Time Nick Message 00:09 Fixer and it is probably fixed imo 00:12 est31 https://github.com/minetest/minetest/commit/01ae43c48009f816f4649fae2f7f6997452aa6cf#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_game/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/commit/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. 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? 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 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 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 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 06:39 ssieb sofar: I suspect it might be a newer node, so it didn't get added to farming 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 13:00 Fixer someone says he found another blocker issue, will be on github 15:02 Niebieski https://imgur.com/a/ZOR4a 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? 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 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/minetest/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 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/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin 19:18 ShadowBot https://github.com/minetest/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 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/minetest/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 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/minetest/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_game/blob/master/mods/flowers/init.lua#L97 20:30 paramat so flowers won't spread near poisonivy 20:36 VanessaE yeah