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IRC log for #minetest-dev, 2016-04-01

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All times shown according to UTC.

Time Nick Message
00:03 kinokoio I am checking how to add light to the player and I found the code
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01:22 est31 man our cpp pathfinder is a total mess
01:22 est31 it has O(n^3) complexity
01:23 est31 its really funny
01:23 est31 it gives the choice between dijkstra and A*, and has n^3 complexity
01:23 est31 what a joke
01:23 est31 no wonder it adds so much lag
01:24 est31 When I'm done with it, it will be something completely else
01:24 Void7 n^4 complexity? :jokeface:
01:25 est31 paramat, why are torches disabled for dungeons?
01:25 est31 I think its desireable to have the dungeons filled with *stuff*
01:26 est31 perhaps it might be fun to light dungeons up
01:26 est31 but there should be something else that fills the dungeons
01:26 est31 dunno chests or something
01:28 Void7 hmm... perhaps flood them sometimes?
01:31 paramat the torches are just roughly placed for dev work
01:48 hmmmm est31, there are mods for that
01:49 hmmmm the engine should not be in the business of deciding what goes into the dungeons
01:58 sofar well, if mods could use mapgen decorations, that would be nice and optimized
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02:17 paramat they can, but the decoration API cannot yet place inside dungeons
02:29 paramat anyway i agree mapgen should only do very basic universal stuff in dungeons, most decorations (torches, bookshelves, chests) would be a mod thing
02:48 paramat such a mod could be part of mtgame
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02:52 est31 hmmmm, of course, the engine should not hardcode it
02:53 est31 mtgame should take care of the content :)
02:53 hmmmm well if you want to include a dungeon decoration mod in the default mod, so be it..
02:53 hmmmm s/default mod/default game/
03:02 hmmmm paramat, you can construct the simple decorations yourself, if you want to place a schematic there's place_schematic_in_vmanip, if you want to grow an lsystem structure there's that set of api
03:03 hmmmm you can already do all the placement you want in the dungeons
03:03 paramat ok
03:05 paramat ShadowNinja are you able to help out with https://github.com/minetest/minetest/issues/3266#issuecomment-199766449 ?
03:38 ShadowNinja #3946
03:38 ShadowBot https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format
03:39 ShadowNinja paramat: I fixed that, or at least made a PR...
03:40 ShadowNinja https://github.com/minetest/minetest/commit/7bcbc0105b3e67b7e066be6fd77775769cffdd16
03:41 paramat ok good
04:02 paramat that was merged great
04:05 paramat removed milestone from #3266
04:05 ShadowBot https://github.com/minetest/minetest/issues/3266 -- Settings tab improvements
04:07 paramat tesla model 3 is beautiful =)
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04:16 paramat updated #3927 any comments hmmmm ?
04:16 ShadowBot https://github.com/minetest/minetest/issues/3927 -- Decoration API: Allow rotation of simple decorations by paramat
04:18 hmmmm oh boy what's going on here
04:18 hmmmm so a simple decoration is a vertical column
04:18 hmmmm i'm assuming what this patch does is randomly select one of the 24 facedirs for each node in the vertical column??
04:18 hmmmm or does it place these nodes on their sides... or..
04:19 hmmmm make it into a horizontal column?
04:19 hmmmm both?
04:19 sofar that's why I thought randomizing over 24 is so weird
04:19 sofar I can understand (0-3)
04:19 hmmmm what's the point of this feature exactly
04:19 paramat if a deco is a vertical column all nodes in the column have the same rotation, it stays vertical
04:20 hmmmm hmm
04:20 paramat a modder requested rotation for simple decorations
04:20 hmmmm looking at the code it looks like it really is just facedir rotation
04:20 hmmmm not actual decoration shape rotation
04:20 sofar yes
04:21 paramat first it was just rotations 0-3, then i made it 0-23
04:21 paramat correct
04:21 hmmmm "a value of 24 enables 24-orientation random rotation."
04:21 hmmmm honestly things like this i feel can be considered bad api design
04:21 hmmmm especially when we can take advantage of lua's typing system here
04:22 hmmmm what if it were... "random" for a random rotation?
04:22 hmmmm what if you want to expand this in the future to use degrotate?
04:22 paramat i thought that might be controversial, but it's simple and intuitive
04:23 paramat i oppose degrotate
04:23 hmmmm why
04:23 paramat a new enum for 23 rotations plus random perhaps
04:23 hmmmm i feel like it could have a real use case with simple decorations
04:24 hmmmm in any case like sofar mentioned earlier, the choice to randomize between 0 and 23 is kind of weird
04:24 hmmmm do you mind if i make a recommendation to your api design?
04:24 paramat i don't mind of course
04:25 hmmmm make the random option the string "random" or something like that
04:25 hmmmm and then add a flag to the simple decoration that's like
04:25 hmmmm "lock rotations to Y axis"
04:25 hmmmm and if that's set it'd choose the rotation mod 4
04:26 hmmmm so that way you can have
04:26 hmmmm rotation = "random",
04:26 hmmmm lock_rotation_to_y_axis = true,
04:26 hmmmm that would choose a random facedir from 0 to 3
04:26 hmmmm whereas if the latter were false or absent it'd be 0 to 23
04:26 sofar "facedir" "facedirsimple"
04:26 hmmmm ????
04:27 paramat my arguments are in game#290 degrotate is fone for specialised mod use but unsuitable for mapgen
04:27 ShadowBot https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel
04:27 sofar rotation = "facedir" | "facedirsimple" ..
04:27 hmmmm sofar:  i still don't quite understand what you mean by that
04:27 paramat hm good idea
04:27 sofar sorry, it would be a suggested string value to determine operation
04:27 paramat (fine)
04:28 hmmmm sofar:  so rotation = "facedir" would mean "a random facedir from 0-23"?
04:28 sofar yes
04:28 hmmmm well actually i think that's a better idea
04:28 hmmmm except maybe it should have the word "random" as part of it
04:28 paramat i did thnk an option for 0-3 would be good
04:28 sofar and facedirsimple = 0-3
04:29 sofar right, it lacks the "random" word :/
04:29 hmmmm we can be more descriptive than "simple" though
04:29 hmmmm random_facedir_y_axis
04:29 sofar random-facedir
04:29 hmmmm random_facedir
04:29 sofar random-facedir-simple
04:29 hmmmm ??? yes?
04:29 sofar underbar, sure, yes
04:29 hmmmm what about changing simple
04:30 hmmmm paramat:  do you agree with this or would you rather all of the rotation values be numbers??
04:30 sofar well so, the screwdriver mod has the concept of "simple facedir rotation" being 0-3
04:30 sofar https://github.com/minetest/minetest_game/blob/master/mods/screwdriver/init.lua#L16
04:30 sofar that's where I got that from
04:32 paramat yes this is good
04:32 hmmmm and what do you think about the nomenclature?
04:32 paramat no rush it's not milestone
04:33 hmmmm should it be random_facedir_y_axis or random_facedir_simple?
04:33 paramat i prefer y axis
04:34 hmmmm alright then since it's your pr that'll be it
04:34 sofar I'm entirely neutral on that
04:34 paramat ok i'll work on it
04:34 sofar so, do it
04:34 hmmmm yea
04:35 hmmmm when you translate the random rotation string from lua to engine, you're going to have to either add a new field or two, or define constants for each
04:35 hmmmm i notice you made rotation an s16 for no real reason - fine by me
04:36 paramat just because the others were
04:36 hmmmm #define DECO_SIMPLE_ROTATION_FULL (-1)
04:36 hmmmm #define DECO_SIMPLE_ROTATION_YAXIS (-2)
04:36 hmmmm RAND_ROTATION
04:37 paramat ok thanks
04:40 sofar can I put a number in there, too?
04:40 sofar and have it end up in param2?
04:41 hmmmm yeah you're right
04:41 hmmmm if you put in a number larger than 8 bits, it'll truncate
04:41 hmmmm also the param2 isn't validated
04:41 sofar if you make it s16, and your constants are -3, -2 and -1, then 0 - 255 are free to be used
04:44 hmmmm pretty sure that's going to cause a new compiler warning
04:45 sofar well, I'd treat the negative values as flags to enable the random behavior
04:45 paramat yeah i intended it so that any param2 could be set, for special uses where param2 controls other stuff
04:45 sofar and positive values as plain param2 values
04:45 hmmmm paramat:  that shouldn't be an easter egg
04:46 hmmmm add to the documentation that values not within the range of 0 to 23 are undefined
04:46 hmmmm and this value for non-facedir node types will also result in undefined behavior
04:46 paramat should be documented yes
04:46 sofar may as well call it `param2 = "random_facedir_rotation_y_axis"`
04:47 hmmmm so instead of validating the data, you could just put the onus on the modder to get it right
04:47 paramat yes i prefer that :)
04:47 hmmmm you know what I changed my mind about the strings
04:47 hmmmm that's so ugly
04:48 hmmmm define constants for -1 and -2 in Lua as well in builtin/constants.lua
04:48 hmmmm so instead of rotation = "random_facedir" you can do
04:48 hmmmm rotation = minetest.DECO_ROTATION_RANDOM_FACEDIR
04:49 hmmmm deja vu... i feel like we've had this exact same conversation before
04:51 paramat ok cool
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04:54 sofar lol, caught IRC-ing
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05:35 ShadowNinja hmmmm: What do you think about #3946 ?
05:35 ShadowBot https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format
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08:29 * kaeza looks at the date...
08:29 kaeza time for 0.5?
08:34 celeron55 i think that wouldn't be very tasteful
08:36 celeron55 unless there's a very good "explanation" to go with it :P
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14:52 Zeno` how do I apply to be a dev?
14:53 Fixer o_0
14:54 Fixer Zeno`, is not you quit?
14:54 kilbith wanna come back ?
14:54 kilbith ^ celeron55
14:54 Zeno` yeah, I want back
14:54 Fixer Zeno`, welcome back!
14:54 Fixer \o/
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14:55 Zeno` I removed myself as a dev because I needed a break. I've had that break
14:56 Zeno` and now is a good time to come back
15:05 Obani hey Zeno` ;)
15:05 Obani back again !
15:05 Obani (double meaning sentence)
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15:08 est31 lol Zeno`
15:08 est31 we just wanted to move you to the previous core devs section on the credits tab: #3907
15:08 ShadowBot https://github.com/minetest/minetest/issues/3907 -- Update credits tab by est31
15:09 Zeno` better update that :p
15:09 nore hey Zeno` :)
15:09 Zeno` yo nore
15:09 nore est31: btw, I was wondering
15:10 nore remember that commit I made a few weeks ago that removed escape sequences from chat?
15:10 est31 yes
15:10 nore I think it could be useful to remove escape sequences from formspec labels, item descriptions, etc
15:11 nore so we can add colored text/bold/italics/links/etc there in the future too
15:11 nore what do you think?
15:11 est31 or translated text :)
15:11 nore oh, good idea
15:11 est31 yes, good idea
15:12 Zeno` do the escape sequences in those labels currently serve a useful purpose?
15:12 nore Zeno`: not yet
15:12 Zeno` good idea then
15:12 nore compatibility without version bump in the future for things like colored chat mainly
15:12 Obani question : mind changing minetest core license ?
15:13 est31 Obani, thats a biggie, and very likely to be not possible.
15:13 Zeno` nore, that's probably not a huge thing if it became incompatible
15:13 Obani est31, you might know why I ask that
15:13 est31 no
15:13 Obani freeminer
15:14 est31 nah, i dont want GPL only because of freeminer
15:14 Zeno` we care about freeminer? In what way?
15:14 Obani freeminer uses MInetest commits
15:14 Zeno` to incorporate code back into MT?
15:14 Obani Whereas minetest can't use freeminer's commits
15:14 est31 so what
15:14 Obani And freeminer is way better than Minetest actually
15:14 nore Zeno`: well, if we decide to add translations or things like that, that may create huge strings for users that don't have that code
15:14 Obani But it's community is minimalistic
15:15 nore anyway, I'm going to code that then
15:15 kilbith that's just FM "cool" features that newbies are excited from
15:15 Zeno` In the past we've added many of freeminer's "features" in a different way
15:15 Obani kilbith, those features you are talking about is just why it is better
15:15 Zeno` nore, true
15:15 Obani And why it looks better
15:15 est31 Obani, well perhaps it is. I cant make a judgement except "The steaming pile of shit I sit on is the best one around, no other pile can compare".
15:16 kilbith and proller's code is rather sucky
15:16 Obani kilbith, well at least it works and it's fast
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15:17 Zeno` Obani, originally FM was better because it was better optimised. But we fixed that. It also has extra features of course, but there is no reason that cannot be fixed either
15:17 nore I'll try to do that quickly enough so it can get into 0.4.14
15:17 nore (as it is compatibility code)
15:17 Fixer est31, lol
15:17 Zeno` maybe there is more optimisation to be done -- I dunno -- I need to look at profiling (which I am starting now)
15:18 Zeno` when is 0.4.14's expected release date?
15:19 Obani it was excepted to be some days/weeks ago
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15:19 Obani But....the freeeeeze
15:19 Zeno` ok, so it's "As soon as it's ready"
15:19 Zeno` cool
15:19 Fixer Zeno`, in terms of performance you might be interested in #3770, also gregorycu made a PR that tries to fix jittering/stuttering but it can't be compiled right now
15:19 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja
15:20 Zeno` hi hmmmm
15:20 Zeno` Fixer, ok I'll look at it
15:20 Fixer Zeno`, and est31 is working on node metadata PR that will help on servers with tecnic and stuff
15:21 est31 but if somebody else wants to work on it, please take it :)
15:21 Fixer Zeno`, VBO was merged recently and works pretty good for me, have not heared any complaints
15:21 est31 i am busy with other stuff atm
15:21 hmmmm hello
15:21 Zeno` I don't want to look at VBO atm for personal reasons
15:22 Zeno` from what I saw it seems fine and doesn't need touching at least for the next release
15:22 Fixer Zeno`, yes, you don't need to touch it, it seems to work fine :)
15:22 est31 yeah its fine
15:26 Zeno` :)
15:27 Zeno` est31, well done on the mapblock RAM thing
15:28 est31 thanks
15:28 est31 yeey a supporter for it
15:28 Zeno` Oh, I support it of course because I gathered data related to that for weeks and weeks lol
15:29 est31 celeron55 doesn't like it
15:29 * Zeno` is impressed tbh
15:29 Zeno` oh well :)
15:29 est31 because of a bug, i agree with him that it should be fixed somehow
15:30 Zeno` what are the side-effects of the bug?
15:31 Zeno` (or direct effects I guess)
15:31 est31 The server sends you all the blocks inside the viewing range, now if the number of the blocks the server thinks you should have is larger than the RAM limit, the server constantly sends you stuff, and the client constantly deletes it again
15:31 Zeno` oh
15:31 Zeno` that's kinda nasty
15:32 Zeno` nevertheless it's progress
15:34 est31 okay I am leaving now again, just joined to welcome back Zeno`
15:35 Zeno` awwww
15:35 est31 just for the protocol I support him being a core dev again
15:35 Zeno` :)
15:37 Obani #3620 is ok for test
15:37 ShadowBot https://github.com/minetest/minetest/issues/3620 -- Stereo: replace toe-in by off-axis method by dfelinto
15:37 Obani It just needs some spaces replaced by tabs
15:38 kinokoio Anout https://github.com/minetest/minetest_game/issues/1004, has anyone started working on it?
15:40 kinokoio I have thought a solution to add support for NDT_NORMAL and change a bit the way fences' bars are drawed
15:47 sofar Zeno`: I was there when you left. Good to see you had an enjoyable break!
15:49 Obani #3208
15:49 ShadowBot https://github.com/minetest/minetest/issues/3208 -- allow changing the velocity of objects relatively to their current velocity by HybridDog
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16:52 paramat !tell Zeno` good to see you. freeze is delayed but sometime fairly soon, we're concentrating on stuff essential for release
16:52 ShadowBot paramat: O.K.
16:53 VanessaE so are we still on the inside of the fridge door next to the juice? :)
16:54 paramat yeah but i drank the juice
16:54 VanessaE you bastard!  :)
16:55 paramat btw freeminer is not better than minetest
16:55 VanessaE I haven't looked at it in months, maybe a year now
16:57 paramat i guess it may seem so superficially
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17:02 paramat the client mapblock limit bug should be fixed for release i think, 5000 mapblocks is easily exceeded
17:03 VanessaE just so long as "fixing" it doesn't result in OOM crashes
17:04 paramat there's a commit in the farmap branch for this
17:04 VanessaE but that branch is not a 0.4.14 candidate
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17:09 kilbith paramat uses 320 nodes of viewing range btw
17:10 kilbith so yeah, easily exceeded
17:10 VanessaE my view range doesn't generally exceed 150, and on my creative server I drop it to 60 in some places to keep the fps up.
17:18 paramat i mean, we can base a new commit on the farmap commit
17:21 paramat 5000 is exceeded at view range 170
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17:36 Obani Zeno is already gone ? :'(
17:38 VanessaE paramat: imho if you're gonna fiddle with code from farmap, you and/or celeron55 need to finish it completely and commit it for 0.4.14
17:38 VanessaE it's waited long enough.
17:39 VanessaE Obani: he never stays long.
17:39 paramat nooo it's not for 0.4.14
17:39 paramat still needs lots of work
17:40 VanessaE then just bump the block count limit up to say 10k and call it a day.
17:40 VanessaE don't go mucking about with the code.
17:40 Obani <Zeno`> I used to be here nearly 24/7
17:40 VanessaE you're already practically in "feature" territory as it is
17:40 VanessaE Obani: that was a very long time ago
17:42 VanessaE lately if he shows up at all, it's only for a few minutes to an hour
17:52 Obani sofar, are fence gates in-game ?
17:52 Obani in minetest-game*
17:54 paramat they are
18:10 paramat nore PilzAdam sfan5 ShadowNinja easy review game#994
18:10 ShadowBot https://github.com/minetest/minetest_game/issues/994 -- Beds: Check for buildable_to for bottom half by sofar
18:10 sfan5 +1 from me
18:10 paramat ok
18:10 PilzAdam paramat, if it really fixes the issue it is trying to fix, then +1
18:16 sofar it does
18:16 paramat good enough for me
18:22 paramat game#999
18:22 ShadowBot https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar
18:25 sofar that's not for 0.4.14
18:25 sofar same with the fire changes
18:26 paramat ok but 999 is so simple it can be in release
18:28 sofar sure, that one is fairly simple
18:41 paramat i'll merge game#1003 as seems trivial
18:41 ShadowBot https://github.com/minetest/minetest_game/issues/1003 -- Fix disappearing doors while underwater by tenplus1
18:42 paramat or do they need 'use texture alpha'?
18:44 VanessaE that won't help.
18:44 VanessaE it's an alpha/z-sorting issue in the rendering code
18:44 VanessaE (tenplus1's idea is the only workaround)
18:46 paramat yes but doors won't be using translucency .. ?
18:47 paramat oh i see
18:48 paramat well for tidyness it can be removed
18:57 sofar paramat: texture alpha for nodeboxes is broken
18:58 sofar horribly
18:58 paramat ah i see
18:58 sofar I'm fine with 1003 for now
19:01 paramat sfan5 PilzAdam game#999 ?
19:01 ShadowBot https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar
19:02 sfan5 dry grass?
19:02 sfan5 why
19:02 sofar in the middle of savannahs, if you build something and then remove it, it leaves a dirt spot
19:02 sofar after a while you get normal grass in between dry grass
19:03 sofar like, when you dig up an acacia log
19:03 paramat it doesn't help with the centres of large patches of dirt, but it helps and is fairly lightweight
19:04 sofar could extend the range, but for large patches it's not so bad
19:04 paramat it's something i almost fixed a while back
19:04 paramat yeah possibly
19:04 VanessaE isn't there a noise source (or three) you could check to determine the biome?
19:05 sofar if only we had biome information after mapgen......
19:05 sofar *COUGH*
19:05 paramat hm
19:05 sofar ;)
19:05 paramat get heat/humidity/biome at point API may happen
19:07 paramat anyway for now this with range 1 is good
19:10 paramat perhaps it could search for nearby dirt with snow also ..
19:10 VanessaE why not just change the node to whatever its neighbors are?  leave it as dirt if there's nothing useful next to it
19:10 VanessaE that way even large patches eventually grow over, if there's at least one "seed" node somewhere in the patch
19:11 VanessaE else it stays a patch of dirt and you should add something else, say a water source, to get it to grow (into green grass)
19:11 sofar that's not a bad idea.
19:11 VanessaE seems to me that this would add a small gameplay feature as well as simplifying the growing logic
19:13 paramat worth considering ..
19:15 paramat yeah removing the bias towards green grass makes sense
19:15 sofar want me to update?
19:16 paramat and we could remove the check for snow above too
19:16 paramat yeah let's work on this
19:17 paramat so 'find node near' searches radius 1 for green grass, dry grass and dirt-with-snow
19:17 sofar right
19:17 sofar I wonder if we can just do one find_node_near
19:17 paramat and changes dirt to one of those
19:18 paramat yeah just one with multiple entries
19:18 sofar yes, and then take first found as hint
19:18 sofar change it to the one found XD
19:18 Fixer biome blend
19:18 Fixer problem?
19:19 paramat well yeah at biome borders a biome could start to grow over another, but meh ..
19:19 Fixer grow forever
19:19 Fixer fighting each other ._.
19:19 sofar no, since it terminates
19:19 sofar once the dirt is covered, end of problem
19:19 paramat it would be a rare occurence and quite fun if it happens
19:21 VanessaE yeah unless you start creating bare dirt biomes, it wouldn't be an issue
19:21 VanessaE this is the part where kilbith is supposed to chime in saying that we shouldn't use reality as the basis for such things ;)
19:23 VanessaE (psst... kilbith, that's your cue!)
19:24 sofar he's like betelgeuse
19:24 VanessaE heh
19:25 sofar any objections against minetest.set_node(pos, node) type syntax? instead of { name = node.name } ?
19:26 VanessaE where "node" is...?
19:26 sofar I could care less about param2 values
19:26 VanessaE (a node def table, a string?)
19:26 sofar VanessaE: minetest.get_node(pos_from_find_node_near)
19:27 sofar e.g. I'm doing:
19:27 sofar local blend = minetest.find_node_near(pos, 1, {
19:27 sofar })
19:27 kilbith hmm ?
19:27 sofar then
19:27 sofar if blend then
19:27 VanessaE kilbith: you're late.
19:27 sofar minetest.set_node(pos, blend)
19:27 sofar err
19:27 kilbith idk what you're talking about
19:27 sofar minetest.get_node(blend)
19:27 VanessaE sofar:  hm..  I don't see any reason not to support that.  As long as you're doing so, add support for a node name string as well.
19:27 Obani Fixer, could you check something for me ?
19:28 VanessaE kilbith: it was a joke.
19:28 Fixer Obani, ?
19:28 sofar VanessaE: I'm not changing the API
19:28 VanessaE ok
19:28 Obani Fixer, do you have the noclip pathfinding ?
19:28 Obani antcheat I mean
19:28 Obani the PR by est31
19:28 Fixer Obani, only old version
19:29 Obani Fixer, would it be possible to test something with it ?
19:29 Fixer yes, but i will need to compile it again
19:29 Obani I suspect some recent commit to spam server logs
19:30 Obani "pathfinder: failed to update cost map"
19:30 Obani I thought it could be it
19:30 Obani (When nobody is online)
19:30 Fixer Obani, what exactly you want to test?
19:31 Obani Well, open a server in normal dev
19:31 Obani And connect and disconnect it
19:31 Fixer and?
19:31 Obani then look at the logs and tell me if this message appears
19:31 Fixer Obani, with est31 PR?
19:32 Obani Both, the PR and the main repo
19:32 Obani Test with the repo mainly
19:32 Obani I don't think it's because of est31's PR
19:32 Fixer Obani, connect and disconnect it, what this means? connect with client to it?
19:32 Obani Yes, open a server and look at its logs
19:33 Obani Connect to it with an other client and disconnect from it
19:33 Obani Then look at the logs if something strange happens
19:33 Fixer i'm at 0115da1 right now
19:34 Obani mmh I suggest you update it
19:34 Obani It's only 3 commits behind, but still
19:36 Fixer i don't have this error in 0115da1
19:37 Fixer let me compile newer one, but that will take 20 min
19:37 Obani ??
19:37 Obani not so sure
19:37 Obani Why should it ?
19:37 Obani Fixer, wait
19:37 Obani Did you activate anticheat ?
19:38 Fixer Obani, that one was without est noclip
19:38 Obani Fixer, yes, but try with it
19:38 Fixer Obani, it is old version, and it is still WIP, wait a sec than
19:38 Obani Fixer, without the est31 PR I mean
19:39 Fixer damned
19:39 Fixer i just tested it without, and it has no such error
19:39 Obani damn
19:39 Fixer and i don't remember such error when i was testing it with est31 noclip pr week ago
19:39 Obani It's in server logs, right ?
19:40 Fixer debug.txt
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19:41 Fixer afk
19:41 Obani ok
19:51 nore #3948
19:52 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
19:53 nore paramat: sofar: ^
19:54 paramat ok. nore is #3895 ready for merge?
19:54 ShadowBot https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs
19:54 nore Fixer: also, if you could test it to check I've not forgotten anything, it would be useful :) (this pull would be good to have in 0.4.14, so it needs testing)
19:55 nore paramat: there should not be any problems with it, at least I and sofar tested it
19:55 nore so I'd say yes
19:55 paramat ok
19:57 Fixer nore, 3948?
19:57 nore Fixer: yep
19:57 Fixer nore, not sure how to test it
19:58 nore I'd say try to add escape sequences everywhere, the main question is actually whether I've missed somewhere :/
19:59 nore item descriptions, infotexts, labels and tooltips should at least work fine
19:59 nore tab headers too
20:03 Fixer chat messages?
20:03 nore chat messages was the previous pr ;)
20:03 nore I just had the idea to extend it to more strings
20:04 nore and est31 noticed it would allow client-side translations for example
20:04 nore (as well as: colored text, clickable links, ...)
20:09 Fixer nore, dropboxes too?
20:09 Fixer like in settings tab
20:10 nore hm, I don't remember actually if I added it there
20:12 Fixer nore, labels on buttons too?
20:12 nore labels on buttons should be ok
20:12 nore for dropdowns, escapes are removed
20:12 nore BUT
20:13 nore with the way dropdowns currently work
20:13 nore the field that will be sent to the server will be the escaped text
20:13 Fixer nore, what about lists? like in world config window or in advanced settings
20:14 nore hm, didn't try them but they should be ok
20:14 nore I remember adding escapes there
20:17 nore I don't know how I should handle dropdowns though
20:17 Fixer nore, text that is shown when looking on items in game with F5?
20:18 nore don't think so
20:18 nore but this is only node name, isn't it?
20:19 ShadowNinja Isn't this thread-unsafe? https://github.com/minetest/minetest/blob/master/src/mapblock.cpp#L469
20:20 Fixer nore, like Mese Sword / GenericCAO hp=1 armor={immortal=1, }
20:20 nore hm, this
20:20 nore I don't think I escaped them indeed
20:21 Fixer nore, also, hud text?
20:21 nore hm, nope
20:21 Fixer like in custom mods, like areas
20:25 nore ok, it should work now
20:25 nore just added both
20:26 ShadowNinja Hmmm, seems the map's saved directly from the server thread.
20:26 ShadowNinja So it's safe, but saving can block the server.
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20:46 PilzAdam celeron55, github now allows to disable merge commits: https://github.com/blog/2141-squash-your-commits
20:47 PilzAdam maybe change that setting for our repos, so that nothing bad happens if somebody accidentally presses the green merge button?
20:47 PilzAdam s/change that setting/use this setting/
20:50 Obani PilzAdam, the problem with Github's commands is that it adds a commit to the logs
20:50 sofar ohhh nice
20:50 sofar damn that's nice
20:51 nrzkt nice squashing :)
20:51 sofar um, but I want rebasing, not squashing :(
20:52 sofar oh wait, so disabling both check boxes should do that, I think
20:54 nrzkt sofar, rebasing is available on gitlab :p i hope they will follow with squashing
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22:46 celeron55 sofar: you can't disable both
22:46 celeron55 it says "nope"
22:46 celeron55 which frankly is dumb
22:48 kaeza !tell est31 if you are fixing credits tab names, please could you 'i' -> 'í' in "Diego Martinez"?
22:48 ShadowBot kaeza: Error: Spurious ">".  You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands.
22:49 kaeza fek
22:49 kaeza well, read the logs
22:49 Fixer he reads the logs anyway
22:50 kaeza est31, just in case, "Martínez", not "Díego" :P
22:51 Fixer you want fancy i?
22:53 kaeza it sounds slightly different, but is more correct
22:53 kaeza just as 'o' is not the same as 'ö' in some languages
22:53 Dragonop Spelling is important, that's why I'm so bad speaking my own language
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23:53 est31 will push this in 20 mins : https://github.com/est31/minetest/commit/25dedbc7b88b2dcdc1593ac986d009dd2fea28e9

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