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IRC log for #minetest-dev, 2016-01-01

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All times shown according to UTC.

Time Nick Message
00:02 red-001 https://github.com/minetest/minetest/issues/3507
00:02 red-001 opened a bug report
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00:27 red-001 rubenwardy why should the TNT API be put here https://github.com/red-001/minetest_game/blob/tnt-api/game_api.txt#L147
00:28 red-001 the files doesn't appear to be ordered in anyway..
00:28 red-001 file*
00:43 rubenwardy mods are alphabetically ordered
00:43 rubenwardy except for more generic stuff at the bottom of the file
00:43 rubenwardy which really should go in "D"
00:43 rubenwardy default
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00:44 rubenwardy it's all alphabetical, except for default which is at the bottom
00:44 rubenwardy red-001,
00:46 red-001 ok that makes sense
00:46 red-001 why markdown format?
00:48 rubenwardy all the files are pretty much
00:48 red-001 shouldn't extensions be change to .md then?
00:48 rubenwardy .txt is used rather than .md for windows support, irc
00:49 rubenwardy writing in md makes this easier: http://rubenwardy.com/minetest_modding_book/lua_api.html
00:49 rubenwardy There are a lot of links to .txt files, mainly lua_api.txt, it'll be hard to change.
00:49 rubenwardy Admittedly lua_api.txt links break all the time
00:50 rubenwardy I'd support changing to .md
00:50 red-001 github could render it then
00:50 rubenwardy yeah
00:51 red-001 looks strange to read raw markdown
00:51 rubenwardy I just use http://rubenwardy.com/minetest_modding_book/lua_api.html now. </selfpromotion>
00:52 * red-001 finds no begin tag
00:52 rubenwardy hmmm
00:52 * red-001 assumes all site is selfpromation
00:53 red-001 reverse cross site scripting
00:55 red-001 happy new year
00:56 red-001 everyone in UTC-1
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01:05 red-001 I made a bug report for the cursor locking on loading https://github.com/minetest/minetest/issues/3507
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01:16 cmdskp anyone know this function: nodeupdate? https://github.com/cmdskp/minetest_game/blob/master/mods/fire/init.lua#L239
01:17 cmdskp I can't find it defined anywhere and it has no namespace
01:17 sofar heh
01:18 cmdskp it's used in another file too, but again, no definition of it
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01:26 sofar ./game/falling.lua:function nodeupdate(p, delay)
01:26 sofar it's builtin
01:26 sofar https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L187
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02:16 gregorycu How's everyone's 1st day of the year?
02:49 gregorycu VanessaE/paramat: Do we know the cause of the shadow bugs? https://github.com/minetest/minetest/issues/3455
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03:01 paramat the shadows in issue 3345 are probably due to moretrees mod, the patches of light might be too but i haven't seen those before
03:03 paramat here's the most critical lighting bug, still a mystery, does not affect mgv6 https://github.com/minetest/minetest/issues/2759
03:07 paramat spawning schematics (growing saplings) sometimes causes shadows too. i think 'updateLighting' needs work to be more robust
03:14 gregorycu Yeah, I plan to look at it
03:14 gregorycu After doing a touch of perf work on that functiopn
03:14 gregorycu I can repo locally
03:15 paramat coolness
03:19 gregorycu Nothing like exceptions to slow shit down
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04:09 Fritigern gregorycu: You may want to team up with RealBadAngel for that one. According to VanessaE, he may not only have found a solution, but may even have found a way to enhance the lighting system
04:12 Fritigern gregorycu: I pastebinned the chat in question here: https://paste.kde.org/p0noxb5cd
04:17 gregorycu Yeah, I know about RBA's ideas
04:17 gregorycu But it's possible that the lighting bug in quesiton is easily fixed without requiring another library
04:20 gregorycu I'm not convinced hardware lighting would be better, to be honest
04:20 sofar see my question in #minetest - my map now has lots of dark areas, how can I fix those up manually?
04:21 gregorycu Follow the directions in the pastebin?
04:22 kaadmy i found out that the dark areas are caused by a single(or sometimes 2-3) nodes that are lit wrong, if you can figure out the center of the dark area, place some nodes and the problem may get fixed
04:22 sofar oh
04:23 sofar I tried //fixlight :(
04:23 kaadmy you have to update the badly lit node, so it's tricky to get it to work
04:23 gregorycu When you say node, do you mean block?
04:23 sofar fixing badly lit nodes isn't a problem - place a torch on it and it's fine
04:24 sofar I'm talking huge areas that are dark
04:25 sofar meh, fixed up only half the area with //replace air air
04:25 sofar ah, a second run turned the whole area dark again
04:27 gregorycu I'm going to look at this bug right now
04:28 sofar welp, my map is hoooooosed
04:34 sofar and it's only because of moretrees planting saplings even when I told it not to plant anything :(
04:34 gregorycu um...
04:35 gregorycu Damn
04:44 gregorycu Fucking visual studio
04:47 sofar gheghe
04:48 sofar wouldn't want to be you :)
04:48 gregorycu Trying to multitask to work on two things at once
04:48 gregorycu Which is the definition
04:49 gregorycu But yeah, doing optimisation work and trying to fix that bug
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05:31 sofar ughhh I wish worldedit had a //drain function
05:38 Fritigern Then perhaps someone show look at sfan5 with their best puppy dog eyes ;-)
05:42 sofar I pretty much coded it up, I'll post him some proto code he can use
05:44 kaadmy well, good night to anybody still up ;)
05:44 sofar I added a //drain and a //extuinguish
05:48 sofar https://github.com/Uberi/Minetest-WorldEdit/issues/98 code here
07:10 gregorycu I made spawn_ltree faster by 70%
07:52 sofar lol
07:54 gregorycu That wasn't a joke, I did it
08:07 * sofar pops champagne
08:07 sofar gregorycu: nice, PR incoming?
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08:56 VanessaE gregorycu: [12-31 21:16] <gregorycu> How's everyone's 1st day of the year?   <--- got sufficiently drunk for a bit, and walked away without a hangover.  I'd call that a good start. :)
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12:59 cmdskp ooo, I like the new fire flames hugging close to the blocks - neat!
13:13 red-001 It was like that for the past few months
13:13 red-001 at least the past few months
13:14 cmdskp I've been playing mostly on an old Carbone server, it only got updated a couple weeks ago
13:15 red-001 and you only got around to setting things on fire now?
13:15 cmdskp I usually put things out
13:15 red-001 the fire is a lot slower then it used to be
13:15 red-001 just as cpu expensive through
13:16 cmdskp I've made some modifications to speed it up a little and allow flammable nodes to handle what happens to them when the flammable nodes finally get burnt/removed
13:16 red-001 thats a good idea
13:17 red-001 so a callback like on_burn?
13:17 cmdskp yep, on_burnt
13:17 cmdskp could be on_burn
13:17 cmdskp mmm, choices
13:17 red-001 or there could be two
13:17 red-001 on for burning one for burnt
13:18 red-001 so did you do it all in lua?
13:18 cmdskp well, I allow the on_burn(t) to return a true/false/nothing and remove based on that, thus allowing the on_burn(t) to either handle the removal or by default, fire will remove
13:19 cmdskp yeah, it's only a 1 in four chance of burnt happening originally
13:19 cmdskp I kept that bit in
13:19 red-001 so it's like the new tnt callback on_blast ?
13:20 cmdskp yes, I think so
13:21 red-001 maybe you should open a PR then
13:23 cmdskp I pass in the position, node name that's burning it and an action string "remove" - to tell the flammable node what's potentially happening to it.  The action string isn't really necessary, but offers potential in other situations
13:23 cmdskp I was thinking about our the idea on_damage
13:24 cmdskp where different actions can cause damage
13:25 cmdskp but it's not desirable to have tons of callback functions for each possible cause of damage, hence the idea of an action string parameter
13:25 red-001 good idea
13:28 cmdskp I like your suggestion of on_burn, changing to it - makes more sense, since it's not necessarily removed/burnt until the function returns
13:30 cmdskp I better check furnaces don't have that though
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13:44 cmdskp here's a thought - define a fire.version to allow mods to determine if they need to handle later version functionality themselves or not
13:44 cmdskp same with other default mods that get new, added API features?
13:47 celeron55 feature lists are better than version numbers for that purpose
13:48 cmdskp but how can you tell if a mod uses a call-back function?
13:50 cmdskp e.g. fire gets the ability to call node.on_burn, other mods either need to replicate this functionality for version of fire mod that don't have it, or they can utilise the same ABM the higher version Fire has, rather than create their own duplicate
13:51 cmdskp a fire.version number provides a means to determine this and reduce ABM registering by other mods
13:52 celeron55 you add a fire.features = {} and fire puts on_burn_callback = true in it if it supports that
13:53 cmdskp ah, I see what you're getting at
13:53 celeron55 the "version"-checking code then becomes much more understandable and doesn't require federated control of the fire mod; i.e. forks work fine no matter what features they choose to support
13:54 red-001 do any mods in minetest game do this?
13:54 cmdskp never hurts to start =)
13:54 celeron55 minetest does this itself too, altough it's rarely used because most features can be checked without it
13:55 celeron55 https://github.com/minetest/minetest/blob/master/builtin/game/features.lua
13:57 celeron55 none of those features can be checked in any other reasonable way, which is why they are there
13:59 red-001 makes sense
13:59 celeron55 usually new features can be detected by just checking if a function exists, or are backwards compatible in a way that makes a mod not have to care if they exist or not
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15:00 cmdskp default Fire on_burn callback, includes a small optimisation by removing a duplicate call to find_node_near before removing flammable nodes: https://github.com/minetest/minetest_game/pull/766
15:32 red-001 could you document this in game_api.txt?
15:32 cmdskp good point!
15:32 red-001 use the markdown format
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15:46 celeron55 https://github.com/minetest/minetest/issues/3084
15:47 celeron55 this has gotten no comments during all this time
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15:47 celeron55 i think i will do what i describe in it then
15:54 cmdskp @red-001: I've added a section now: https://github.com/minetest/minetest_game/pull/767
15:56 celeron55 https://gist.github.com/celeron55/27245358fb5cdcc90c3e
15:56 red-001 you should do it as one PR
15:56 celeron55 so does somebody now suddenly after half a year find an issue in this proposed fix?
15:57 celeron55 i guess no but i'll wait for 10 minutes
15:57 cmdskp How do you merge two PRs done via the github website?
15:57 red-001 what os do you have?
15:57 cmdskp currently, I'm unable to use other tools
15:58 red-001 ok then edit the branch cmdskp:patch-2
15:58 red-001 with the documentation
15:59 red-001 https://github.com/cmdskp/minetest_game/tree/patch-2
16:00 cmdskp ty for link!
16:23 celeron55 did it https://github.com/minetest/minetest/commit/64c060e1f2d94d8277246d8cdd8a886010564770
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16:46 paramat any help appreciated https://github.com/minetest/minetest/pull/3501#issuecomment-168315892
16:56 red-001 how could ignores be place accidently?
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16:57 red-001 maybe users shouldn't be able to use giveme to get ignore
16:58 red-001 there is no good reason for them to be able to anyway
16:59 red-001 it is impossible to place it with setnode
17:00 celeron55 paramat: you didn't add reading of it from lua
17:01 paramat thanks
17:01 celeron55 script/common/c_content.cpp
17:02 paramat ok
17:04 paramat found it
17:07 cmdskp I was wondering, who are the current core developers in minetest? (and their areas of interest?)
17:07 red-001 ^
17:10 paramat https://github.com/orgs/minetest/people except calinou rubenwardy
17:10 celeron55 wait why is the minetest team secret?
17:10 cmdskp do any of them use siginifcantly different aliases on chat?
17:10 celeron55 did github change some defaults or something
17:11 paramat most are currently elusive :}
17:11 celeron55 https://github.com/orgs/minetest/teams/team-minetest https://github.com/orgs/minetest/teams/minetest-website-team
17:12 celeron55 now it's not secret
17:12 kaadmy they are for me ;)
17:12 cmdskp I recognise most of them, except kahrl, kwolekr, Ekdohibs
17:12 kaadmy need to sign in for both links
17:12 celeron55 cmdskp: people use all kinds of names, sometimes i don't even know them myself
17:13 cmdskp How about 'asl97' and 'troller'?
17:13 paramat ekdohibs == nore kwolekr == hmmmmm
17:13 cmdskp ah, ty, paramat :)
17:14 red-001 thanks
17:14 kaadmy ty :)
17:14 kaadmy cmdskp: i think it's 'proller'?
17:14 red-001 could be
17:15 paramat luckily pr/troller is not a dev
17:15 celeron55 also shadowninja uses some weird name sometimes
17:15 celeron55 i... think
17:15 paramat 'tesseract?'
17:15 paramat troller == proller
17:16 cmdskp ty again
17:17 celeron55 the areas of interest thing is a difficult question
17:17 celeron55 i don't even know my own areas of interest
17:17 celeron55 so there you go
17:18 cmdskp =]
17:19 celeron55 i guess it would be possible to write some kind of a list of what people generally do but that hasn't been done
17:19 red-001 where does the server decide what blocks does it sent to clients?
17:20 celeron55 clientiface.cpp
17:20 red-001 thanks
17:20 celeron55 well, mostly
17:21 red-001 I what way?
17:21 red-001 in*
17:22 paramat in a partial way
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17:25 celeron55 8D
17:25 celeron55 i'm pretty sure it's what you are asking; ask again with more details if it turns out not to be
17:26 celeron55 it's again one of the things my far-map branch reworks in a major way though
17:26 kaadmy farmesh*
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17:46 red-001 where does the server decide to load a block/sector from disk or generate it?
17:47 celeron55 that's kind of uncomfortably spread around; but you're looking at emerge.cpp and then whatever that calls from map.cpp
17:47 celeron55 and whoever calls the stuff in emerge.cpp
17:47 celeron55 mostly it's called by clientiface.cpp but there are other minor cases
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17:49 red-001 ok thanks
17:54 red-001 wow loadBlock still supports loading maps form versions of minetest that didn't use databases
17:55 red-001 I didn't know minetest is that backwards compatible
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18:00 celeron55 i wouldn't be so sure that it works because nobody ever tests it
18:00 celeron55 i have a mini test framework for testing world compatibility though: https://github.com/celeron55/minetest-worldtest
18:00 celeron55 that doesn't include pre-sqlite versions by default though
18:01 celeron55 and it's 3 years old 8)
18:03 celeron55 i don't remember why i made that to begin with... i guess there was some rework being done and i wanted to make sure things stayed compatible
18:05 celeron55 i guess it would be fairly easy to add a rule for modern minetest versions which would stay compatible for a long time
18:05 celeron55 0.4.3's hacks needed for that aren't going to apply to 0.4.13
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18:11 red-001 so how do positions work in minetest? Is the position of a mapblock the node at its center?
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18:12 celeron55 the position of the node at the mapblock's origin (which is at a corner) is the mapblock's position * 16
18:12 BlockMen Taking a break from Minetest for a bit now. Backported a few things from blockplanet, see #3513 #3514 #3515 #3516
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18:14 paramat thanks for those
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18:36 red-001 est31
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18:43 red-001 when breaking a line like return true or false do you indent once or twice?
18:46 cmdskp looking at the style guide, I'd say once after the 'or'
18:46 cmdskp http://dev.minetest.net/Code_style_guidelines
18:47 red-001 well some people complain about others not reading style guides and don't know the guides themselves
18:48 red-001 does this also apply to lua?
18:48 cmdskp I'm looking at the examples shown on that page, like the "bool success = "
18:49 cmdskp http://dev.minetest.net/Lua_code_style_guidelines
18:50 cmdskp It would appear to be two tabs...
18:50 cmdskp in Lua
18:51 red-001 the lua example only show continuing lines in if/else statements and function arguments
18:51 cmdskp I would consider a return with an or, similar to an if/else
18:52 red-001 what about a variable definition with a or statement
18:54 cmdskp For all these, if they are short together, I'd put them on the same line, if long, I'd follow the two-tabs as it seems to be mentioned in all other line breaks on that guide
18:55 cmdskp unless it's particularly many 'or's, where having them on separate lines aids readability
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18:55 red-001 yeah
18:56 red-001 I looks strange to have a double indent in the middle of variable definitions
19:01 cmdskp I tend to follow the cardinal rule of using non-abbreviated, meaningful variable names - with the added benefit of them stretching over to those double tabs =)
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19:58 paramat just realised i don't need to add a 'floodable' node property, i can check for 'buildabe to' and not 'ignore'
19:58 red-001 .....
19:58 kaadmy yep
19:58 paramat then water can be used to clear areas of long grasses
19:59 cmdskp that's good
20:01 cmdskp It looks like it'd be useful to have a find_total_nodes_in_area that just returns the number found(up to a limit parameter, if supplied), rather than the heavy uses of find_nodes_in_area in Fire and Flowers currently.  find_nodes_in_area creates two table results and processes every node in big blocks usually, when often mods only want to check if there are X matches present and don't care about positions or overall total tables returned
20:02 paramat no drops, 'buildable to' nodes are destroyed when 'built to', we can consider the water node is being built in the node
20:04 red-001 well someone will use this for griefing
20:04 red-001 sooner or latter
20:05 cmdskp This is true, esp. I imagine with arranged flowers?
20:05 cmdskp or would they survive?
20:05 red-001 greifers heaven
20:06 red-001 maybe it time minetest get protection integrated
20:06 red-001 gets*
20:06 paramat hm, so it may still be preferable to have a 'floodable' property, it's actually faster to process
20:07 red-001 how much faster?
20:07 paramat only slightly, one bool to check instead of a bool and a content id
20:08 paramat i don't often think about griefers..
20:08 cmdskp a 'floodable' property does allow more control...and games can easily overwrite it to change default behaviour of water/lava removing plants, flower, etc.
20:08 cmdskp though lava already does that =)
20:08 cmdskp I think
20:09 paramat there are probably cases where someone would not want water to destroy 'buildable to'
20:09 red-001 true
20:09 paramat ok floodable it is
20:10 cmdskp it seems preferable, all ways round =)
20:13 sofar I like it
20:14 sofar flooding water just needs to check protection
20:14 sofar of course, that would prevent people from flood-farming their own crops
20:14 cmdskp sounds costly, performance-wise though - the code does a lot of removal/re-adding water round the fringe nodes
20:15 * cmdskp was experimenting with trying to change it from draining away to air and instead leave a block - I got a very nice crust round about it, instead.
20:15 paramat i think protection checks in liquid flow was rejected recently for performance reasons
20:16 paramat servers can just be careful what nodes they make 'floodable'
20:17 red-001 is there any reason that protection isn't integrated  into minetest
20:17 red-001 other then no one adding it of course
20:18 sofar well, I personally don't care too much about griefing problems
20:18 sofar so, full steam ahead with "floodable" :)
20:19 red-001 in what corner of the block is the origin?
20:21 paramat minimum point
20:22 paramat all co-ords at minimum value
20:22 red-001 thanks
20:24 cmdskp I'm limited to a text editor atm, anyone know the MAX constant name for u64?
20:25 paramat yeah um..
20:26 paramat U64_MAX i think
20:27 cmdskp much appreciated!
20:31 celeron55 UINT64_MAX
20:32 cmdskp tyvm
21:03 paramat okay https://github.com/minetest/minetest/pull/3501 'Liquids: Flow into and destroy 'floodable' nodes' is ready for review. this is a step towards enabling space subgames and mapgen < hmmmm
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21:29 cmdskp paramat, possibility for dropping the node as an item as well as destroying the node? E.g. washed off torches in water, etc.
21:31 kaadmy cmdskp: afaik that's what MeinCrapt does with farming stuff; if you flood a field of harvestable wheat, it'll harvest it all
21:31 kaadmy then you can have auto-harvesting, too
21:31 kaadmy and itemdrops flow with water ;)
21:31 cmdskp I didn't know about farming stuff doing that there
21:31 kaadmy only in MC
21:31 kaadmy MT doesn't have it
21:34 paramat yeah i should some text about drops
21:35 kaadmy imho just having water floodand drop buildable_to nodes would be nice, having itemdrops flow in water wouldjust be better :)
21:35 paramat no drops for simplicity and speed, and because it's not much needed, this is meant to be similar to 'buildable to' in that the node is destroyed when liquid is 'built to' it
21:36 paramat drops could be coded later i guess
21:37 cmdskp It should be relatively easy then, just add an item entity when floodable found
21:38 paramat this commit is mainly about allowing liquids to flow into 'airlike' nodes, stuff you don't want dropped
21:39 cmdskp ah
21:40 sofar can it cause on_destroy() to get called?
21:41 paramat hm i'm not sure it will do that..
21:41 cmdskp I doubt it will
21:41 paramat it might not do that for speed
21:42 sofar alternatively you'd have an ABM for fluid nodes, check the fuild level is high enough then flood certain items, all from lua
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22:34 est31 I'd like to announce: I'll do a pause from minetest. plan is that you don't hear alot from me for the next 8 weeks.
22:34 est31 have fun.
22:34 celeron55 is this stuff organized somewhere outside of this channel because BlockMen just did the same
22:36 paramat coincidence i think
22:39 paramat now we're really short of devs :)
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22:45 celeron55 maybe; i'm just wondering
22:45 celeron55 i guess people decide to want to focus on something new as it's a new year again
22:47 celeron55 but it doesn't exactly create a very upbeat atmosphere when people disagree about things and then some of those leave for months
22:48 celeron55 i'm just numb to this already; if everything is exploding and i just don't see it, good luck to everyone lol
22:49 paramat nah many devs are busy, some just feel they need a break
22:50 dzho it's healthier for people to realize they need a break, and then to take it, then to reach the breaking point anyway and it turn unpleasant
22:50 dzho s/then/than/
22:50 red-001 talking about explosions https://github.com/minetest/minetest_game/pull/667
22:52 celeron55 dzho: for sure yes; it's often hard to discern those two... altough i have seen that the burnout is often preceded by a rant of some kind somewhere 8)
22:52 celeron55 (yes i have seen too much of that)
22:53 paramat some of our devs are now at university age and are increasingly busy
22:54 celeron55 one failure mode of a free-time project like this is that people get old and go to universities and start families and become so busy they can't do anything anymore
22:55 celeron55 i'm sure most people will end up being like that
22:56 paramat well luckily we do have some 'older' devs
22:56 celeron55 the question is whether there are enough remaining ones and whether there is enough influx of people that there's at least some that will stick for a while
23:07 paramat it's ok, there's enough for slower, simpler dev, and there are some new people
23:14 red-001 https://github.com/minetest/minetest/pull/3504
23:14 red-001 add back the old settings tab
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23:26 VanessaE celeron55: I think it's more a matter of frustration than burnout
23:26 est31 Note i am not in cahoots with blockmen, i just saw what he announced, and thought well I can do similar as well
23:27 est31 I'd wanted to focus on other projects for some few months already
23:27 est31 but didnt have the time, always uni and minetest and other stuff
23:27 celeron55 no worries; but it's nice if people explain what they're doing instead of minetest
23:28 celeron55 i do a lot of "other projects" personally too
23:28 est31 I want to learn the rust programming language
23:28 est31 I've already done some projects
23:28 est31 small ones
23:29 est31 https://github.com/est31/podiff-review
23:29 est31 I want to write an ogg decoder in rust
23:29 kaadmy est31: i plan on learning Rusy, too :)
23:30 est31 but I am new to the subject of audio codecs so its time intensive
23:30 kaadmy this is one reason:https://www.reddit.com/r/programming/comments/3qp5j9/rustdoom_a_reimplementation_of_doom_in_idiomatic/
23:31 est31 and uni testing phase is in those 8 weeks as well
23:32 est31 including the preparation phase
23:35 est31 I'll still follow + review sofar 's nodebox connection pr, i really like the feature.
23:35 VanessaE it almost looks like that ^^^ could supply the "cable like" thing wanted for technic
23:36 est31 yeah, if it isnt able to support it, I won't +1 it
23:36 est31 only problem will be switching station I think
23:36 est31 because it only allows cable to be below
23:37 est31 would break some builds probably...
23:37 VanessaE well that was how technic originally intended the cabling to work
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23:37 VanessaE I'm pretty sure that cables connecting from the sides originated as a bug
23:38 est31 well even that can be encoded into the nodedef
23:38 VanessaE yeo
23:38 VanessaE yep
23:38 est31 it just gets bit complicated
23:39 est31 so you'll have 7 values in the nodedef or so, each of them containing a list of node groups, to which the defined node should connect to, to which side (6 sides, and one for "connect no matter which side")
23:40 sofar wait what?
23:40 sofar is this about my PR?
23:40 est31 yes.
23:40 sofar sorry I just rebooted after adding 6gb to my system, missed the backlog until just now
23:41 est31 http://irc.minetest.ru/minetest-dev/2016-01-01#i_4490537
23:41 est31 there it starts
23:42 est31 but the pr is already looking really good
23:42 sofar I hope people saw the third cross-bar in the fence in the screenshot ...
23:43 VanessaE I saw it.
23:43 sofar ah ok thanks for posting the logs
23:43 VanessaE not sure what I think of that other than "nice touch", given that everyone's used to two-rung fences.
23:44 sofar it was to demonstrate that it really was a different fence model
23:44 sofar I can do a picket fence too if you desire :)
23:44 VanessaE I assumed, yeah
23:44 VanessaE oooohhh....
23:44 VanessaE you got my attention with that :)
23:45 sofar I'm letting the PR accrue some thought and will resubmit in a few days when I get to addressing all the comments
23:45 sofar my brain works better not touching code for a few days before I code it all up at once
23:46 sofar est31: the wires aren't necessarily ideal just yet, if you ask me, but it works. It's just different than current wires
23:46 sofar also the question as to what-does-it-connect-to needs to be solved
23:47 sofar which will need a new lua option
23:47 VanessaE sofar: treat it like that "connected fences" PR
23:47 sofar I'm thinking, by default, just connect to only the same node name
23:47 VanessaE i.e. a node def field for the object the connected-nodebox-thing should connect to
23:48 VanessaE i.e. the wire has a field that says "connect to foo in direction +Y"
23:48 sofar well I can see multiple ways
23:48 sofar e.g. group fences connect to group
23:48 sofar but also, connect to drawtypes perhaps
23:48 VanessaE or, put multiple fields into the node connected to, e.g. the generic machine has a field that says "wire of node name foo:bar can connect to me from direction -Y"
23:48 sofar and some to just specific nodes? of course that could be groups
23:49 sofar oh
23:49 VanessaE (s/node name/node or group name/)
23:49 sofar the node lookup currently is too stupid to know that if it can connect to the North, the other end may not connect to the South
23:49 sofar so that needs fixing as well
23:50 sofar but if the switching station only has connections downwards, that would solve that problem
23:50 sofar anyway, I need to AFK some more
23:50 sofar I'll catch any irc log tho
23:50 sofar ------
23:50 VanessaE also, supply converters aree only supposed to connect from top and tbottom
23:51 VanessaE -e -t
23:52 VanessaE (personally, I'd be happy if ALL technic machines, save for supply converters and battery boxes, only connected from the bottom, and those two specifically top-or-bottom)
23:52 est31 well it does make building nice walls consisting from machines impossible
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