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IRC log for #minetest-dev, 2014-11-25

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All times shown according to UTC.

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02:25 VanessaE Zeno`: if the rotation of a stone brick block is wrong, the numbers you just commited are wrong
02:25 VanessaE place a stone brick block.
02:25 Zeno` RBA says they are correct
02:25 VanessaE place a stone brick slab on the wall
02:25 VanessaE compare the textures
02:25 Zeno` hmm
02:26 VanessaE the textures on the slabs' outside normal surfaces should align with the textures on the block's surfaces
02:26 VanessaE that's how I set the numbers up
02:26 VanessaE because that's how slabs used to work when they were just hard-defined "vertical" slabs
02:27 Zeno` I'll revert it
02:28 RealBadAngel when you place the wallmounted on the sides
02:28 RealBadAngel texture of the top should point upwards
02:28 RealBadAngel and that is the point of the commit
02:28 Zeno` soon... depending on the outcome of this discussion I guess :)
02:29 RealBadAngel and here we are meeting fucked up wallmounted again
02:30 RealBadAngel HOW many fucking times more we have to fiddle with this busted shit to get ITS FUCKED UP?
02:30 RealBadAngel wallmounted have to be redefined
02:30 VanessaE RealBadAngel: this isn't wallmounted, this is just a helper function for 6dfacedir
02:30 RealBadAngel no, its wallmounted
02:31 VanessaE no, it's an auto-rotate function I wrote a while back
02:31 VanessaE paramtype2 = "facedir",
02:31 VanessaE see?
02:31 RealBadAngel and again conversion from wallmounted to facedir
02:31 VanessaE this is NOT paramtype2 = "wallmounted"
02:31 VanessaE this is a totally different thing.
02:31 RealBadAngel awwww
02:31 VanessaE Zeno`: you should check like I suggested first before you revert
02:32 RealBadAngel lets start from begining
02:33 VanessaE RealBadAngel: we're talking about a change to the minetest.rotate_node() lua function in builtin
02:33 RealBadAngel there was an issue open by this guy
02:33 VanessaE I have a couple tables in there to translate facedirs into a rotation for vertical orientation
02:33 RealBadAngel with pictures showing whats wrong with it
02:33 VanessaE yeah, and he's using it wrong
02:33 RealBadAngel with some scrabble nodes
02:34 RealBadAngel why?
02:34 VanessaE #1808
02:34 ShadowBot https://github.com/minetest/minetest/issues/1808 -- Adjust the values of dirs1 and dirs2 so that rotate_and_place orients textures correctly by dvere
02:35 VanessaE because he's trying to turn the texture upright with a function that's designed to force a node to rotate it's *model* upright
02:37 RealBadAngel model is upright in any case
02:37 RealBadAngel but twisted by 90 degs
02:37 RealBadAngel and thats the point
02:37 VanessaE RealBadAngel: but we're not talking about mesh nodes here
02:37 VanessaE we're talking about nodeboxes with paramtype2 = "facedir"
02:37 RealBadAngel yes
02:37 VanessaE your mesh nodes work fine.
02:38 RealBadAngel this is nodebox
02:38 VanessaE *nod*
02:38 RealBadAngel and it should be placed with top of "top" texture pointing up
02:38 VanessaE Zeno`: fwiw, if it's less than 10 minutes, you can also just rewrite history
02:38 RealBadAngel not to the right for duck sake
02:38 VanessaE RealBadAngel: and it did before.
02:39 Zeno` well I'll do that now
02:40 RealBadAngel did before? so why its broken?
02:40 VanessaE RealBadAngel: beats me
02:40 VanessaE you know what, let me just check it
02:41 VanessaE unless someone went and rewrote those values at some point after my commit went in
02:41 RealBadAngel ok
02:41 VanessaE ok, something has been broken before
02:41 VanessaE zeno, put the commit back
02:41 VanessaE :)
02:41 Zeno` what?
02:41 VanessaE someone fucked up my numbers
02:42 Zeno` is this an episode of The Goodies? :p
02:42 VanessaE http://digitalaudioconcepts.com/vanessa/h​obbies/minetest/screenshots/Screenshot%20​-%2011242014%20-%2009%3a44%3a25%20PM.png
02:42 VanessaE this is NOT what I coded
02:42 VanessaE who fucked up my numbers?
02:43 Zeno` so wait, the commit is correct?
02:43 VanessaE it apparently is!
02:43 RealBadAngel told ya
02:43 VanessaE now I'm pissed
02:43 VanessaE I don't like being made to look like a fool.
02:43 VanessaE Zeno`: ok so just lose the revert commit and rewrite history
02:43 * VanessaE grumbles loudly
02:45 Zeno` neither do I :p
02:49 Zeno` I will merge #1826 ... it's been approved at least 3 times already and it works for me
02:49 ShadowBot https://github.com/minetest/minetest/issues/1826 -- Fix for various Android build errors. Enable landscape rotation. by KodexKy
02:49 VanessaE ok
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02:50 Zeno` and it's no good leaving the build very Android broken as well :)
02:50 Zeno` s/very/for
02:51 RealBadAngel VanessaE, idk who bwoke it, the change is unrecorded
02:51 VanessaE RealBadAngel: I just checked the history, those are the numbers I put in
02:51 VanessaE which means something "further down" has changed
02:52 RealBadAngel whatever, are those numbers *now* correct?
02:52 VanessaE lemme check
02:52 RealBadAngel imho they are, but lets get sure once for all
02:53 VanessaE http://xkcd.com/303/
02:54 RealBadAngel hehe
02:54 RealBadAngel get back to work! ;)
02:55 Zeno` But I *am* compiling
02:55 RealBadAngel btw, since when you have to compile lua stuff? ;)
02:56 VanessaE yes, the new dirs are good
02:57 VanessaE they behavior matches what it was when I first coded it
02:57 VanessaE I still wanna know what changed though.
02:57 VanessaE s/they/the/
02:57 RealBadAngel idk
02:58 RealBadAngel but good that theyre ok *now*
02:58 VanessaE yeah
02:58 RealBadAngel and lets stick to that just
02:59 RealBadAngel and close some issues
02:59 VanessaE ok
02:59 VanessaE fair enough
03:03 RealBadAngel btw, the company im workin now, have some servers
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03:03 RealBadAngel i think i will set there mt :)
03:05 VanessaE heh, careful with that
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03:31 Zeno` Comments on #1872?
03:31 ShadowBot https://github.com/minetest/minetest/issues/1872 -- Fixes for Android after recent commits. by KodexKy
03:32 Zeno` I am 100% certain 97792c7 is correct, but I don't know enough about Lua to see why fec8fbc was required (although it works)
03:33 Zeno` oh it was using a global before?
03:37 RealBadAngel looks like
03:39 VanessaE oh ffs
03:39 VanessaE oops
03:40 Zeno` huh?
03:46 VanessaE wrong window.
04:08 Fritigern FFS means Flipping French Sausages.
04:09 Fritigern It also means Fast Frying System
04:09 Fritigern French fry Sauce
04:09 Fritigern Four Friendly Snakes
04:31 VanessaE RealBadAngel: bug in the spawnentity command?  a manually spawned mesh entity ends up being multiplied by BS while the same entity spawned by code is not?  at least, the former ends up being 10x bigger than the latter.
04:36 RealBadAngel will have to check that
04:37 RealBadAngel BS doesnt have to be added again, its internal value
04:37 RealBadAngel if any mod adds that its wrong
04:39 VanessaE well I had to manually set the scale of the entity to x=10, y=10 to get it to the right size
04:39 VanessaE even if I scaled it up in Blender
04:39 VanessaE but if I spawned it by hand, it followed the scale set in Blender.
04:39 RealBadAngel i havent touched entities code
04:40 VanessaE /spawnentity is probably ignoring the visual_size field is my guess
04:40 RealBadAngel only way it could be affected is by extrusion code (wielded)
04:41 VanessaE not saying you broke it, just a generic "this isn't right" report to whoever wants to take a look :P
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06:08 Zeno` the spawn entity?!
06:08 Zeno` Sounds dangerous
06:08 VanessaE THE spawn entity
06:09 VanessaE amdn I mean _*THE SPAWN ENTITY*_
06:09 Zeno` Oh dear
06:09 VanessaE amdn?  damn I can't type.
06:11 kaeza `/spawnentity` just calls `core.add_entity` without further processing (on the part of the entity, at least)
06:12 kaeza what entity are you trying to spawn?
06:12 VanessaE kaeza: I was just testing something in plantlife while fixing a bug.
06:13 VanessaE dryplants:reedmace_water_entity
06:13 VanessaE ( https://github.com/VanessaE/plantlife_modpa​ck/blob/master/dryplants/reedmace.lua#L310 )
06:19 kaeza your code does not look much different from what the command does
06:19 kaeza does the entity show at the correct scale if spawned "normally"?
06:20 VanessaE it looks fine normally, yeah
06:20 VanessaE but note the visual_size setting.
06:21 VanessaE (the mesh is normal size in Blender; if I scale it to 10x normal size in Blender, a visual_size of 1 gives an equivalent result)
06:22 RealBadAngel spawnentity just misses BS part
06:23 RealBadAngel something like visual_scale * BS
06:24 VanessaE you mean Lua function call does?
06:24 VanessaE +the
06:24 kaeza well, I have no idea here, sorry
06:25 kaeza (and off to bed I go!)
06:25 kaeza g'night
06:25 VanessaE night kaeza
06:26 Zeno` sfan5, did you by chance glance at #1870?
06:26 ShadowBot https://github.com/minetest/minetest/issues/1870 -- Fix client "double saving" simple singleplayer local maps by Zeno-
06:28 VanessaE looking at lua_api, there's nothing here to suggest that register_entity() should require a specific visual_size (other than implying the default of 1.0).
06:28 VanessaE so unless there's a bug in that call, I'd suggest patching /spawnentity to follow suit
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06:45 RealBadAngel VanessaE, 1.0 is external default
06:45 RealBadAngel engines internal is visual_scale * BS
06:46 RealBadAngel and thats missed somwhere
06:47 VanessaE it may only apply to mesh entities; I didn't try it with other visuals.
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08:14 Zeno` Has anyone else tried out #1771? I like it. Seems much more natural
08:14 ShadowBot https://github.com/minetest/minetest/issues/1771 -- Increase step smoothing to fit 1:1 stairs (works well on slabs too) by Calinou
08:15 Zeno` There is still head bobbing but it's not like you're walking along a road with 12 metre high speed bumps on it
08:26 Zeno` Also, comments on #1853 would be good
08:26 ShadowBot https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno-
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10:28 Zeno` hmm
10:33 sol_invictus It's hard to believe that everyone is asleep
10:34 Zeno` I cannot think of *any* valid reason why #1867 would not be acceptable
10:34 ShadowBot https://github.com/minetest/minetest/issues/1867 -- added enable_build_where_you_stand option by Sokomine
10:35 Zeno` Why can't another core dev say "yay"? arrgh
10:35 Zeno` The players have spoken and this is overwhelmingly wanted
10:37 OldCoder Yay
10:37 Zeno` OldCoder, what say ye?
10:37 * OldCoder is not a core dev <- Disclaimer
10:38 OldCoder Zeno`, I'm 95% asleep; see me later today my TZ
10:38 OldCoder TZzz
10:38 OldCoder Zzz
10:38 OldCoder x_x
10:38 Zeno` :p
10:38 * OldCoder is sure that the proposal will endure and today he will say yay
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10:46 Zeno` It does not allow you to do anything (at all) that you can't already do
10:47 Zeno` It just allows you to do it without having to hold jump
10:47 Zeno` which in my mind (the patch) makes perfect sense
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14:32 Zeno` sfan5, #1870 . Thoughts?
14:32 ShadowBot https://github.com/minetest/minetest/issues/1870 -- Fix client "double saving" simple singleplayer local maps by Zeno-
14:33 sfan5 Zeno`: can't you just make "simple_singleplayer_mode" a public var in the game class
14:34 Zeno` sfan5, I could. Although that's just about as bad as globals
14:34 Zeno` where else is it used or needed?
14:34 sfan5 how about "bool Game::getSimpleSingleplayerMode();"?
14:35 Zeno` That's possible as well, but how many functions are going to want that?
14:35 Zeno` What's wrong with a parameter?
14:35 Zeno` I'm trying to limit the scope of these things
14:36 sfan5 why add a "simple_singleplayer_mode" var to Client when you can make the one on Game public?
14:36 Zeno` There is no point in more than a few ("top level") functions knowing about that at all
14:36 Zeno` Because there is no need to
14:36 Zeno` I haven't added a var, btw
14:37 sfan5 https://github.com/minetest/minetest/pull/1870/​files#diff-60f7e3708240135081fe3828dea97c93R308 not?
14:37 sfan5 o wait
14:37 sfan5 thats a param
14:37 sfan5 nevermind
14:41 Zeno` correct. And once the Client object is instantiated that is never needed again
14:41 Zeno` So I don't think making it a public member is necessary
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14:47 sfan5 Zeno`: you can merge the fix
14:47 Zeno` thank you.
14:47 Zeno` Can you think of anything I've misseD?
14:48 Zeno` I suppose if I missed something it can be a future PR
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17:39 Megaf Zeno`: Hi, were you able to reproduce the wield item bug?
17:39 Megaf Need more info on that?
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23:22 VanessaE is this useful to anyone?   http://pastebin.com/YLgMd9HP
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