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IRC log for #minetest-dev, 2015-10-18

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All times shown according to UTC.

Time Nick Message
00:05 est31 "When an empty string is used for msgid, the functions may return a nonempty string."
00:05 est31 http://linux.die.net/man/3/gettext
00:07 est31 seems its even wished for
00:40 est31 #3269
00:40 ShadowBot https://github.com/minetest/minetest/issues/3269 -- Gettext fixes by est31
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00:52 hmmmmm why is the singlenode mapgen displayed on the new settings tab?
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02:48 hmmmmm alrighty
02:48 hmmmmm https://github.com/kwolekr/minetest/commit​/deb8a9a6ba51a17502627c3df6d87778d0bddfbc
02:48 hmmmmm please take a look
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04:46 ShadowNinja hmmmmm: Conflicts with my PR.
04:47 ShadowNinja Also, stop() doesn't have anything meaningful to return, it never fails.
04:47 ShadowNinja (But I already fixed that)
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05:18 hmmmmm ShadowNinja:  Am totally aware it conflicts
05:18 hmmmmm ShadowNinja:  It would be a better option for me (or you) to manually merge after this final commit
05:19 hmmmmm I'm not touching threading at all after this, it's perfect and well tested at this point
05:19 hmmmmm as I understand, the only thing your commit does that this doesn't do is the actual merging of threads.h into this
05:20 hmmmmm that could be a separate commit for sure, I'll even do it if you'd like
05:49 _0_ hmmmmm: I've already rebased over your original commit.
05:49 hmmmmm wth is that nick
05:50 _0_ Don't like it?
05:51 hmmmmm it's certainly different
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08:19 PilzAdam kahrl, the table still jumps around when toggling the "Show technical names" checkbox
08:19 kahrl hrmm
08:19 kahrl it shouldn't
08:20 kahrl but yeah, I can reproduce that
08:22 kahrl oh, of course
08:23 kahrl I made a fourth change but removed it before committing because I thought the change wasn't needed anymore
08:23 kahrl which is a check in setSelected() that skips the autoScroll() if the selection didn't change
08:30 kahrl https://gist.github.com/kahrl/dbc1ca24d8e2386e9034\
08:30 kahrl https://gist.github.com/kahrl/dbc1ca24d8e2386e9034
08:40 VanessaE settings menu looks okay-ish but you need to use a proper [+] icon
08:40 VanessaE not a simple + sign
08:40 PilzAdam kahrl, you can merge this patch if it works
08:40 VanessaE it looks like its text-based; I didn't actually expect clicking the "+" to do anything
08:42 Krock ^
08:43 Krock An additional feature to (double-)click to open and close a setting tab would be good
08:44 Krock s/tab/category/
08:45 VanessaE also, "Parralax" is spelled wrong (should be "Parallax")
08:47 VanessaE the various graphics effects and shaders belong, imho, under the "Advanced" section of Client/Graphics.
08:47 VanessaE (sorry I wasn't able to comment earlier.  sleeping.)
08:48 VanessaE (I mean the stuff that used to be in the center and right-hand columns in the former menu)
08:51 VanessaE Krock: agreed.  I first expected to double-click to open a section/category
08:54 kahrl agreed about the +/- icons
08:54 kahrl can someone make them? I'm horrible at graphics
08:54 kahrl the place to draw them would be here: https://github.com/minetest/minetes​t/blob/ba9d7215ecc38b6a33e2984a600c​13db203f6274/src/guiTable.cpp#L728
08:54 VanessaE I can throw something together if you want
08:58 PilzAdam VanessaE, can you split the "In-game" settings into basic and advanced categories? I would add them to #3271 then
08:58 ShadowBot https://github.com/minetest/minetest/issues/3271 -- Lua settings improvements by PilzAdam
09:01 VanessaE http://digitalaudioconcepts.com/vane​ssa/hobbies/minetest/images/plus.png
09:01 kahrl the double-click-to-open thing is almost trivial: https://gist.github.com/kahrl/3a44f6d1c1ade2665b30
09:01 VanessaE http://digitalaudioconcepts.com/vanes​sa/hobbies/minetest/images/minus.png
09:01 VanessaE there you go, kahrl
09:01 kahrl VanessaE: wow, that was quick :D
09:02 VanessaE ph33r my g1mp-fu :)
09:02 PilzAdam kahrl, +1 on the doubleclick
09:02 PilzAdam show me a screenshot before merging the icons
09:02 kahrl merging the doubleclick then
09:05 kahrl the text + and - have the benefit of automatically scaling with the font size
09:05 kahrl I'm not sure how feasible that is with bitmaps
09:05 VanessaE that's why I made them 64px, so they'd look good on pretty much any DPI screen
09:06 VanessaE figured you'd do it like the icons on the server list
09:06 kahrl yeah, I guess that'll work
09:07 PilzAdam do mgv6_spflags also have the "no" prefix to explicitly turn them off?
09:17 VanessaE PilzAdam: http://pastebin.ubuntu.com/12840832/
09:17 VanessaE I split the graphics section into four parts - Basic, Shaders, Filters, and Advanced.
09:17 VanessaE and re-arranged a few items.
09:17 VanessaE (within those sections)
09:18 PilzAdam only in the graphics section?
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09:21 kahrl argh
09:21 VanessaE PilzAdam: I think so :)
09:22 kahrl if I do tsrc->getTexture("treeview_plus.png") that only works in-game
09:22 VanessaE diff it against ba9d7215
09:22 kahrl the mainmenu tsrc expects absolute paths
09:22 kahrl which are generally constructed in the lua code
09:28 VanessaE oh, sorry.  PilzAdam I meant I split the in-game section into four parts.
09:30 kahrl oh, and the serverlist icons aren't scaled to font size, btw
09:30 kahrl they're a fixed size and centered in the row
09:30 VanessaE kahrl: well, that's no different than anywhere else then ;)
09:41 VanessaE PilzAdam: here it is as a patch, yours seems to apply okay on top of it, http://pastebin.ubuntu.com/12840954/
09:41 PilzAdam thanks
09:41 VanessaE np
09:42 PilzAdam does editing settings work correctly in current HEAD for you?
09:42 PilzAdam it selects the wrong one for me...
09:42 VanessaE nope.
09:42 VanessaE does the same to me
09:42 PilzAdam ah, I know why
09:42 VanessaE select "shaders" -> edit -> get one of the view range settings
09:59 kahrl I have to go now, but if anyone has some suggestions on how to load a texture from textures/base/pack in GUITable
09:59 kahrl (so that it cleanly works in-game as well as in the main menu)
09:59 kahrl just write me here, I'll read the logs
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10:17 paramat PilzAdam all mapgen spflags also use 'no' prefix to disable
10:23 paramat you're probably aware but the mgv5 'ground' noise table parameter is missing from conf.example. also missing, the section explaining how noise parameters can be in positional or group format and how only group format supports noise flags. i could help out fixing this
10:24 PilzAdam paramat, yes, I know that; noise_params are on the TODO list
10:40 paramat okay
10:42 PilzAdam how do I write / read these noise structs from Lua?
10:43 paramat i don't know, sorry
10:43 PilzAdam I think they are called "groups" in c++
10:43 PilzAdam AFAIR hmmmm added them to support noise params
10:43 PilzAdam maybe he forgot the Lua interface?
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14:20 paramat nore sfan5 please can either of you review/+1 game#573 ? simple commit
14:20 ShadowBot https://github.com/minetes​t/minetest_game/issues/573 -- Check inventory in boat.on_punch by Rui914
14:20 sfan5 paramat: IMO that still fits into the definition of "small patch" which means that you can push it without two dev approvals
14:21 sfan5 +1 from me anyway
14:21 paramat okay thanks
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14:24 paramat nore sfan5 also game#692 ? fixes book problem issue 690
14:24 ShadowBot https://github.com/minetes​t/minetest_game/issues/692 -- Default/book: textarea -> table by Rui914
14:25 sfan5 692 is ok too
14:27 paramat good will merge these later
14:30 paramat i'll merge #3248 and #3265 once checks are done
14:30 ShadowBot https://github.com/minetest/minetest/issues/3248 -- ABMs: Make catch-up behaviour optional by paramat
14:30 ShadowBot https://github.com/minetest/minetest/issues/3265 -- findSpawnPos: Allow spawn up to 16 nodes above water level by paramat
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15:27 hmmmm paramat:  what's your most intensive mapgen mod?
15:28 PilzAdam hmmmm, http://irc.minetest.ru/minet​est-dev/2015-10-18#i_4426954
15:29 hmmmm afiak there's no lua interface for this
15:29 PilzAdam I need this for the settings menu
15:30 paramat https://github.com/paramat/riverdev
15:31 hmmmm oh boy...
15:31 paramat 10 3D noises
15:32 paramat and i haven't used the recent noise optimisations on that yet
15:34 hmmmm oh wow
15:34 hmmmm i just updated mtgame
15:34 hmmmm didn't realize there was a new title font
15:35 paramat i'm happy with it
15:35 PilzAdam I'd say use the same header in the other tabs too, with the "Game" stripped
15:36 PilzAdam it's way better than the current one
15:36 paramat i'll merge #3248 in a moment, i'll leave #3265 a little longer for discussion
15:36 ShadowBot https://github.com/minetest/minetest/issues/3248 -- ABMs: Make catch-up behaviour optional by paramat
15:36 ShadowBot https://github.com/minetest/minetest/issues/3265 -- findSpawnPos: Allow spawn up to 16 nodes above water level by paramat
15:37 PilzAdam kahrl, maybe define texture paths in tableoptions[] in Lua
15:37 hmmmm looks like riverdev is taking 1.5 seconds per chunk on my machine
15:38 hmmmm hmmm
15:38 hmmmm I just realized the manual envlock release won't do anything useful
15:38 hmmmm crap there's scriptlock as well
15:39 paramat yes about the same time per chunk as on my own
15:40 PilzAdam kahrl, like this, for example: "tableoptions[open_texture=" .. core.get_texturepath() .. DIR_DELIM .. "table_open.png;]"
15:41 paramat now merging 3248
15:45 hmmmm alright so there's a problem
15:45 hmmmm if envlock gets disabled while running in lua, serverthread execution will still block the next time there's a script callback
15:46 hmmmm because there's script lock
15:46 hmmmm i forgot all about the GIL problem
15:47 hmmmm this is literally impossible to do without having multiple instances of lua running and having some kind of serialization between them like with the mainmenu and async threads
15:48 hmmmm the best i can do is have serverthread skip over lua callbacks if it knows it can't acquire the lock
15:48 paramat meh okay
15:49 hmmmm but then that kind of defeats the entire purpose, since so much of the game is running in lua now
15:50 paramat anyway i'm happy writing mapgens in c++ now, when i wrote riverdev i realised i had pushed lua to far =)
15:52 paramat (btw merge complete)
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15:53 hmmmm i still want to do this
15:53 hmmmm i think we need to in order to take minetest to the next level
15:53 hmmmm it's just further off than i thought
15:59 paramat okay good
16:01 paramat i'll prepare an engine header image, same letter shapes and shading, but using a suitably abstract metallic/silver texture, because it's for an engine
16:02 Calinou why don't we rename the engine
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16:33 hmmmm I am evaluating Lua Lanes
16:37 paramat c 55 commented on the subject https://github.com/minetest/minetest​/issues/3182#issuecomment-148997307
16:56 PilzAdam paramat, do you need another game maintainer to approve game#573 and game#692 ?
16:56 ShadowBot https://github.com/minetes​t/minetest_game/issues/573 -- Check inventory in boat.on_punch by Rui914
16:56 ShadowBot https://github.com/minetes​t/minetest_game/issues/692 -- Default/book: textarea -> table by Rui914
16:56 paramat not really i am about to merge those
16:58 paramat now merging
17:01 paramat ah one needs rebasing, will merge the other
17:09 paramat PilzAdam could you review game#693 ? it's up to date so i can test and merge it later
17:09 ShadowBot https://github.com/minetes​t/minetest_game/issues/693 -- Boats: Save object handlers by Rui914
17:11 paramat then rui can rebase 573 on that
17:13 PilzAdam paramat, what 693 tries to do is good; but why doesn't the register_on_leaveplayer set the handler[name].driver = nil ?
17:13 PilzAdam wouldn't that cause boats to have an invalid driver? or is that done somewhere else?
17:14 paramat no idea not my speciality :} thanks for looking
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