Time Nick Message 02:38 Hijiri Are the position arguments for formspec elements image and image_button for specifying the upper left corner? 04:23 RealBadAngel Hijiri, all the forsmspec elements coords does match inventory slots grid 04:23 RealBadAngel and that would be upper left corner 04:37 sofar RealBadAngel: uhhh about halo's 04:37 sofar RealBadAngel: if a 0.4.13 client connects to a -git HEAD server... 04:37 sofar RealBadAngel: the halo turns opaque! 04:38 RealBadAngel sofar, nametags.... 04:39 RealBadAngel they screw many things. mostly all transparent stuff 04:39 sofar well the thing is 04:39 sofar it messes up all the halos from there on 04:39 sofar even normal node halos remain opaque 04:40 RealBadAngel yes 04:40 RealBadAngel text scene node is bugged in irrlicht 04:40 sofar oh, if the 0.4.13 client disconnects, it's fixed 04:40 RealBadAngel its not like that 04:41 RealBadAngel when nametag appears in the scene transparent things go mad 04:41 RealBadAngel look at water for example 04:41 RealBadAngel how old is the client doesnt matter 04:41 RealBadAngel its yrs old bug 04:42 sofar huh 04:45 RealBadAngel fact that i needed them to be removed from scene was one thing, most important was to fix yrs old issue 04:46 RealBadAngel since we dont have irr embeeded thats the only solution 04:48 RealBadAngel ok, i will move nametags to camera, the prs are getting overlapping again 04:48 RealBadAngel i dont really care if they will be in hud or camera, place as good as others. 04:49 RealBadAngel and i still havent fixed sky and clouds 04:54 paramat here's the PR for fixing disappearing world #3724 if others want to look at it, it edits updateDrawList() 04:54 ShadowBot https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat 05:00 kahrl paramat: the code you edited (v3s16 cam_pos_nodes = ...) is not only in updateDrawList but repeated in renderMap 05:00 kahrl I think it needs to be changed there too 05:00 kahrl or better, moved to a separate function 05:01 paramat ah 05:01 paramat thanks 05:07 paramat getBlocksInViewRange() or something 05:11 RealBadAngel paramat, ive changed fog range again, but i think that it should be drawn a bit earlier than before 05:12 sofar paramat: I have an idea you will like 05:12 sofar paramat: related to ABMs 05:12 RealBadAngel the reson is that before blocks were always shown as whole, now you can see even small part of it (look at appearing blocks with lowest possible range) 05:13 sofar paramat: you know how you dislike all the wasteful ABM's firing with low chance to e.g. grow e.g. wheat to full size? 05:13 RealBadAngel so i used now 0.85 of draw range - it was 0.9 before 05:14 RealBadAngel previously ive used 0.7 and that was indeed too much, altough imho it was blending nicely 05:14 paramat RBA i can understand wanting to do that, but i don't think we should because it's effectively less visible stuff, and it's reasonable as it is. i might try it though 05:14 sofar paramat: what if we replaced them with node timers. Just schedule a node timer for each plant with exactly the amount of seconds remaining for that one seedling (plus some random jitter) and the timer will only fire once for growing the seedling 05:15 RealBadAngel paramat, you can try changed one, will push it in a few minutes 05:15 sofar so if you have a field of 100 wheat with 8 stages 05:15 sofar you'd have 700 node timer events total, ever 05:15 sofar with ABM's you'd have 700 / chance ABMs 05:15 RealBadAngel paramat, im removing now some obsolete variables and calculations 05:16 paramat worth considering, est was intending to make ABMs less heavy 05:16 RealBadAngel btw, im wondering whats that: 05:16 RealBadAngel irr::core::vector3df camera_pos = 05:16 RealBadAngel (startMatrix * *translation).getTranslation(); 05:16 sofar I'll do a field test 05:16 sofar to see if it's worth 05:17 sofar it also will make plants not all grow at the same time 05:17 kahrl "field" test 05:17 sofar since it'll be dependent on planting time, and not abm rhytm 05:17 kahrl I see what you did there 05:17 sofar kahrl: :) 05:17 RealBadAngel kahrl? 05:17 paramat for example, if 2 ABMs run in a particular second, do they share a single node search? 05:17 RealBadAngel what are those double * ? 05:18 kahrl RealBadAngel: the first is a multiplication, the second a pointer dereference 05:18 sofar paramat: abm's work per block, one search per abm interval per block 05:18 RealBadAngel ah, indeed theres pointer to translation passed 05:18 sofar node timers are different 05:19 RealBadAngel kahrl, so nvm 05:23 RealBadAngel paramat, ok, ive updated camera PR 05:24 RealBadAngel kahrl, paramat, about nametags, im gonna move them to camera as est31 wants to get things going. question is shall toggling hud disable them or not? 05:25 paramat i'll try it later. perhaps fog at 0.9 will improve FPS because less to 'fog-process'? 05:26 RealBadAngel paramat, i havent thought bout that, but i doubt it (at least with shaders enabled no for sure) 05:26 paramat i would be happy with HUD toggling nametags, others may not be, but they should be toggleable 05:26 paramat ok 05:26 RealBadAngel idk how fog is handled by irrlicht (in case of no shaders enabled) 05:27 RealBadAngel i will check it out by disabling fog at all, hold on 05:27 paramat with changed camera clipping, will nametags only be visible within 'view range'? 05:28 RealBadAngel havent checked that yet, those two are overlapping slightly 05:28 paramat that's ok by me, players can use 'R' to view distant nametags 05:29 RealBadAngel currently i think that theyre not distance dependent 05:29 RealBadAngel but i can easily add such clipping 05:29 paramat we have a 'player transfer distance' setting 05:29 RealBadAngel before nametags wasnt clipped at all 05:30 RealBadAngel that setting was used to load entities of far players 05:30 paramat i have little multiplayer experience, but do think it's weird seeing nametags at huge distances by default 05:30 RealBadAngel i can clip them at 2x view distance or some other factor 05:31 paramat it will probably be wanted as an option, which is why 'R' might be the ideal way to control that 05:32 paramat i'd clip at view range by default, makes sense 05:32 RealBadAngel ok 05:32 paramat need input from others though 05:33 RealBadAngel sure 05:33 paramat ^ VanessaE 05:33 RealBadAngel i will add clipping, we can later decide on clipping distance 05:34 RealBadAngel btw, seems that irrlicht fog have some little impact on performance 05:35 RealBadAngel hard to say, it can be a few fps 05:35 paramat nametag clipping should respect 'player transfer distance' for dervers that set that for a reason 05:35 paramat (servers) 05:36 RealBadAngel i will check in code what that variable really means 06:16 sofar I just noticed that ABM's are continuously firing for things like fully grown cotton and wheat. ouch. 06:23 RealBadAngel last stage should propably have abm removed 06:25 sofar the ABM is group abm 06:25 sofar I'm just dying to make this into node timers 06:25 sofar no more planting a whole field and seeing wheat that's done, and still seeds next to them 06:25 sofar that never made much sense to me 06:26 sofar I also really don't like the "whooops 20 nodes grew exactly at the same second!" effect every 9 seconds 06:27 sofar node timers will make that all a thing of the past 06:27 sofar it will seem entirely random with properly made timers 06:59 RealBadAngel ha! 07:00 RealBadAngel with nametags stored elsewhere (with their world pos) i can add player dots on minimap now 07:01 RealBadAngel cool 08:20 paramat PR updated #3724 08:20 ShadowBot https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat 08:25 kilbith paramat, so have you decided for an approx. date for the feature freeze / release ? 08:27 paramat oh yeah, roughly freeze in a month, around spring equinox time 08:29 paramat devs please let me know (leave a comment in this channel, i'll see it) how much time you need to get your work in order. no fixed dates though this has to be flexible 08:30 paramat but if possible aim to get stuff ready in roughly a month 08:30 kilbith blockers shall be identified as well 08:30 paramat yes 08:30 kilbith the settings tab case is one of them for example 08:31 kilbith i'm quite wondering if BlockMen is going to rebase and merge his PR 08:31 RealBadAngel paramat, what about seeing players on minimap? 08:32 paramat and this is a big problem #2759 08:32 ShadowBot https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgwatershed 08:32 paramat i'll have to look into that but its mysterious 08:33 paramat RBA meh not bothered either way 08:34 paramat i think, is it needed? but then, minimap is not much needed either. it's more a fun thing 08:34 RealBadAngel gonna code it anyway, always wanted to see players there (and mobs in the future) 08:35 paramat careful not to make minimap too complex and slow stuff down 08:35 RealBadAngel fun? i bet many wont agree with you 08:35 RealBadAngel lately ive profiled minimap, its not that slow at all 08:36 RealBadAngel preparing minimap data is small % of time consumed to prepare mapblock mesh 08:37 RealBadAngel more time is spent actually displaying the minimap texture than preparing data for it 08:38 RealBadAngel and adding a few dots on it wont slow it down at all 08:40 paramat good, it may be popular who knows 08:41 RealBadAngel such thing is a common feature of minimaps 08:41 RealBadAngel thats not my invention 08:44 RealBadAngel lookin at mc minimaps now, they do have also one nice feature 08:45 RealBadAngel minimap could show place where you died 08:45 RealBadAngel but that makes sense with bones or item drop on death 08:46 RealBadAngel so such feature should be moddable, maybe later on 08:47 RealBadAngel anyway, ive moved nametags to camera 08:48 RealBadAngel #3712 08:48 ShadowBot https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel 08:49 RealBadAngel can anybody review/vote on it? 08:50 RealBadAngel hmmmm, kahrl, nore, sfan5 ? 09:08 paramat i'll look later today after sleep 10:46 est31 RealBadAngel, which editor do you use 10:47 RealBadAngel est31, geany, why you askin? 10:48 est31 I wonder whether it has an option to auto remove trailing spaces 10:48 RealBadAngel it has, but then i will modify whole files im touchin 10:49 est31 thats no problem 10:50 est31 aand he's gone 10:50 est31 :'( 10:51 RealBadAngel oops, upgrade day on freenode 10:51 est31 thats no problem 10:51 est31 minetest's files have only very few trailing spaces in them 10:51 RealBadAngel ok, i will try how it works 10:51 est31 and even if you encounter a file with many trailing spaces, once they are gone, nobody will add them 10:51 RealBadAngel meanwhile you propably asking because ive smuggled some again somwhere? 10:52 est31 yes, I've commented on one of your PRs 10:52 RealBadAngel hehe ok 10:52 est31 btw, I've changed my opinion about whether HUD is a good place for it or not 10:52 RealBadAngel and? 10:52 est31 I'm fine with it being inside HUD now 10:52 RealBadAngel im gonna kick your ass now ;) 10:52 est31 the important part was that the nametags were drawn last 10:52 est31 so get displayed always 10:52 RealBadAngel you know why? 10:53 est31 lol dont kick too hard or I change my opinion again :) 10:53 RealBadAngel i just moved everything to camera 10:53 est31 hahhhh 10:53 RealBadAngel see pr 10:54 est31 btw on a side note, found another open source repo with age old PRs: https://github.com/geany/geany/pulls 10:54 est31 minetest not the only ones :) 10:54 RealBadAngel ;) 10:54 RealBadAngel so, what we gonna do now? 10:55 est31 you decide 10:56 RealBadAngel it doesnt really matter, either cases i have to pass to client gamedef something, be it hud or camera 10:57 RealBadAngel where the code lands is in fact cosmetic 10:57 jin_xi are nametags visible when HUD is turned off? that would be an argument for putting it there, but i agree with RBA it does not matter much 10:58 RealBadAngel HUD imho was more suitable because of plain text usage 10:58 RealBadAngel jin_xi, ive made them toggleable together with HUD 10:59 jin_xi which makes sense 10:59 RealBadAngel also im coding atm player markers visible on minimap 11:00 RealBadAngel est31, shall i make it a part of this pr or make another one? 11:07 est31 RealBadAngel, better done in another PR 11:08 est31 it would need more development 11:08 est31 e.g. ability to control from server 11:08 RealBadAngel what? showing markers? 11:08 RealBadAngel servers already control minimap 11:09 RealBadAngel if minimap is disabled you wont see markers neither 11:16 est31 probably true 13:41 Megaf Hello everyone. 14:44 VanessaE paramat, RealBadAngel: clip/fade nametags at twice the current view range, but clip the player models right at the range. Makes it easier to follow someone if they keep going in and out of your view range. 14:45 VanessaE game play implication is none, because the user could just hit 'r' to see distant names if they want, but of course doing that costs massive fps 14:45 VanessaE (having one player follow another at running speed is quite common in multiplayer, "come look at this thing I made" etc) 14:45 RealBadAngel player models got clipped with camera PR 14:46 VanessaE good. 14:46 RealBadAngel nametags are separate, and i can clip them at other distance 14:46 VanessaE ^^ just my opinion on the matter, since paramat pinged me 14:47 RealBadAngel atm im preparing 3rd related PR, show players on the minimap 14:47 VanessaE nice idea. 14:47 VanessaE might require a different max minimap range to be useful though 14:48 RealBadAngel with farmap we can think of greater distances 14:48 RealBadAngel what we do have now is rather maximum 14:48 RealBadAngel btw, on the minimap you will be able to see mobs, if you name them ofc 14:49 VanessaE meh, farmap is probably dead. 14:49 VanessaE celeron55 waited too long to finish and merge it 14:50 RealBadAngel idk, hope not 15:00 nrzkt2 VanessaE, is back ? :p 15:09 VanessaE not really 15:09 VanessaE I'm trying not to comment too much here anymore 19:16 kaeza hmmmm, https://forum.minetest.net/viewtopic.php?f=6&t=14078 19:19 sofar DungeonGen 21:07 RealBadAngel oke doke 21:07 RealBadAngel http://i.imgur.com/jVNhbeJ.png 21:07 RealBadAngel what do you think about it? 21:11 kaadmy RealBadAngel: what's different?.. 21:11 RealBadAngel look closer ;) 21:12 kaadmy at what -_- 21:13 kaadmy minimap waypoints? 21:13 asl97 i think they are players 21:14 kaadmy maybe? 21:14 RealBadAngel yup, they are players :) 21:14 kaadmy nice 21:18 Fixer RealBadAngel, indicators are too big and need other colour I thinki 21:19 kaadmy is there currently a way to have colored chat without mods? 21:19 RealBadAngel playing now with colors in fact 21:19 kaadmy i don't think so 21:20 asl97 if it stay the same size when zoomed in, it should be small enough 21:24 Fixer RealBadAngel, try yellow with smaller size 21:24 RealBadAngel lol 21:24 Fixer RealBadAngel, will there be height indicators? 21:25 RealBadAngel https://i.imgur.com/LymdcM5.png 21:25 RealBadAngel i thought bout yellow a minute before you suggested it :) 21:26 Fixer RealBadAngel, brighter yellow 21:26 Fixer seems faint 21:26 Fixer circles should be slower imo 21:27 sofar a color is suggestive, maybe gray or white instead? 21:27 sofar player names are already white 21:28 asl97 if it's configurable, anything is fine for default. 21:31 RealBadAngel its textureable not configureable 21:31 sofar if it's configurable, the default MUST be the most sane option 21:31 sofar don't give me a polka-dot purple default and tell me "go set it to gray" 21:32 RealBadAngel i think that green is the best 21:32 asl97 RealBadAngel: as long as we can change the size and color somehow 21:32 sofar it's a texture, right? 21:32 RealBadAngel asl97, you can put there naked ass if you wish 21:33 sofar so you can provide a texture to override it 21:33 RealBadAngel at HD 4k 21:33 sofar oooo naked ass 21:34 sofar I'll ask VanessaE to make a minetest-HDX texture pack version for it 21:34 sofar we can use RBA's ass 21:34 RealBadAngel no way, my ass is copyrighted :P 21:34 VanessaE that's okay, I don't have good pictures of other peoples' asses anyway, so HDX is out :P 21:34 sofar not if you publically expose it, then anyone can photograph it 21:38 kaadmy RealBadAngel: can the player markers on radar have an arrow pointing in the player's direction? 21:40 RealBadAngel that would be a visual mess 21:40 asl97 it probably be better if the player markers rotate in the player's direction 21:41 RealBadAngel asl97, what do you mean? 21:41 sofar 21:41 asl97 instead of a hard coded arrow point the direction, it just rotate the texture 21:42 RealBadAngel excuse me, but what that would show? 21:42 asl97 (ie, the texture would have or be the arrow) 21:42 RealBadAngel direction the other player is lookin? 21:43 asl97 yea, that's what kaadmy is asking about isn't it? 21:44 RealBadAngel i cant see any sense in this 21:45 kaadmy could the marker be tinted the color of the player's nametag 21:45 RealBadAngel from point of view of minimap is that important which direction object is facing? 21:46 RealBadAngel and in the end you will end up with shitload of invisible markers 21:46 RealBadAngel guys walking on snow will be using white etc 21:47 RealBadAngel too easy to abuse 21:47 asl97 just make it multi color 21:49 RealBadAngel Fixer, got ya! https://i.imgur.com/oHZWKkO.png 21:51 RealBadAngel green/red seems to be the best one 21:51 asl97 it isn't that important to find out which direction an object is facing but people like fancy stuff 21:51 RealBadAngel red in the future for hostile mobs 21:53 RealBadAngel i really dont think thats a good idea 21:53 RealBadAngel minimap is small, such things would make just a mess 21:53 Fixer RealBadAngel, green is not bad, but circles could be smaller imo 21:54 sofar RealBadAngel: green... grass... 21:55 RealBadAngel if i make them smaller theyre hardly noticeable at 800x600 21:55 sofar do they zoom with zoom level? 21:56 asl97 they shouldn't zoom 21:57 sofar I'm asking, you are opinioning 21:57 RealBadAngel sofar, https://i.imgur.com/IGnWVFe.png 21:58 RealBadAngel no, their size depends only on screen resolution 21:58 sofar damn that rab1 player, all that grass and he's right next to you :) 21:59 Fixer RealBadAngel, found new bug with camera thing 21:59 RealBadAngel Fixer, yes? 22:01 Fixer RealBadAngel, https://i.imgur.com/whY02rk.jpg 22:02 RealBadAngel pretty funny 22:02 Fixer RealBadAngel, turning full range makes it behind as should be 22:05 RealBadAngel will check it 22:13 RealBadAngel damn snow nodeboxes 22:13 RealBadAngel you cant even walk under the trees because of them 22:13 RealBadAngel annoying and slowing down game 22:14 RealBadAngel paramat, cant you change that? 22:15 sofar make them lower so player+snow < 2.0 ? 22:16 Fixer sofar, is new doors destructuble by tnt? 22:16 Fixer are* 22:17 RealBadAngel sofar, idk, but that should be changed 22:17 sofar Fixer: https://github.com/minetest/minetest_game/blob/master/mods/doors/init.lua#L280 22:18 RealBadAngel for sake of performance those nodeboxes shall be removed, also on leaves (here replaced with leaves with snow, like dirt with grass) 22:18 sofar RealBadAngel: fixed = { {-0.5, -0.5, -0.5, 0.5, -0.25, 0.5}, } 22:19 sofar I think we can just lower it, or even make the player just step through 22:19 Fixer RealBadAngel, i love snow nodeboxes, you can walk under tree with shift 22:19 sofar I like that they're visually higher 22:19 sofar but maybe we can lower the collision box so the player visually sinks into it a bit? 22:20 RealBadAngel logical even 22:20 sofar didn't know about the shift trick 22:20 RealBadAngel snow is not that solid surface 22:21 RealBadAngel maybe collion box half the height of nodebox? 22:21 RealBadAngel you will feel that you step on it still 22:21 sofar just low enough so that you can walk in 2.0 height gap 22:21 sofar I think the player model is 1.8 22:22 sofar so the collision box would be -0.3 height instead of -0.25 22:22 sofar you'll "sink" in 0.05 22:24 Fixer sofar, i definetely remember blowing up other people steel doors in 0.4.12, now i can;t even blow up my steel door o_0 wood door is ok though 22:29 RealBadAngel Fixer, for steel doors maybe one would need C4 not tnt? ;) 22:31 sofar I opted for defaulting to protected = protected 22:31 sofar it makes more sense than to allow blowing it up 22:32 sofar I don't see how providing a protection mechanism goes in hand with "oh but tnt blows it up" 22:32 sofar that's something a specialized subgame should do (door wars!) 22:37 Fixer sofar, i often see flying doors of completely griefed houses, and tnt is good way to get rid of them 22:38 sofar Fixer: that's up to server admins to solve, I believe it shouldn't be the default 23:17 RealBadAngel ok, looks like i do have minimap addition polished 23:17 RealBadAngel need #3712 to go in for it 23:17 ShadowBot https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel 23:18 RealBadAngel without it i cant even make a PR 23:25 Fixer RealBadAngel, so... camera or hud? 23:26 RealBadAngel est31 agreed on hud, ive moved it meanwhile to camera ;) 23:26 sofar LOL 23:28 Fixer RealBadAngel, moving back to hud? 23:28 RealBadAngel it doesnt really matter 23:29 RealBadAngel i dont wanna rewrite it for 3rd time just for sake of moving 23:31 RealBadAngel while in camera it has acess to some its private stuff 23:31 RealBadAngel no need to pass offset for example 23:32 RealBadAngel also i have next PR build on top of it 23:35 RealBadAngel btw, just a thought, imho theres no need to indicate the players height on minimap. that you can easily find out lookin at nametag 23:41 RealBadAngel BUG: http://i.imgur.com/d0SonWH.png 23:42 kaadmy huuh 23:45 Fixer flying bug 23:58 RealBadAngel player may be dead, but his spirit (selection box) is still standing still ;)