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IRC log for #minetest-dev, 2016-04-06

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Time Nick Message
00:09 Fixer and it is probably fixed imo
00:12 est31 https://github.com/minetest/minetest​/commit/01ae43c48009f816f4649fae2f7f​6997452aa6cf#commitcomment-16980758
00:12 est31 hmmmm, ^
00:13 ssieb est31: what's wrong with the documentation?
00:19 sofar est31: ShadowNinja: I'd love to have help with https://github.com/minetest/minetest_g​ame/issues/978#issuecomment-202518725
00:20 sofar it's a place where we need calls to the lua_api result back in cpp_api callbacks, but I just don't know the callback code well enough to know what the right way to hook it up is
00:20 sofar there's also like 4 places where the hookup needs to happen
00:21 est31 ssieb, I'm reffering to this last sentence: https://github.com/minetest/minetest/commi​t/01ae43c48009f816f4649fae2f7f6997452aa6cf​#diff-1305560bd8befb32862f0feeefabd02eR363
00:21 sofar I know it's possible, but ... object maze ... :)
00:22 est31 ssieb, it doesnt make sense
00:23 ssieb est31: That's describing the current system. You're right, it doesn't make a lot of sense, but that's what it actually is.
00:23 ssieb The only change I made was the option to keep the destination alpha.  Anything else in there is me trying to explain the current system better.
00:23 est31 "the alpha of the color will be multiplied with the alpha of the texture with the RGB of the color replacing the RGB of the texture."
00:24 est31 so what gets multiplied with what
00:24 ssieb Oh, sorry, I saw the highlighted line was before that.
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00:25 est31 the sentence before is fine
00:25 est31 only the last one doesnt make sense
00:25 ssieb The color is what is in the colorize command, the texture is what you're coloring.
00:26 ssieb So if you have color equal R1G1B1A1 and the texture pixel is R2G2B2A2, the result is R2G2B2(A1*A2).
00:26 ssieb oops
00:27 est31 no
00:27 ssieb I mean the result is R1G1B1(A1*A2)
00:27 est31 yeah
00:27 ssieb The most likely case is that A1 is 255, so the result is R1G1B1A2
00:27 est31 R1G1B1(A1*A2) matches the code, and makes sense
00:27 est31 but the sentence in the docs is wrong
00:28 ssieb in what way?
00:28 est31 there are two "with" there
00:29 ssieb yes, I was thinking that maybe that was a little unclear...  Maybe an "and" instead?
00:29 est31 idk, what do you mean
00:30 ssieb If it is the word "`alpha`", then the alpha of the color will be multiplied with the alpha of the texture *and* the RGB of the color replacing the RGB of the texture.
00:31 est31 yeah thats better
00:32 ssieb If it is the word "`alpha`", then the resulting pixel will contain the RGB of the supplied color  with the alpha of the supplied color multiplied by the alpha of the texture.
00:32 ssieb est31: how about that?
00:33 est31 yeah
00:33 est31 thats fine too
00:33 est31 except that there should be only one space :)
00:34 est31 "color with"
00:34 est31 xD
00:34 ssieb I know, I was copying and pasting within the line on my IRC client :-P
00:35 ssieb I was actually surprised to find that the PR had been merged.
00:35 ShadowNinja sofar: That's a bit difficult, since the check has to be done in inv:set_item, where you have to check how the stack changed to decide if inv_put or inv_take (or both, or neither) has to be called.
00:36 ssieb est31: could you review it or does it have to be someone else?
00:36 est31 nah, I can too
00:36 est31 perhaps tomorrow i give it a closer look
00:36 ShadowNinja The "best" solution is probably just having mods call "on_put".
00:37 est31 ssieb, the trouble is really nothing about you, sorry for that. There are rules, and sometimes they arent followed.
00:37 ssieb est31: ok.  Do you want a PR to fix the text? :-)
00:37 ShadowNinja It makes the ABM->timer change breaking, but there isn't really a better solution.  Anything else would probably just be a hack.
00:38 ShadowNinja And the "set_item calls on_meta_inv*" change would likely break other mods.
00:41 est31 ssieb, fine
01:08 hmmmm est31:  uhm, yes?
01:09 hmmmm i thought we agreed that the number of +1s will vary depending on the complexity of the feature, ranging from 1 to 3
01:09 hmmmm looking at some of the past logs of the channel you seem to be very hung up about this
01:09 hmmmm ...what's your deal?
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02:23 hmmmm after all that fuss, est31 isn't around now
02:29 sofar does anyone know how to use player:get_hud(id) so that I get the hud params for the breath bar?
02:30 sofar I can get the health bar fine with (0) or ('breath'), so the docs are entirely ambiguous what "id" actually is
02:31 diemartin it's the id returned by :hud_add
02:31 ShadowNinja What are your thoughts on a native Android menu -- i.e., a main screen written in Java with Android's regular UI API, which would act as a launcher for the main game?
02:32 ShadowNinja It would likely be easier to use.
02:33 diemartin that would be nice
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03:38 sofar ugh this is so ugly ... in order to just move the breath bar, I have to disable it and make a new breath bar :(
03:59 sofar this is so damn ugly
04:00 sofar I'm not doing all that just to move a builtin hud bar :(
04:05 diemartin sofar, the code for the builtin hud is in builtin/game/statbars.lua
04:06 diemartin maybe the `hud_ids` array could be made public somehow
04:06 sofar all I want is to move positions
04:06 diemartin you could then call `hud_change(hud_ids[plname].id_breathbar, "pos", {whatever})`
04:06 sofar and you can get 0 -> healthbar
04:07 sofar ah well, not gonna bother for now
04:07 sofar no wonder blockmen had to make a dragon out of his hunger+hud mod
04:08 diemartin the HUD API is still kinda "experimental"
04:09 diemartin but then again, nodeboxes are "experimental"
04:09 diemartin you sure hud_change(0, "pos", some_pos) doesn't work?
04:09 sofar 0 points to health, not air
04:10 diemartin then 1 should be breathbar
04:10 sofar and if I try to fetch it, it returns `nil`
04:10 sofar but I can fetch with id=0
04:11 hmmmm i think it's best if we don't mess with the hud api until some very basic client side scripting gets in
04:11 hmmmm it's only going to get worse and worse
04:11 sofar one of the reasons why I'm not touching it
04:11 diemartin sofar, uh, there's core.hud_replace_builtin
04:11 hmmmm bleh
04:12 hmmmm i'm going to re-start work on my version of the client side modding
04:12 hmmmm it is NOT mutually exclusive with celeron's version
04:12 sofar hmmmm: kewl, do it
04:13 hmmmm i have to because 1). he's just as guilty at procrastinating as i am, and 2). the fundamental vision is different
04:14 hmmmm i hope i still have that diff laying around somewhere, i had about ~600 lines of code written for it already, not a huge amount but by no means is it something to throw away..
04:14 hmmmm but tonight i'm gonna try to get some PRs in
04:15 sofar 2016-04-05 21:16:23: ERROR[Main]: ServerError: Lua: Runtime error from mod 'stamina' in callback on_joinplayer(): /home/sofar/.minetest/mods/stamina/init.lua:252: attempt to call method 'hud_replace_builtin' (a nil value)
04:15 sofar diemartin: it doesn't even exist
04:16 diemartin sofar, builtin/game/statbars.lua:126
04:16 sofar so wrongly documented... it's not a player object method
04:17 sofar that just nukes the existing bar, lmao
04:17 hmmmm oh i remember about hud_replace_builtin
04:17 hmmmm that was such a hacky workaround
04:17 hmmmm you need to call it on mod initialization
04:18 sofar local hud_ids = {}
04:18 sofar sigh
04:18 sofar turn away sofar, turn away
04:19 hmmmm "minetest modding is so ez, it can be used to teach programming to kids!"
04:20 sofar are you calling me a kid?
04:20 sofar cuz
04:20 sofar I totally am
04:21 diemartin hey, at least it's not Python!
04:21 * diemartin runs
04:21 * sofar runs along with diemartin
04:23 hmmmm the Hud api got so messed up since when i first implemented it
04:23 hmmmm it used to be clean and simple
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04:25 hmmmm Zeno`, your thoughts on #3605?
04:25 ShadowBot https://github.com/minetest/minetest/issues/3605 -- Play tool breaking sounds. by sofar
04:27 Zeno` Oh, I thought I commented on that yesterday. Must have closed the browser or something. Personally I think it's fine and not sure what the controversy is about
04:27 sofar TBH, blockmen's method is fine with me
04:28 sofar i.e. a default function attached to each tool by default that calls the default tool break sound function
04:29 Zeno` so, where does that leave the PR?
04:29 hmmmm it can be removed once on_break callbacks are implemerted
04:29 hmmmm shrug
04:29 sofar closable, #3754 replaces it then
04:29 ShadowBot https://github.com/minetest/minetest/issues/3754 -- Add on_tool_break callback by BlockMen
04:30 hmmmm oh it's already existing
04:30 Zeno` cool
04:30 sofar I'm at this point fine either way
04:30 hmmmm does the corresponding PR exist for mtgame?
04:31 sofar no, but I can write that
04:31 sofar actually, we probably want to modify core.register_tool()
04:32 sofar and add the part that plays the sound there
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06:12 sofar I can hoe dirt, and dirt with grass, but not dirt_with_dry_grass?
06:12 sofar oversight or intentional?
06:23 Obani might be intentional
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06:39 ssieb sofar: I suspect it might be a newer node, so it didn't get added to farming
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07:36 nore could #3948 be considered before release please?
07:36 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
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13:00 Fixer someone says he found another blocker issue, will be on github
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15:02 Niebieski https://imgur.com/a/ZOR4a
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15:04 Niebieski guiKeyChangeMenu.cpp line 140
15:14 rubenwardy When using minetest.delete_blocks() or whatever, dropped entities are kept
15:14 rubenwardy it there a way to get around this?
15:14 rubenwardy or do I need to modify the dropped entity code to look at the match id, and not allow picking up on new match?
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19:01 paramat game#1017 please test =)
19:01 ShadowBot https://github.com/minetest​/minetest_game/issues/1017 -- Fire: Faster spread and burnout by paramat
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19:04 paramat nore sfan5 ShadowNinja please can we resolve this? game#543 cracky 2 or 3? i think 3
19:04 ShadowBot https://github.com/minetes​t/minetest_game/issues/543 -- Strengthen obsidian glass by tenplus1
19:05 sfan5 i have no idea
19:06 sofar I'm fine with requiring a tool to dig obsidian glass. I consider it a rare item anyway.
19:07 paramat yes removing breakable by hand is it seems agreed on and will happen
19:07 sofar paramat: the nodetimer fire thing should still happen imo
19:08 paramat sure i don't mind, i just remembered us deciding to delay it
19:09 sofar they kinda go hand-in-hand
19:09 sfan5 paramat: why is game#1006 in the milestone, don't we have feature freeze?
19:09 ShadowBot https://github.com/minetest​/minetest_game/issues/1006 -- Initial bushes: apple, acacia. by sofar
19:09 paramat oh nodetimer fire, thought you meant nodetimer crops
19:09 sofar crops nodetimers can wait
19:09 paramat no freeze yet, see news thread
19:10 sfan5 are you serious
19:10 paramat i don't know how to change the channel banner
19:10 paramat yes
19:10 sfan5 it's not that
19:11 paramat but we are concentrating on stuff essential for release, so 'chilled'
19:11 sfan5 it would be nice if you could even just try to ensure that everyone knows this
19:11 paramat see news thread
19:11 sofar I'd honestly start getting this release out the door
19:11 sfan5 >see news thread
19:11 sfan5 yeah no
19:11 sfan5 i don't read the forum every day
19:11 sfan5 because it's mostly not about dev stuff
19:11 paramat i also mention it regularly in channel
19:12 sfan5 thats good
19:12 sfan5 but not good enough
19:12 sfan5 you could have highlited the people that were here when you decided to change the date
19:12 paramat ok
19:13 sfan5 so there is no new date yet?
19:13 sofar I'd consider the bushes not for 0.4.14... frankly might as well kick all the features and declare freeze now
19:14 paramat game is fine, it depends on the last few essentials in engine
19:14 sofar or at least have a discussion about it
19:14 sfan5 so
19:14 sfan5 if game is fine
19:14 sfan5 then we dont need any game pulls in the milestone
19:14 sfan5 i agree with sofar on this
19:14 sfan5 no need to add bushes just before the release
19:15 paramat well i mean essential game PRs can be resolved quick if devs review them
19:15 sfan5 added features are not essential
19:16 Topic for #minetest-dev is now Minetest core development and maintenance. No new date for feature freeze decided yet. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
19:16 paramat there are still a few things that should be added to game
19:16 paramat thanks
19:16 sfan5 should yet
19:16 sfan5 yes*
19:16 sfan5 but not before the release
19:16 paramat yes
19:17 paramat while engine is still being prepared there's no reason to not merge simple PRs in game
19:17 paramat that greatly improve the release
19:17 sofar it would be good form to stay on the conservative side, though
19:17 sfan5 ^
19:17 paramat sure, simple stuff
19:18 sfan5 the only game issues that need to be resolved are game#978 and game#954
19:18 ShadowBot https://github.com/minetes​t/minetest_game/issues/978 -- furnaces dont work after rejoin
19:18 ShadowBot https://github.com/minetes​t/minetest_game/issues/954 -- locked doors useless on servers
19:18 sfan5 everything else is an optional addition
19:19 sfan5 especially game#1015 which is just a request and won't get done before .14 anyway
19:19 ShadowBot https://github.com/minetest​/minetest_game/issues/1015 -- Fire is boring
19:19 paramat the PR is ready
19:19 sofar according to shadowninja, best solution for 978 is for mods to call node's on_meta* handler
19:19 sofar so 978 can be closed if that's agreed on
19:19 sofar 954 is the noclip cheat
19:19 sofar wip
19:20 sfan5 are we sure that we can resolve #2759 before the release
19:20 ShadowBot https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed)
19:20 sfan5 that bug has been around forever
19:20 paramat no, i was going to work on it during freeze
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19:20 paramat hopefully i can solve it, but not confident
19:21 paramat game#1011 is needed because mushrooms are spreading to much at night
19:21 ShadowBot https://github.com/minetest​/minetest_game/issues/1011 -- Tweaked flower and mushroom spreading by tenplus1
19:22 paramat erm bushes can wait perhaps but players complain about the grassland
19:22 sofar that pr will likely result in a slew of tweaks
19:22 sofar e.g. bush shapes, sizes, types
19:22 sofar so best to wait
19:22 paramat ok
19:23 paramat cleared
19:23 paramat game#999 is essential
19:23 ShadowBot https://github.com/minetes​t/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar
19:23 sofar I'll respin the ABM tonight
19:23 sofar then it's ready for merge.
19:24 sofar we could also omit, and just ship 0.4.14 without
19:24 sofar it's somewhat of a large gameplay change
19:24 sfan5 umm
19:24 paramat it fixes missing essential features
19:24 sfan5 no
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19:25 paramat dirt-with-snow stuff, green grass appearing in savanna
19:25 sfan5 whether it's essential is debateable
19:25 sofar the bug has been around forever
19:25 sofar it's not urgent
19:25 sfan5 also you can't fix features
19:25 sfan5 you can only add some
19:25 sfan5 (what i mean is: it's either a bugfix or a new feature; no "fixes missing feature")
19:26 sfan5 what about game#1014 and game#862 ?
19:26 ShadowBot https://github.com/minetest​/minetest_game/issues/1014 -- Default/mapgen: Denser rainforest, fewer logs by paramat
19:26 ShadowBot https://github.com/minetes​t/minetest_game/issues/862 -- Tnt: Improvements by sofar
19:26 sfan5 are those essential
19:26 paramat 1014 is super simple, just need +1s
19:26 sfan5 nice, and what?
19:26 sfan5 that doesn't make is essential
19:27 sfan5 s/is/it/
19:27 sofar the TNT one is very large. It's a huge array of fixes, though.
19:27 sofar there were so many bugs underneath in that code
19:27 sofar I'm not even sure we got them all
19:27 paramat there's no point in not merging something simple and harmless that will improve the release
19:28 sfan5 #3959 looks good to me
19:28 ShadowBot https://github.com/minetest/minetest/issues/3959 -- Mapgen: Optimise cave noises and tunnel excavation by paramat
19:29 paramat 999 fixes dirt-with-snow not being removed in darkness, and fixes green grass appearing in savanna which is an embarassment (and my fault)
19:29 paramat thanks
19:30 sfan5 we obviously can merge those game pulls before the release
19:30 sfan5 but it would make no sense to delay the release because of them
19:30 paramat can anyone +1 game#1014 ?
19:30 ShadowBot https://github.com/minetest​/minetest_game/issues/1014 -- Default/mapgen: Denser rainforest, fewer logs by paramat
19:32 paramat sofar delay tnt game862?
19:32 sofar given the amount of bugs I've discovered, I highly suggest putting it in 0.4.14
19:32 sofar but, it really should get 2-3 +1's
19:33 paramat i'm fairly happy with it
19:33 sofar nore and shadowninja both looked at it, into some detail
19:34 sofar I fixed the bug that nore ran into
19:34 sofar that wa 9 days ago
19:34 sofar actually there's 2 approvals, so, go blow up 20 blocks of tnt and merge it if it doesn't break
19:35 paramat there's new stuff since the reviews
19:36 paramat i'll have another look and hope to +1 it
19:36 sofar really really trivial changes, though
19:37 sofar uhh, did I just spot an accidental sound removal in one of those?
19:37 paramat game#1017 is an improvement i think, and many complain about 'slow' fire
19:37 ShadowBot https://github.com/minetest​/minetest_game/issues/1017 -- Fire: Faster spread and burnout by paramat
19:37 paramat it's also simple
19:38 paramat removed obsidian glass from milestone
19:38 paramat but again it's simple just needs attention
19:40 paramat adding sounds to seeds? might as well, simple
19:41 sofar that's really a bug if you ask me
19:41 sofar it's missing an important part of what makes good nodes
19:41 sofar that's like a missing texture
19:43 sofar afk lunch
19:53 nore paramat: sfan5: could you please review #3948?
19:53 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
19:55 paramat i'll try, can you explain why it's needed for release?
20:06 paramat sorry, nevermind =)
20:13 paramat VanessaE is group 'flora block' essential or can it be deleted? https://github.com/minetest/minetest_​game/pull/1011#issuecomment-206530896
20:13 VanessaE I don't even know what it IS.
20:13 paramat nor do i =)
20:13 Fixer lol
20:13 VanessaE in that case, kill it :)
20:13 paramat ok
20:14 Fixer maybe after release? who knows what bugs will crop up %)
20:14 paramat it's used 3 times in plantlife though
20:14 VanessaE good point.
20:14 VanessaE save it for after release
20:14 paramat hm good point
20:16 VanessaE may as well just leave it, if it's used in plantlife I'm sure there's a reason :)
20:16 VanessaE (I just don't remember)
20:18 VanessaE oh wait, I know why
20:19 VanessaE I think it's to prevent poison ivy from spawning in areas with flowers.
20:19 VanessaE or perhaps vice-versa
20:21 paramat PA > "IIRC the flora_block group was there for some mod compatibly"
20:22 paramat anyway yes keep it for now
20:22 VanessaE I don't wanna have to make any chanegs to plantlife :)
20:22 VanessaE changes*
20:22 PilzAdam VanessaE, AFAIK it was to keep flowers spread in areas where a lot of plantlife stuff already exists?
20:22 PilzAdam *keep flowers from spreading in...
20:22 VanessaE no, I think the idea was to keep poison ivy from sprouting up in someone's flower bed
20:23 PilzAdam so it is useful for something
20:23 VanessaE yeah
20:23 PilzAdam paramat, don't remove the flora_block group, then
20:24 VanessaE Gael-de-Sailly just happened to find there it was linked from, I'd quite forgotten that feature existed :)
20:24 paramat agreed
20:29 paramat oh of course: 'blocks flora' https://github.com/minetest/minetest_gam​e/blob/master/mods/flowers/init.lua#L97
20:30 paramat so flowers won't spread near poisonivy
20:36 VanessaE yeah
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