on the bare hardware? :P
17:40 Megaf VanessaE: the only "PC" I have is an old EeePC 701 (Celeron at 630 MHz and an intel GMA slowGPU)
17:40 VanessaE ShadowNinja: his latest commit has a better texture, easier to see
17:40 Megaf but, Minetest do runs well there
17:42 Megaf hm, droped items and players still using the old selection box
17:42 VanessaE this is known.
17:42 VanessaE to be fixed later.
17:43 RealBadAngel ShadowNinja, please update to my latest pull
17:43 RealBadAngel ive changed the halo texture for better visibility
17:43 VanessaE RealBadAngel: (shadow)ninja'd. :)
17:44 ShadowNinja http://pastebin.ubuntu.com/8381374/
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18:35 rubenwardy Has any requests been made to get https://twitter.com/minetest ?
18:38 ShadowNinja rubenwardy: Nope, not yet.
18:38 ShadowNinja rubenwardy: I don't know if they would give it to us, but by the look of it it wouldn't be a big deal since it's a test account.
18:40 rubenwardy https://support.twitter.com/forms/t​rademark?reported_username=minetest
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18:45 ShadowNinja There's an impersonation form as well.
18:46 rubenwardy The problem is that it isn't impersoning and we don't own a registered trademark
18:46 rubenwardy It is worth trying an impersonation, the operator might be nice
18:48 T4im does it require the trademark to be registered? because it's already a trademark if the name is in active cirkulation/use, despite a lack of registration
18:48 rubenwardy It asks for registration codes
18:49 T4im oh :/
18:50 rubenwardy The impersonation form is the only bet.  They managed it here: http://readwrite.com/2011/12/13/how_to​_get_a_squatter_twitter_account_really
18:50 rubenwardy except it is now more strict
18:52 ShadowNinja "Please note that Twitter does not have a username reservation policy. Usernames containing your brand, company, or organization name are not automatically in violation, provided they do not violate our Terms of Service or our Impersonation Policy."
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18:53 Nitori maybe asking the current owner of the account nicely?
18:56 rubenwardy The password for the account is "password"
18:56 rubenwardy However it has been inactive so long that it is asking that you reset the password
18:56 rubenwardy Which requires the email address
18:57 rubenwardy "mytest" / "password"
18:57 rubenwardy Let's see if there is a mytest@gmail.com with a password of "password". I doubt it.
18:57 ShadowNinja Hah.
18:57 T4im workaround would be to register ''minetest-official' or something like that.. (no idea if they allow dashes...)
18:57 Nitori or rename minetest ;-)
18:58 rubenwardy t4im: too long a name
18:58 rubenwardy We tried
18:58 T4im hm
18:58 rubenwardy We have @minetestcommune instead
18:58 T4im minetest.net?
18:58 T4im if dots are possible..
18:58 rubenwardy dots are not possible.
18:59 * T4im has so no idea about twitter, hehe
18:59 rubenwardy Also, lots of people now do @Minetest when they are talking about us.
18:59 T4im hm i see :/
19:00 rubenwardy We could claim that we have forgotten our email address for the account.
19:00 rubenwardy lol
19:03 Nitori maybe that @codemunch account, the minetest account is following, can help?
19:03 rubenwardy Nitori, we can't contact the current owner
19:04 rubenwardy oooh
19:07 rubenwardy https://twitter.com/rubenwar​dy/status/513041718779064320
19:08 ShadowNinja If we really want that account someone (probably celeron55) should fill out https://support.twitter.com/forms/impersonation .  It looks like it's more geared to companies, but it does list organizations ("A user is pretending to be or represent my company, brand, or organization.").
19:09 rubenwardy Yeah. If codemunch doesn't respond, then an email@minetest.net should fill that out.
19:12 Megaf the registrated email is mi**@c***.**
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19:13 Megaf mine@c***.uk ?
19:13 sfan5 isn't it always co.uk?
19:14 Megaf ok, so its not .uk
19:14 Nitori .li?
19:14 Megaf maybe .ie, or .tk, or ...
19:14 rubenwardy uk is united kingdom
19:14 iqualfragile or de
19:14 Krock .uk is ukraine (?)
19:14 sfan5 or .is, or .me, or .at, or .jp, or .tw, or .. why are we doing this?
19:14 rubenwardy no
19:14 sfan5 wat
19:14 sfan5 .uk is england
19:15 rubenwardy co.uk is united kingdom
19:15 Krock .co.uk is = ?
19:15 Megaf co.uk is
19:15 rubenwardy ie gov.co.uk
19:15 Megaf http://www.domains.co.uk/domain-enquir​y/?domainId=1560&amp;domain=england.uk
19:15 Krock there's a .name TLD
19:15 rubenwardy org.uk :P
19:16 rubenwardy what are we talking about?
19:16 Krock about something which should go to #minetest
19:16 sfan5 ^
19:17 rubenwardy lol
19:17 TBC_x are you trying to "hack" someone's email?
19:17 rubenwardy no. the @minetest twitter handle
19:18 sfan5 can we move this to #minetest?
19:18 rubenwardy the password is password, but it requires resetting when logging in because of being inactive too long
19:18 sfan5 can we move this to #minetest?
19:19 ShadowNinja BTW, I have some of Exio4's old pull requests rebased here: https://github.com/ShadowNinja/minetest/tree/zoom  and here: https://github.com/ShadowNinj​a/minetest/tree/chat-console  He closed them because they were effectively ignored, but I still loke both of them.  I also modified the chat console one so that the 't' console only takes up 20% of the window so it isn't as intrusive (F10 still takes up 60%).
19:19 Megaf rubenwardy: how can you be sure aobut that?
19:19 Megaf The username and password you entered did not match our records. Please double-check and try again.
19:19 Megaf sfan5: I think this is a more reserved place to talk about that
19:19 exio4 oh, neat ShadowNinja!
19:20 exio4 the chat console was "ignored" because the lack of copy paste support there, mainly
19:21 ShadowNinja exio4: I haven't had support for that since I stopped using Windows, I don't care.
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19:26 rubenwardy megaf: username is mytest
19:27 exio4 ShadowNinja, IIRC there was some 'dirty trick' to paste stuff, but yep
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20:29 kahrl does this work for anybody? https://github.com/minetest/minetest/pull/1662
20:31 kahrl !title
20:31 sfan5 404 No such bot.
20:32 sfan5 Add paste command (Ctrl-V) in GUIChatConsole by kahrl · Pull Request #1662 · minetest/minetest
20:32 kahrl :S
20:32 kahrl thanks
20:42 jin_xi kahrl: does not work for me
20:48 exio4 kahrl, IIRC the main problem is that even irrlicht doesn't work nicely with the clipboard+linux "problem"
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21:12 T4im a while ago i had no problems with irrlicht and pasting under linux O_o and even now it works at least ingame from formspec to formspec and with a handful apps
21:13 T4im unreliable though
21:14 ShadowNinja kahrl: Doesn't work for me either (Arch Linux).
21:14 ShadowNinja (XFCE)
21:16 ShadowNinja Any comments on https://github.com/minetest/minetest/pull/1647 (.mailmap) ?  Yae, nae?
21:32 T4im kahrl: your patch works for me.. though again, with the same limitations.. formspec to console works, some applications allow pasting into it, others don't
21:32 T4im gnome3 here
21:41 TBC_x do we want to add minetest/games into /etc?
21:41 TBC_x oh forgot about env variable
21:41 TBC_x nvm
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