Minetest logo

IRC log for #minetest-dev, 2014-12-01

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:04 kahrl #1891
00:04 ShadowBot https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl
00:05 kahrl (thanks to john_minetest for creating the icons)
00:05 hmmmm the icons could probably be more compact
00:05 hmmmm i really wish that interface scaled with the screen size
00:05 kahrl yeah, let's see how that looks
00:06 hmmmm well, that's another problem for another day
00:06 hmmmm autoscaling formspecs.  lol.
00:09 kahrl http://i.imgur.com/EonsYv1.png
00:11 kahrl btw, the large space in front of clients_max is because there are some servers with clients_max = 1000
00:11 kahrl wonder if that should be limited in the menu
00:12 paramat hmmmmm > "what if each biome defined a "size factor".." hmmmmm > "..I don't want to manually adjust the spread, i think the spread should be adjusted by the number of biomes currently active". good idea, i realised players will not need to adjust octaves, persistence or seed of the heat/humid noises, so we can auto-set the spreads of those noises from a new per-mapgen 'biome size' parameter multiplied by sqrt(number
00:12 paramat of active biomes). so heat/humidity noises do not need to be settable through .conf at all =) i will work on this
02:07 Taoki joined #minetest-dev
02:25 Miner_48er joined #minetest-dev
02:31 paramat left #minetest-dev
02:45 hmmmm hrmmm
02:46 hmmmm feeling conflicted on where to place getNoiseParams()
02:47 hmmmm Settings::getNoiseParams() would be nice... I like NoiseParams blah = g_settings->getNoiseParams("np_blah");  but should I put something that specific inside of settings.cpp?
02:47 hmmmm currently, getNoiseParams() is just a macro defined in noise.h, not an actual method in Settings.
03:20 OldCoder Excuse silly question. After 3 years I need to learn how to wield an item.
03:20 OldCoder How may I wield an item in my inventory? Google shows nothing for such a basic question.
03:32 proller joined #minetest-dev
04:03 Megaf joined #minetest-dev
04:43 Zeno` joined #minetest-dev
04:44 Zeno` I cannot build latest commits :)
04:46 cg72 joined #minetest-dev
05:19 Zeno` one-liner (missing include) so pushed fix
05:22 cg72 Zeno` you saved the day
05:26 cg72 Zeno`>= real_dev
05:27 swaaws joined #minetest-dev
05:36 sol_invictus joined #minetest-dev
05:41 hmmmm uh oh
05:41 hmmmm how did algorithm not get included
05:41 hmmmm that's probably thanks to my use of std::remove
05:42 hmmmm =/  "builds for me" != "builds"
05:42 swaaws joined #minetest-dev
05:44 hmmmm all of those clang warnings are pretty much trivial to fix
06:10 jin_xi joined #minetest-dev
06:39 Hunterz joined #minetest-dev
07:21 darkrose joined #minetest-dev
07:25 Megaf_ joined #minetest-dev
07:51 nore joined #minetest-dev
07:56 paramat joined #minetest-dev
07:57 paramat https://github.com/minetest/minetest/pull/1892 Add node_stone to mgv5 biomes
08:00 paramat nore if the MTgame team decide to add snow biomes to mgv6 i might be able to do that (after 0.4.11 as i am busy) but it will have to be enabled using a parameter to not break old worlds
08:03 paramat left #minetest-dev
08:09 kilbith joined #minetest-dev
08:33 zat joined #minetest-dev
09:30 ImQ009 joined #minetest-dev
10:26 Amaz joined #minetest-dev
10:28 Zeno` Will merge #1893 as a simple bug fix in about an hour unless anyone objects
10:28 ShadowBot https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno-
10:45 selat joined #minetest-dev
10:52 kahrl joined #minetest-dev
10:55 kahrl Could the mainmenu tabs that are not singleplayer be expanded downward so they occupy the space of the missing game button bar?
10:55 lag01 joined #minetest-dev
11:00 Zeno` Hi kahrl ... <Zeno`> Will merge #1893 as a simple bug fix in about an hour unless anyone objects
11:00 ShadowBot https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno-
11:02 Zeno` I wish I knew what time I wrote that comment
11:02 Zeno` I think it must have been almost an hour ago. Feels like it anyway
11:03 kahrl Zeno`: hmm
11:04 kahrl right now the code handles the case where enable_node_highlighting changes in-game, your patch does not
11:04 kahrl Zeno`: doesn't your irc client show message times?
11:05 Zeno` karhl, I checked if it could be enabled and disabled in-game; I'll just use the g_settings() method... I was debating with myself about that anyway
11:05 Zeno` kahrl, my IRC client probably does. I've never looked at the menu :)
11:05 kahrl Zeno`: alternatively you could initialize m_highlighted_pos to some out-of-range value in the Client constructor, say 31337,31337,31337
11:05 ImQ009 joined #minetest-dev
11:07 Zeno` would that be a better way do you think?
11:08 kahrl it would mean fewer ifs and thus easier code, so probably yeah
11:08 Zeno` ok, good idea
11:09 kahrl where's RBA btw? he meant to fix this :)
11:09 Zeno` I haven't seen him for a few days
11:15 Zeno` pushed update
11:18 kahrl looks good
11:20 Zeno` ok, I'll merge in a bit
11:21 Zeno` The reason I didn't do that (out-of-range thing) in the first place was that I wasn't sure if that was actually checked. I am assuming now that it is. I'll have to look at those sections of code more closely one day soon
11:21 Zeno` I.e. I wasn't sure of side-effects
11:27 kahrl hmm, maybe it's a little inefficient because it adds update mesh tasks for the mapblock of 31337,31337,31337
11:28 kahrl does that actually cause MapBlockMesh() to be called?
11:28 kahrl I hope not
11:30 Zeno` well actually it probably does :/
11:31 Zeno` It appears to get added to the mesh m_queue anyway :p
11:31 kahrl damn
11:31 kahrl oh
11:31 kahrl could you try initializing the strangely named m_show_hud to false instead?
11:32 Zeno` pretty sure I tried that, but will do again because I'm not totally sure now
11:33 Zeno` hmm, I mustn't have. /me looks at the code again
11:34 Zeno` initialising to false seems to work, I just want to triple check
11:35 Zeno` I'm not sure I like that name
11:35 Zeno` it's used in a very strange place
11:35 kahrl yeah I'm not sure what RBA smoked when he chose that named, but it must've been good ;)
11:36 kahrl s/named/name
11:36 Zeno` toggling hud on/off in game makes it come back ;)
11:36 Zeno` actually I can probably modify thegame.cpp since it's passed to setHighlighted
11:37 Zeno` and make it always false if node highlighting is disabled
11:37 Zeno` there's already a check there where it's called anyway
11:37 Zeno` seems hacky though :/
11:38 kahrl why, it seems reasonable
11:38 Zeno` well, probably only because the param name is show_hud :)
11:39 kahrl it's already forced to false if the pointed type is not a node
11:39 kahrl rename it :)
11:40 Zeno` and it would add 2 mesh tasks that are not normally there when enable_node_highlighting is false. Perhaps where show_hud is toggled might be better. I'll look more closely
11:41 Zeno` yes, that's the perfect place
11:41 kahrl I think there is already a bug
11:41 kahrl in master I mean, that you'll fix with that
11:42 kahrl ah no, sorry
11:44 kahrl I thought that with enable_node_highlighting, if you disabled the hud, moved the mouse off the node and enabled the hud again, it would show the old highlight
11:44 kahrl but it doesn't do that because the code in processPlayerInteraction runs every frame
11:44 kahrl which makes me wonder what the point of the line in toggleHud is
11:45 Zeno` it's to stop the highlighting when the hud is hidden
11:45 kahrl oh, because of the pointed != runData->pointed_old
11:46 kahrl makes sense now, I find it confusing though as you might be able to tell ;)
11:46 Zeno` wth am I going to rename it to, though lol
11:47 Zeno` force_highlighting_off :/
11:48 kahrl bool highlighted?
11:49 Zeno` I'm not crazy about either suggestion but I guess they're both better than show_hud
11:49 Zeno` hide_highlighting
11:49 Zeno` I'll go with that for want of a better name
11:50 kahrl why make it negative?
11:50 Zeno` I am a negative person
11:50 kahrl :)
11:51 Zeno` nah, show_highlights
11:51 Zeno` show_highlighted
11:52 kahrl yeah
11:59 Zeno` ok, done
11:59 Zeno` tested with node highlighting on/off and also toggling hud/on off with highlighting on and off
12:00 kilbith joined #minetest-dev
12:02 kahrl Zeno`: nice, merge it
12:02 Zeno` ok. For paranoia's sake I'll wait for Travis
12:02 kahrl https://github.com/minetest/minetest/bl​ob/master/builtin/fstk/tabview.lua#L31
12:03 kahrl ^ why does this check tab.size when the rest of the code uses tab.tabsize? and why x,y instead of width,height?
12:03 kahrl sapier: ?
12:05 kahrl well tabsize works but it also moves the tab buttons, which is undesirable
12:29 swaaws joined #minetest-dev
12:40 FR^2 joined #minetest-dev
13:01 chchjesus joined #minetest-dev
13:13 domtron joined #minetest-dev
13:51 chchjesus joined #minetest-dev
13:55 jin_xi joined #minetest-dev
14:12 Wayward_One joined #minetest-dev
14:13 Taoki joined #minetest-dev
14:16 shadowzone joined #minetest-dev
14:43 shadowzone joined #minetest-dev
14:46 Zeno` The font manager is not receiving callbacks (e.g. changing font_size in minetest.conf has no effect)
14:46 Zeno` Strangely enough this mechanism introduced looks almost exactly the same as my proposed solution
14:48 Zeno` It's possible to change parseConfigLines() to call all of the callbacks but they would have to be all called for each known settings string at the time they're called :/
14:51 shadowzone joined #minetest-dev
14:57 Zeno` Any issues with merging #1853?
14:57 ShadowBot https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno-
15:00 Zeno` hmm changing font size does work but not for formspecs
15:01 chchjesus joined #minetest-dev
15:02 * Zeno` pokes kahrl
15:05 Zeno` Should the tile name remain?
15:09 chchjesus__ joined #minetest-dev
15:11 shadowzone joined #minetest-dev
15:15 cody2 joined #minetest-dev
15:21 cody3 joined #minetest-dev
15:31 ShadowLadyXD joined #minetest-dev
15:34 Hunterz joined #minetest-dev
15:56 Calinou joined #minetest-dev
15:57 CraigyDavi joined #minetest-dev
15:58 kilbith joined #minetest-dev
16:02 cody3 joined #minetest-dev
16:04 PenguinDad joined #minetest-dev
16:07 cody4 joined #minetest-dev
16:25 swaaws joined #minetest-dev
16:36 hmmmm joined #minetest-dev
16:40 cody4 joined #minetest-dev
16:52 chchjesus joined #minetest-dev
16:59 chchjesus__ joined #minetest-dev
17:06 prozacgod joined #minetest-dev
17:07 DFeniks joined #minetest-dev
17:22 Krock joined #minetest-dev
17:23 SudoAptGetPlay joined #minetest-dev
17:23 SudoAptGetPlay left #minetest-dev
17:23 Hunterz joined #minetest-dev
17:24 VanessaE joined #minetest-dev
17:30 twoelk joined #minetest-dev
17:30 MinetestForFun joined #minetest-dev
17:32 chchjesus__ joined #minetest-dev
17:38 chchjesus__ joined #minetest-dev
17:44 Calinou font_size no longer works? I'm stuck with a tiny (yet Freetype) font
17:44 Calinou increasing GUI scaling doesn't increase all elements, and makes some elements too large
17:44 cody2 joined #minetest-dev
17:46 Krock Calinou, call sapier
17:48 Calinou sapier()
17:49 Krock yes.
17:50 cody3 joined #minetest-dev
17:52 lag01 joined #minetest-dev
17:53 VanessaE minetest.sapier(fix_fonts, true)
17:55 sol_invictus I already reported this problem yesterday
17:56 sol_invictus http://irc.minetest.ru/minet​est-dev/2014-11-30#i_4044526
17:56 Krock minetest.get_player_by_name(​sapier):add_task(fix_fonts)
17:58 sol_invictus I think you either should define fix_fonts functions or pass it as a string
17:58 VanessaE string-named functions are deprecated :)
17:58 Krock ^
17:58 Krock sol_invictus, it's a global variable
17:59 sol_invictus hah, tasks passed around as globals is an interesting concept
18:06 Taoki joined #minetest-dev
18:08 sapier joined #minetest-dev
18:13 Kodexky joined #minetest-dev
18:14 Krock Calinou! Your turn!
18:16 VanessaE minetest.sapier(fix_fonts, true)
18:16 VanessaE Server terminated after calling an instance of font_size:  undefined
18:16 VanessaE ;)
18:19 sol_invictus good one VanessaE
18:26 cody3 joined #minetest-dev
18:28 kaeza joined #minetest-dev
18:31 NakedFury joined #minetest-dev
18:32 cody3 joined #minetest-dev
18:33 ShadowLadyXD joined #minetest-dev
18:37 shadowzone joined #minetest-dev
18:37 chchjesus joined #minetest-dev
18:43 chchjesus__ joined #minetest-dev
18:47 chchjesus joined #minetest-dev
18:48 shadowzone joined #minetest-dev
18:51 Ritchie joined #minetest-dev
18:54 chchjesus__ joined #minetest-dev
19:05 shadowzone joined #minetest-dev
19:11 chchjesus joined #minetest-dev
19:51 cg72 joined #minetest-dev
19:53 cg72 left #minetest-dev
19:59 Kodexky Hi. Android build is broken again. fontengine.cpp is missing in Android.mk
20:01 Krock \o/
20:03 sapier well it's gonna be fixed prior release ;-)
20:17 foobar__ joined #minetest-dev
20:22 kahrl Kodexky: fixed
20:26 sapier you're to fast for me kahrl ;-)
20:34 zat joined #minetest-dev
20:35 twoelk could it be that minetest.conf.example is missing a space in line 65 right after the hash?
20:37 CraigyDavi Yep, and capital letter
20:40 twoelk my little experimental parser keeps tripping in that line (among other things)
20:42 sapier hmm but your parser should be able to handle minor style issues like that ;-)
20:42 kahrl twoelk: the comment indicator is "#", not "# "
20:43 twoelk I try to split comment from example
20:45 kahrl well... the .example is really meant for human consumption, not for being parsed
20:46 twoelk well I though it might work :-/
20:46 kahrl I'll fix that line but I can't promise your parser will keep working
20:48 twoelk was fiddling with an out of game configuration gui that takes the possible configuration keys from that file, instead of hardcoding everything
20:48 twoelk not really working as intended, maybe never will
20:48 sapier twoelk that's not gonna work
20:49 twoelk :-(
20:49 sapier we can't guarantee description will always follow some style, and we don't even want to
20:50 twoelk I'm ok with the first   -   but the second?
20:52 * twoelk sulks at being sabotaged before even getting on the road
20:52 sapier it's not sabotaged but why force ppl to follow some exactly defined style in a comment?
20:53 sapier sometimes a different style is more readable and readability is goal for that file
20:54 twoelk oh well at least my feasabilty tests added a missing space lol
21:02 kahrl sapier: do you think we could/should make the non-singleplayer tabs larger?
21:02 Kodexky kahrl: :)
21:03 kahrl the game button bar isn't shown on them so the space could be used productively for the actual tab
21:03 sapier kahrl the tab headers or the tabs itself?
21:03 kahrl the tabs themselves, expanding them downward to occupy the space of the game button bar
21:03 sapier would be a minor change
21:04 sapier you can specify a size per tab only if none is specified original size is used
21:04 kahrl I tried setting tabsize on them, that works but it moves the tab header bar
21:04 kahrl is there a way to avoid that?
21:05 sapier let me have a look but if I remember correct a tabview tries to be centered. we could add a "fixed" mode but that'd be strange on higher resolutions
21:05 sapier hmm we'd need to separate x and y centering
21:06 sapier not yet supported as fstk tries to remain simple ;-)
21:06 kahrl another minor thing, https://github.com/minetest/minetest/bl​ob/master/builtin/fstk/tabview.lua#L31
21:06 kahrl this should check for .tabsize, not .size, and .width/.height, not .x/.y
21:07 kahrl oh and 'table' instead of table
21:07 sapier ok if I remember correct there's already a open fstk update pull request, I'll change it in there
21:07 shadowzone joined #minetest-dev
21:07 Kodexky joined #minetest-dev
21:08 Kodexky_ joined #minetest-dev
21:11 sapier I'll add x and y alignment options too there
21:11 kahrl thanks :)
21:12 sapier hmm not sure if this is what you need ;-)
21:12 sapier because the y position of a x sized tab will still be different from a x+2 sized tab
21:12 kahrl hmm
21:13 sapier that's the problem with "we want a fixed size main menu"
21:13 sapier we'd have to do a very very special handling to get same position
21:14 kahrl yeah I can't think of a clean way to do it either
21:15 sapier we'd have to calculate the exact position of the original menu and then foce position the bigger one ... no idea how to do this in a clean way
21:16 kahrl make the bigger size the default and (if the tab activates the game button bar) 1. position the tab 2. subtract space for the game button bar from the max y 3. add the game button bar?
21:17 sapier button bar and menu are independent objects
21:17 sapier I'd prefere not to link them
21:18 kahrl that's a bit counterintuitive because its visibility depends on which tab is selected
21:18 sapier fstk ain't a full gui toolkit ;-)
21:19 sapier there is limited parentship but it's not as complex and full featured as in gtk or qt
21:19 kahrl I see
21:20 sapier for what I remember the buttonbar is child of tabview, at same level as tab itself
21:20 sapier but I'd have to verify this it's some time since I did that
21:23 sapier is it really that crucial to have it at exactly same position? modstore uses different size too?
21:24 kahrl yeah
21:24 kahrl it's quite annoying if you click one tabheader, move mouse to the right or left and the cursor is no longer on the tabheader
21:25 kahrl *tabheader bar
21:25 kahrl it's not a problem with sub-dialogs because you don't enter or leave them through the tabheader bar
21:26 sapier you're right
21:27 psedlak_clone joined #minetest-dev
21:28 shadowzone joined #minetest-dev
21:34 Kodexky joined #minetest-dev
21:34 Kodexky_ joined #minetest-dev
21:34 Kodexky__ joined #minetest-dev
21:34 Kodexky___ joined #minetest-dev
21:34 shadowzone joined #minetest-dev
21:39 Anchakor_ joined #minetest-dev
22:03 sapier left #minetest-dev
22:41 shadowzone joined #minetest-dev
23:01 OldCoder joined #minetest-dev
23:01 OldCoder joined #minetest-dev
23:12 shadowzone joined #minetest-dev
23:15 shadowzone joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext