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IRC log for #minetest-dev, 2016-02-05

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Time Nick Message
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03:05 RealBadAngel damn, im suprised how much such simple thing as selection boxes is overcomplicated in code
03:06 RealBadAngel its being passed from function to function dozens of times
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03:11 ShadowNinja hmmmm: I started trying to fix Windows unicode support, and I noticed some weird stuff.  For example GetRecursiveSubPaths and DeletePaths are used together as RecursiveRemovePaths because RecursiveRemovePaths is a no-op that just spins the CPU away scanning through directories and doing nothing.
03:12 ShadowNinja And the Linux version just does fork() and execv() on rm -rf.
03:12 ShadowNinja There are issues with a number of other functions too.
03:13 ShadowNinja And the module's naming conventions don't fit in.
03:14 ShadowNinja Also, it should really be in util/.
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03:44 ShadowNinja Turns out MS really screwed up Window's Unicode support.  If we want to support Unicode on Windows we'll need to wrap every fopen call in a helper.  Also, no std::fstream unless we depend on MSVC (no MinGW) because there's no way to use unicode with the standard classes and MSVC is the only compiler that provides an overload.  Also, this only gives us 16-bit Unicode, because that's all Windows supports.
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04:25 paramat hmmmm if you want to look here's my PR for improving player spawn #3649
04:25 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat
04:26 paramat bbl
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06:59 RealBadAngel awww, rewriting selection boxes takes ages ;)
06:59 RealBadAngel but its gonna be cool, meshes instead of wireframes -> ability to texture the selection easily
07:00 RealBadAngel also, no mapblock mesh updates needed for node hilighting
07:19 RealBadAngel hmm, shall selection box on rotating items on the ground rotate too?
07:22 RealBadAngel http://i.imgur.com/GprlHgW.png
07:22 RealBadAngel ^^halo node hilighting now works on everything
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07:35 Calinou the selection box of an entity shouldn't rotate
07:35 Calinou else it implies the collision box also rotates, which is (I hope) never the case
07:44 RealBadAngel ah indeed, case closed ;)
07:44 RealBadAngel btw, i think i will do the very same way cracks
07:44 RealBadAngel so they wont need mesh updates neither
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07:52 RealBadAngel btw, its unbeliveable how many things i need to rewrite to have deffered rendering to work properly :(
07:53 RealBadAngel selection boxes (highlighting) is just one of many
07:55 RealBadAngel each time i make one step forward with rendering i need to go back and fix 10 other things lol
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09:21 red-001 Why does minetest overwrite lua's print?
09:21 red-001 It can cause crashes
09:24 red-001 Does anyone know for how long TNT has had an on_blast callback?
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09:54 RealBadAngel red-001, since always? ;)
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10:05 RealBadAngel #3650
10:05 ShadowBot https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel
10:05 RealBadAngel that was damn long night ;)
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10:23 nrzkt it seems the leveldb used by android build is not working properly, if someone has time to fix the problem, go. I don't know why it search std::xxxx_t
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13:31 steven2 hi, I have installed several mods about Animals Modpack, and when I run server it says several times "ERROR[main]: WARNING: Mod name conflict detected". What should I do?
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13:35 RealBadAngel uncheck mods one by one to see which one is causing problems
13:36 RealBadAngel propably you have 2 versions of the same mod
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13:37 RealBadAngel maybe a modpacks you have installed have the very same mod in?
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13:44 steven2 or should I install every related mod into the main folder "animals_modpack"?
13:53 kaeza steven2, it should say something like `WARNING[Main]: Mod name conflict detected: "default"`
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13:54 steven2 yes, several names, I was moving repeated folders. Now I get errors, let me see...
13:54 steven2 moving out*
13:54 kaeza also, let's move this conversation to #minetest
13:55 Obani Animals modpack ? isn't this dead ?
13:58 kaeza not "dead", but not very active either
13:58 steven2 okay, kaeza. Obani: I got it from http://wiki.minetest.net/Drinking_glass which tells about http://wiki.minetest.net/Mods/MOB_Framework . Is there any other better mod to add animals?
13:58 kaeza anyone seen sapier around lately?
13:59 steven2 Last visited: Wed Dec 30, 2015 20:48
13:59 Obani steven2, mobs_redo ? https://forum.minetest.net/viewtopic.php?f=11&amp​;t=9917&sid=2bcb5046946f0c662777b6da0069c4c2
14:00 kaeza steven2, depends if you want "smart" (note the quotes) or dumb mobs :P
14:01 steven2 which is, then, "smart"? :)
14:01 kaeza mobs_redo is one, as Obani said
14:02 kaeza eh, mobs_redo is "dumb"
14:02 kaeza no offence to the respective modders; dumb is generally fast, smart is generally slow
14:03 kaeza MOBF, I would call "smart"
14:03 steven2 slow? how so?
14:05 steven2 does it affect too much performance?
14:06 kaeza too much computation. the things are quite smart: path finding, line of sight, etc. the others are basically "if player is near, go after them, nevermind walls, holes, and all that"
14:06 kaeza though they may have changed lately
14:07 kaeza they are quite heavy on performance, yes, but don't have any hard numbers handy
14:07 kaeza YMMV
14:08 steven2 okay, thanks Obani, will have it in mind; will try first this one. Let's move to #minetest then, kaeza
14:13 red-001 minetest.register_biome isn't documented in the dev wiki
14:17 red-001 is it possibly to use multiple  filler nodes for a biome?
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18:38 red-001 est31 was it you that made a password manager for minetest?
18:44 Calinou red-001, isn't it sfan5?
18:44 sfan5 no
18:47 nore red-001: I'm pretty sure it was est31
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19:19 red-001 does core.start() connect the client to the server?
19:20 red-001 interesting minetest has a function for installing mods
19:28 Krock that's something new to me
19:29 red-001 it seems to be a bit broken
19:30 red-001 it's form minetest 0.4.8
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19:31 red-001 uncomment line 36 and 38 of /builtin/mainmenu/tab_mods.lua
19:33 steven2 excuse me, is it related to the menu option (not functional anymore) or just a code function?
19:33 red-001 what do you mean?
19:34 steven2 into the menu there was an option to install mods, related to Minetest Mod DataBase https://forum.minetest.net/v​iewtopic.php?f=46&t=7847
19:36 steven2 I have it still, from 1 year ago; but then, it was disabled and the database is not anymore online
19:36 red-001 it's a dialog for installing mods from the local hard drive
19:37 red-001 the mainmenu calls it but I think the dialog is written in c++
19:38 steven2 this one was meant to install from internet, not from local disk, AFAIK. Do you mean yours?
19:38 red-001 no
19:38 red-001 take a look at the code
19:39 red-001 moddb is unrelated to this
19:40 steven2 ah, then you are meaning yours, not mine, okay
19:40 red-001 ?
19:40 steven2 I am talking of the Minetest Mod DataBase
19:43 steven2 continue, NVM
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19:48 red-001 WOW
19:48 red-001 it still works
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20:07 Hijiri where can I find the definition of register_craft?
20:13 red-001 what do you mean?
20:16 Hijiri I'm interested in seeing how minetest resolves craft recipes
20:17 red-001 try searching the builtin folder
20:17 Hijiri I did
20:17 red-001 c++ code?
20:18 red-001 the /src/client folder
20:18 Hijiri I didn't find anything when I did a search on the minetest source
20:18 Hijiri ok, I'll check
20:19 Hijiri wait, wouldn't register_craft be exported in a lua file somewhere
20:19 red-001 no?
20:20 red-001 That happens in C++
20:20 red-001 afaik
20:22 Hijiri ok, I couldn't find it because it was l_register_craft rather than register_craft I think
20:44 red-001 is anyone working on client sided lua?
20:47 ShadowNinja The local mod installer was disabled because Irrlicht resets the locale whenever the file finder opens.  That breaks formspecs in places that swap the meaning of '.' and ','.
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21:10 paramat red-001 register biome is documented in lua_api.txt. multiple filler nodes are not possible
21:11 red-001 thanks paramat I figured it out but it should be documented in the wiki.
21:11 paramat nore sfan5 ShadowNinja any comments? game#824 game#825
21:11 ShadowBot https://github.com/minetes​t/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat
21:11 ShadowBot https://github.com/minetes​t/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat
21:16 red-001 where can I get source code for old versions of minetest?
21:19 ShadowNinja red-001: Clone the main repo and `git checkout <old_ver>`
21:20 red-001 thanks didn't look at the tags
21:21 Amaz paramat (or another dev), could you maybe see if you could get #2738 merged? I would find that feature very useful...
21:21 ShadowBot https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka
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21:29 paramat that should be merged, but needs more review, est31 are you happy with it?
21:31 red-001 could someone review game#667 ?
21:31 ShadowBot https://github.com/minetes​t/minetest_game/issues/667 -- Add tnt API. by red-001
21:33 paramat unless there are objections i'll merge game 824 825 later, first is a minor biomes tweak, second is returning to what we had a month ago and fixes a bug
21:42 sfan5 paramat: +1 from me for game#82{4,5}
21:42 ShadowBot https://github.com/minetes​t/minetest_game/issues/82 -- Tweaked Mese behavior so that the old Mese object is still available. by VanessaE
21:42 paramat thanks
21:53 paramat nore sfan5 this big change needs review and input, if/when you have time, game#793
21:53 ShadowBot https://github.com/minetes​t/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar
21:53 sfan5 might take a look at it l8r
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22:21 RealBadAngel what about #3610?
22:21 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel
22:22 RealBadAngel all the pieces im coding lately are in the very same areas i need them all for further work
22:23 paramat yeah this needs approval, i'll +1 but the code is beyond me
22:25 paramat ok it can be merged now, i might do this later if no-one else does
22:26 RealBadAngel i need that to be in, so i can rebase #3650
22:26 ShadowBot https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel
22:26 paramat oh what about the double-spinning? see my previous comment
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22:27 RealBadAngel those are separate cases, cant do much about it, we do have 3: selected, pointed and dragged one
22:28 paramat however that could be tweaked later
22:28 paramat ok
22:28 RealBadAngel thx to how the formspecs are done i cannot control almost anything here
22:28 paramat i'll merge it within an hour
22:28 RealBadAngel adding timers to animations even was pain in the ass
22:30 hmmmm paramat, it needs more review than that.
22:30 hmmmm come on.
22:31 RealBadAngel hmmm, which one? 3610?
22:31 hmmmm both of them
22:31 hmmmm i don't see the necessary approvals to push such a change
22:31 RealBadAngel code was reviewed by nrzkt already
22:32 RealBadAngel all the issues fixed, added the settings
22:32 RealBadAngel i cannot see any other problems with it, but lotsa thumbs up
22:33 paramat well my +1 is not from understanding the code
22:34 paramat ShadowNinja semi-approves if FPS isn't affected too much, which i confirmed
22:34 RealBadAngel hmmmm, but youre right about 3650, its fresh one - whole last night of straight coding, so i need some support with it
22:34 hmmmm paramat, please don't do that
22:34 hmmmm i told you before
22:35 hmmmm if you don't understand the code, voice your support for the idea but don't give it a +1
22:35 hmmmm this is a CODE review
22:35 paramat ok
22:35 hmmmm not a concept review
22:35 RealBadAngel hmmmm, cant you just take a look at code if you think it need it?
22:35 hmmmm doing a code review isn't a 5 minute thing
22:35 paramat you're right
22:36 hmmmm and even if I do due dilligence and completely understand it, there's no guarantee i won't miss something as well
22:36 hmmmm come on just because i'm inactive doesn't mean that minetest needs to become as unstable as freeminer and so on
22:36 hmmmm that's our distinctive advantage over freeminer.  this is why people choose minetest when they're presented with a set of choices
22:37 hmmmm stability and quality control
22:37 hmmmm and support
22:38 RealBadAngel that PR has over 80 comments, lotsa folks tried that
22:39 RealBadAngel so please dont say its some random unstable code
22:40 RealBadAngel in case you havent noticed, this PR fixes some issues, visual improvements are just side effects of it
22:41 RealBadAngel a) remove faulty rendering items to inventory textures b) absurdly costly preloading item visuals c) blackouts when switching inventory pages
22:41 paramat but did est31, sfan5 or ShadowNinja review the code?
22:42 RealBadAngel nrzkt reviewed it
22:42 paramat ah
22:42 RealBadAngel est31 tested it and confirmed its working
22:42 RealBadAngel sfan5 thumbed it up
22:42 paramat we need a +1 from nerz then
22:43 RealBadAngel do we have some more active devs around? ;)
22:43 hmmmm i'll have a look
22:44 RealBadAngel hmmmm, thx
22:47 paramat sorry i should not have +1
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22:58 red-001 RealBadAngel I see you added a fog shader could it be used to fix #3576?
22:58 ShadowBot https://github.com/minetest/minetest/issues/3576 -- Cloud is not rendered when player is inside in that cloud
22:59 RealBadAngel yeah i can render the cloud inside easily with shaders
23:03 RealBadAngel actually it could be used both for clouds and on the ground fog
23:05 RealBadAngel maybe we will have some weather system in the future, could be nice
23:05 red-001 nice
23:06 * red-001 hopes to see client sided lua soon
23:06 paramat our current fog is okay though
23:06 RealBadAngel paramat, i dont mean that distant fog
23:06 paramat ok
23:07 RealBadAngel i mean walking in foggy areas, over swamps etc
23:07 red-001 distance fog looks ok
23:08 RealBadAngel something like that: http://s12.postimage.org/5y​rynvph9/Senza_titolo_1.jpg
23:20 ShadowNinja #3653 : one WIP Windows unicode support & other fixes.
23:20 ShadowBot https://github.com/minetest/minetest/issues/3653 -- [WIP] Rewrite filesystem helpers by ShadowNinja
23:30 RealBadAngel paramat, see my comment with some screenshots on what 3650 can do
23:30 paramat ok
23:31 RealBadAngel the last two screenies are default box and halo textures
23:31 RealBadAngel others i made in gimp in a few seconds ;)
23:31 RealBadAngel i mean textures for the mesh not screenies ;)
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23:44 RealBadAngel paramat, and how do you like those screenshots?
23:45 paramat default box seems ok because it's really thin
23:47 paramat i'm not too keen on halo highlighting old or new so won't judge that
23:48 paramat anyway the line-box should be similar thinness to what we have now when acting on a node
23:50 RealBadAngel default box is close enough to old look imho
23:51 RealBadAngel but as you can see you can change it easily, and in ways not possible before
23:53 paramat it's a texture so i guess 1 pixel along the edges of a 64px texture
23:54 paramat or 128px
23:54 RealBadAngel its actually 512px atm
23:55 RealBadAngel ive made it bigger for higher screen resolutions
23:55 RealBadAngel so its smoother
23:56 paramat yeah i can see the detail on the box lines in some screens
23:56 RealBadAngel can be also preprocessed a bit to make lines a bit fuzzier
23:57 RealBadAngel btw, how do you like this halo one? http://i.imgur.com/cx7wk8M.png
23:58 paramat well IMO the default should have the minimum texture size that makes thin lines as before when with 1 pixel of black along the edges, 128px might be enough
23:59 paramat these halos are far too strong, need to see the item clearly
23:59 RealBadAngel halo is changing colors with time
23:59 RealBadAngel its not static effect

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